#include <windows.h>
#include "shared.h"
#include "general.h"
#include "listnode.h"
#include "locmath.h"
#include "vector.h"
#include "vertex.h"
#include "quat.h"
#include "matrix.h"
#include "texture.h"
#include "polygon.h"
#include "tll.h"
#include "plane.h"
#include "object.h"
#include "camera.h"
#include "light.h"
#include "collision.h"
#include "glfont.h"
#include "bspline.h"
#include "bsp.h"
#include "portal.h"
#include "pvs.h"
#include "tga.h"
#include "lightmap.h"
#include "winfuncs.h"
#include "console.h"
#include "log.h"
#include "bass.h"
#include "sound.h"
#include "bullet.h"
#include "decal.h"
#include "particle.h"
#include "brush.h"
#include "csg.h"
#include "mmgr.h"
#include "resource.rh"
Go to the source code of this file.
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Definition at line 197 of file main.cpp. References AddPortalsToLeaves(), ApplicationStartTime, BuildBSP(), BuiltBSP, cameraMode, VERTEX::coords, CreateBSPLightmaps(), CreateSounds(), FindTruePortals(), glFontCreate(), InitializeBASS(), InitializeBullets(), BSP_node::leaf, LoadBSPLightmaps(), MakeNodeLists(), MakePortalList(), Max_X, Max_Y, Max_Z, Min_X, Min_Y, Min_Z, BSP_node::nodeid, BSP_node::nodelightmaplist, BSP_node::nodepolylist, BSP_node::numdecals, BSP_node::numpolys, numWorldPolygons, ResetBrushes(), SetGLCamera(), SetGLLighting(), SetGLMaterial(), SetGLProperties(), SetGLTexture(), SetGLWorld(), SetSplines(), SetStaticLights(), DECAL::Size, POLYGON::Vertex, BSP_node::visible, VECTOR::x, VECTOR::y, and VECTOR::z. Referenced by WinMain().
00198 { 00199 int ReturnValue; 00200 // Seed the random number generator 00201 srand((unsigned)time(NULL)); 00202 // Initialize the sound 00203 InitializeBASS(); 00204 CreateSounds(); 00205 // Set the application start time 00206 ApplicationStartTime = (float)GetTickCount(); 00207 // Set the initial camera mode 00208 cameraMode = 0; 00209 // Set the OpenGL state 00210 SetGLProperties(); 00211 SetGLMaterial(); 00212 SetGLLighting(light); 00213 // Set the camera and splines 00214 SetGLCamera(camera); 00215 SetSplines(SplineList); 00216 // Set the textures 00217 if (!SetGLTexture(texture)) 00218 ReturnValue = 0; 00219 else 00220 ReturnValue = 1; 00221 00222 // Create the font texture 00223 glFontCreate(&myFont, "roman.glf", 600); 00224 00225 // Initialize the world geometry 00226 SetGLWorld(worldPolygons, texture, vertex); 00227 00228 // Find the bounding box of the data set 00229 Min_X = worldPolygons[0].Vertex[0].coords.x; 00230 Min_Y = worldPolygons[0].Vertex[0].coords.y; 00231 Min_Z = worldPolygons[0].Vertex[0].coords.z; 00232 Max_X = worldPolygons[0].Vertex[0].coords.x; 00233 Max_Y = worldPolygons[0].Vertex[0].coords.y; 00234 Max_Z = worldPolygons[0].Vertex[0].coords.z; 00235 for (int loop = 0; loop < numWorldPolygons; loop++) 00236 { 00237 for (int i = 0; i < 3; i++) 00238 { 00239 if (worldPolygons[loop].Vertex[i].coords.x < Min_X ) 00240 Min_X = worldPolygons[loop].Vertex[i].coords.x; 00241 if (worldPolygons[loop].Vertex[i].coords.y < Min_Y ) 00242 Min_Y = worldPolygons[loop].Vertex[i].coords.y; 00243 if (worldPolygons[loop].Vertex[i].coords.z < Min_Z ) 00244 Min_Z = worldPolygons[loop].Vertex[i].coords.z; 00245 if (worldPolygons[loop].Vertex[i].coords.x > Max_X ) 00246 Max_X = worldPolygons[loop].Vertex[i].coords.x; 00247 if (worldPolygons[loop].Vertex[i].coords.y > Max_Y ) 00248 Max_Y = worldPolygons[loop].Vertex[i].coords.y; 00249 if (worldPolygons[loop].Vertex[i].coords.z > Max_Z ) 00250 Max_Z = worldPolygons[loop].Vertex[i].coords.z; 00251 } 00252 } 00253 00254 // BSP initialization 00255 for (int i = 0; i < numWorldPolygons; i++) 00256 bspPolygons[i] = worldPolygons[i]; 00257 00258 root->nodeid = 0; 00259 root->leaf = 0; 00260 root->visible = 0; 00261 root->numpolys = numWorldPolygons; 00262 root->nodepolylist = bspPolygons; 00263 root->nodelightmaplist = lightmap; 00264 root->numdecals = 0; 00265 BuildBSP(root); 00266 BuiltBSP = true; 00267 00268 // Portal Creation 00269 MakeNodeLists(root); 00270 MakePortalList(); 00271 AddPortalsToLeaves(root); 00272 FindTruePortals(root); 00273 00274 // Initialize static lights 00275 SetStaticLights(staticlight); 00276 00277 // Create the lightmaps 00278 CreateBSPLightmaps(root); 00279 LoadBSPLightmaps(root); 00280 00281 // Model Initialization 00282 InitializeBullets(); 00283 00284 // Decal Initialization 00285 muzzleflashdecal.Size = 3; 00286 impactflashdecal.Size = 3; 00287 00288 /* 00289 // Particle Initialization 00290 VECTOR tempvect(0.0, -10.0, -30); 00291 CreateRomanCandle(tempvect); 00292 tempvect.Set(-10.0, -10.0, -30); 00293 CreateBouncy(tempvect); 00294 tempvect.Set(10.0, -10.0, -30); 00295 CreateBouncy(tempvect); 00296 //*/ 00297 00298 // CSG Brush Initialization 00299 ResetBrushes(); 00300 00301 return ReturnValue; 00302 } |
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Definition at line 304 of file main.cpp. References SetGLView(). Referenced by WndProc().
00305 { 00306 SetGLView(Width, Height); 00307 } |
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Definition at line 541 of file main.cpp. References DECAL::active, BULLET::active, AppDirectory, ApplicationStartTime, average, cameraMode, channel_gunshot, Console, CSGAddition(), CSGcullface, CSGflag, currentCamera, currentLight, DialogInUse, DrawGLScene(), FALSE, BULLET::flag, g_hInst, GetTimePassed(), hDC, hRC, hWnd, InitGL(), key, lastmultiplier, lasttime, OBJECT::Multiplier, multiplier, numBullets, numBulletsActive, OBJECT::Orientation, BULLET::OriginalPosition, PlayChannel(), OBJECT::Position, BULLET::PreviousPosition, released_key, ResetBrushes(), screen, shotlast, step, Texturing, TRUE, BULLET::VelocityVector, and WndProc().
00545 { 00546 MSG msg; 00547 g_hInst = hInstance; 00548 GetWindowRect(GetDesktopWindow(), &screen); 00549 00550 WNDCLASSEX wc; 00551 wc.cbSize = sizeof(WNDCLASSEX); 00552 wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS | CS_SAVEBITS; 00553 wc.lpfnWndProc = (WNDPROC) WndProc; 00554 wc.cbClsExtra = 0; 00555 wc.cbWndExtra = 0; 00556 wc.hInstance = hInstance; 00557 wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_MYICON)); 00558 wc.hIconSm = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_MYICON)); 00559 wc.hCursor = LoadCursor(NULL, IDC_ARROW); 00560 wc.hbrBackground = NULL; 00561 wc.lpszMenuName = NULL; 00562 wc.lpszClassName = "OpenGL WinClass"; 00563 00564 00565 if(!RegisterClassEx(&wc)) 00566 { 00567 MessageBox(NULL,"Failed To Register The Window Class.","Error",MB_OK|MB_ICONERROR); 00568 return FALSE; 00569 } 00570 00571 hWnd = CreateWindowEx( 00572 WS_EX_LEFT, 00573 "OpenGL WinClass", 00574 "OpenGL & Win32 Tutorial No.20", 00575 WS_MAXIMIZE | 00576 WS_CLIPCHILDREN | 00577 WS_CLIPSIBLINGS | 00578 WS_POPUPWINDOW | 00579 WS_VISIBLE, 00580 0, 0, 00581 screen.right, screen.bottom, 00582 NULL, 00583 NULL, 00584 hInstance, 00585 NULL); 00586 00587 if(!hWnd) 00588 { 00589 MessageBox(NULL,"Window Creation Error.","Error",MB_OK|MB_ICONERROR); 00590 return FALSE; 00591 } 00592 00593 DEVMODE dmScreenSettings; 00594 memset(&dmScreenSettings, 0, sizeof(DEVMODE)); 00595 dmScreenSettings.dmSize = sizeof(DEVMODE); 00596 dmScreenSettings.dmPelsWidth = screen.right; 00597 dmScreenSettings.dmPelsHeight = screen.bottom; 00598 dmScreenSettings.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT; 00599 ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN); 00600 00601 ShowWindow(hWnd, SW_HIDE); 00602 00603 GetCurrentDirectory(MAX_PATH, AppDirectory); 00604 00605 DialogBox(hInstance, "DEVICE", hWnd, (DLGPROC)devicedialogproc); 00606 00607 Console.Open(); 00608 00609 if(DialogBox(hInstance, "STARTDLG", hWnd, (DLGPROC)StartProc) == IDOK) 00610 { 00611 if (!InitGL(screen.right, screen.bottom)) 00612 { 00613 SendMessage(hWnd, WM_CLOSE, 0, 0); 00614 } 00615 else 00616 { 00617 ShowWindow(hWnd, SW_SHOW); 00618 UpdateWindow(hWnd); 00619 SetFocus(hWnd); 00620 wglMakeCurrent(hDC,hRC); 00621 SetCursorPos((int)(screen.right * 0.5), (int)(screen.bottom * 0.5)); 00622 ShowCursor(0); 00623 } 00624 } 00625 else 00626 { 00627 delete[] brushPolygons; 00628 delete[] Brush; 00629 delete[] vertex1; 00630 delete[] vertex2; 00631 delete[] vertex3; 00632 delete[] lightmap; 00633 delete[] staticlight; 00634 delete[] texture; 00635 delete[] vertex; 00636 delete[] camera; 00637 delete[] light; 00638 delete[] worldPolygons; 00639 delete[] bspPolygons; 00640 delete root; 00641 delete[] bullet; 00642 PostQuitMessage(0); 00643 } 00644 00645 while (1) 00646 { 00647 while (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) 00648 { 00649 if (GetMessage(&msg, NULL, 0, 0)) 00650 { 00651 TranslateMessage(&msg); 00652 DispatchMessage(&msg); 00653 } 00654 else 00655 { 00656 return TRUE; 00657 } 00658 } 00659 00660 if(!DialogInUse) 00661 { 00662 SetCursorPos((int)(screen.right * 0.5), (int)(screen.bottom * 0.5)); 00663 DrawGLScene(); 00664 glFlush(); 00665 SwapBuffers(hDC); 00666 } 00667 00668 multiplier = GetTimePassed(lasttime, average, lastmultiplier); 00669 camera[currentCamera].Multiplier = multiplier; 00670 light[currentLight].Multiplier = multiplier; 00671 for (int loop = 0; loop < numBullets; loop++) 00672 bullet[loop].Multiplier = multiplier; 00673 00674 if (key['A'] && released_key['A'] == 0 && CSGflag == 1) 00675 { 00676 CSGAddition(); 00677 released_key['A'] = 1; 00678 } 00679 00680 if (!key['A']) 00681 released_key['A'] = 0; 00682 00683 if (key['T'] && released_key['T'] == 0) 00684 { 00685 Texturing = !Texturing; 00686 released_key['T'] = 1; 00687 } 00688 00689 if (!key['T']) 00690 released_key['T'] = 0; 00691 00692 if (key['C'] && released_key['C'] == 0) 00693 { 00694 CSGcullface = !CSGcullface; 00695 released_key['C'] = 1; 00696 } 00697 00698 if (!key['C']) 00699 released_key['C'] = 0; 00700 00701 if (key['R'] && released_key['R'] == 0) 00702 { 00703 ResetBrushes(); 00704 released_key['R'] = 1; 00705 } 00706 00707 if (!key['R']) 00708 released_key['R'] = 0; 00709 00710 if (key['M'] && released_key['M'] == 0) 00711 { 00712 if (cameraMode == 2) 00713 cameraMode = 0; 00714 else 00715 cameraMode = 2; 00716 released_key['M'] = 1; 00717 } 00718 00719 if (!key['M']) 00720 released_key['M'] = 0; 00721 00722 if (key['F']) 00723 { 00724 // Loop through all bullets 00725 for (int loop = 0; loop < numBullets; loop++) 00726 { 00727 // Get current time 00728 float shotthis = (float)GetTickCount(); 00729 // If last time in NULL then this is the first time fired 00730 if (shotlast == 0) 00731 shotlast = ApplicationStartTime; 00732 // Get the interval between shots 00733 float shotoffset = shotthis - shotlast; 00734 // If minimum interval has passed and bullet is inactive 00735 if (shotoffset > 100 && bullet[loop].active != true) 00736 { 00737 // This time becomes last time fired 00738 shotlast = shotthis; 00739 // Set a flag to indicate that this is the first time fired 00740 bullet[loop].flag = true; 00741 // Set the bullet to active 00742 bullet[loop].active = true; 00743 // Set the bullets direction vector 00744 bullet[loop].VelocityVector = camera[currentCamera].GetZUnit(); 00745 // Set the bullets orientation 00746 bullet[loop].Orientation = camera[currentCamera].Orientation; 00747 // Set the bullets position 00748 bullet[loop].OriginalPosition = camera[currentCamera].Position; 00749 bullet[loop].PreviousPosition = camera[currentCamera].Position; 00750 bullet[loop].Position = camera[currentCamera].Position; 00751 // Increase the number of bullets active counter 00752 numBulletsActive++; 00753 // Make the muzzle-flash decal active 00754 muzzleflashdecal.active = true; 00755 // Play the gunshot sound 00756 PlayChannel(channel_gunshot); 00757 00758 break; 00759 } 00760 } 00761 } 00762 00763 if (key['1']) 00764 { 00765 step = 10.0; 00766 } 00767 00768 if (key['2']) 00769 { 00770 step = 20.0; 00771 } 00772 00773 if (key['3']) 00774 { 00775 step = 30.0; 00776 } 00777 00778 if (key['4']) 00779 { 00780 step = 40.0; 00781 } 00782 00783 if (key['5']) 00784 { 00785 step = 50.0; 00786 } 00787 00788 if (key['6']) 00789 { 00790 step = 60.0; 00791 } 00792 00793 if (key['7']) 00794 { 00795 step = 70.0; 00796 } 00797 00798 if (key['8']) 00799 { 00800 step = 80.0; 00801 } 00802 00803 if (key['9']) 00804 { 00805 step = 90.0; 00806 } 00807 00808 if (key['0']) 00809 { 00810 step = 100.0; 00811 } 00812 00813 if (key[VK_NUMPAD6]) 00814 { 00815 light[currentLight].Movement_x += step; 00816 } 00817 00818 if (key[VK_NUMPAD4]) 00819 { 00820 light[currentLight].Movement_x -= step; 00821 } 00822 00823 if (key[VK_NUMPAD2]) 00824 { 00825 light[currentLight].Movement_z += step; 00826 } 00827 00828 if (key[VK_NUMPAD8]) 00829 { 00830 light[currentLight].Movement_z -= step; 00831 } 00832 00833 if (key[VK_NUMPAD7]) 00834 { 00835 light[currentLight].Movement_y += step; 00836 } 00837 00838 if (key[VK_NUMPAD9]) 00839 { 00840 light[currentLight].Movement_y -= step; 00841 } 00842 00843 if (key[VK_NUMPAD5] && released_key[VK_NUMPAD5] == 0) 00844 { 00845 if (light[currentLight].Positional == FALSE) 00846 light[currentLight].Positional = TRUE; 00847 else 00848 light[currentLight].Positional = FALSE; 00849 released_key[VK_NUMPAD5] = 1; 00850 } 00851 00852 if (!key[VK_NUMPAD5]) 00853 released_key[VK_NUMPAD5] = 0; 00854 00855 if (key[VK_RIGHT]) 00856 { 00857 camera[currentCamera].Movement_x += step; 00858 } 00859 00860 if (key[VK_LEFT]) 00861 { 00862 camera[currentCamera].Movement_x -= step; 00863 } 00864 00865 if (key[VK_DOWN]) 00866 { 00867 camera[currentCamera].Movement_z += step; 00868 } 00869 00870 if (key[VK_UP]) 00871 { 00872 camera[currentCamera].Movement_z -= step; 00873 } 00874 00875 if (key[VK_PRIOR]) 00876 { 00877 camera[currentCamera].Movement_y += step; 00878 } 00879 00880 if (key[VK_NEXT]) 00881 { 00882 camera[currentCamera].Movement_y -= step; 00883 } 00884 00885 if (key[VK_SPACE]) 00886 { 00887 camera[currentCamera].Reset(); 00888 } 00889 00890 if (key[VK_ESCAPE] || key['Q']) 00891 SendMessage(hWnd,WM_CLOSE,0,0); 00892 } 00893 } |
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Definition at line 360 of file main.cpp. References cameraMode, Console, currentCamera, DeleteBullets(), DeleteSpline(), DrawGLScene(), FALSE, LinkedList< T >::Get(), glFontDestroy(), hDC, hRC, hWnd, key, numportals, numSplines, ps, ReSizeGLScene(), screen, TRUE, and PORTAL::Vertex. Referenced by WinMain().
00364 { 00365 GLuint PixelFormat; 00366 int generic_format; 00367 int generic_accelerated; 00368 PIXELFORMATDESCRIPTOR pfd_new; 00369 00370 static PIXELFORMATDESCRIPTOR pfd= 00371 { 00372 sizeof(PIXELFORMATDESCRIPTOR), 00373 1, 00374 PFD_DRAW_TO_WINDOW | 00375 PFD_SUPPORT_OPENGL | 00376 PFD_DOUBLEBUFFER, 00377 PFD_TYPE_RGBA, 00378 16, 00379 0, 0, 0, 0, 0, 0, 00380 0, 00381 0, 00382 0, 00383 0, 0, 0, 0, 00384 16, 00385 0, 00386 0, 00387 PFD_MAIN_PLANE, 00388 0, 00389 0, 0, 0 00390 }; 00391 00392 00393 switch (message) 00394 { 00395 case WM_CREATE: 00396 hDC = GetDC(hWnd); 00397 00398 PixelFormat = ChoosePixelFormat(hDC, &pfd); 00399 00400 if (!PixelFormat) 00401 { 00402 MessageBox(NULL,"Can't find a suitable PixelFormat.","Error",MB_OK|MB_ICONERROR); 00403 PostQuitMessage(0); 00404 break; 00405 } 00406 00407 if(!SetPixelFormat(hDC,PixelFormat,&pfd)) 00408 { 00409 MessageBox(NULL,"Can't set the PixelFormat.","Error",MB_OK|MB_ICONERROR); 00410 PostQuitMessage(0); 00411 break; 00412 } 00413 00414 hRC = wglCreateContext(hDC); 00415 if(!hRC) 00416 { 00417 MessageBox(NULL,"Can't create a GL Rendering Context.","Error",MB_OK|MB_ICONERROR); 00418 PostQuitMessage(0); 00419 break; 00420 } 00421 00422 if(!wglMakeCurrent(hDC, hRC)) 00423 { 00424 MessageBox(NULL,"Can't activate the GL Rendering Context.","Error",MB_OK|MB_ICONERROR); 00425 PostQuitMessage(0); 00426 break; 00427 } 00428 break; 00429 00430 case WM_SYSCOMMAND: 00431 { 00432 switch (wParam) 00433 { 00434 case SC_SCREENSAVE: 00435 case SC_MONITORPOWER: 00436 return 0; 00437 } 00438 break; 00439 } 00440 00441 if (DialogInUse) 00442 { 00443 case WM_PAINT: 00444 BeginPaint(hWnd,&ps); 00445 DrawGLScene(); 00446 glFlush(); 00447 SwapBuffers(hDC); 00448 EndPaint(hWnd,&ps); 00449 break; 00450 } 00451 00452 case WM_CLOSE: 00453 delete[] lightmap; 00454 delete[] staticlight; 00455 delete[] texture; 00456 delete[] vertex; 00457 delete[] camera; 00458 delete[] light; 00459 delete[] worldPolygons; 00460 00461 for (int i = numSplines - 1; i >= 0; i--) 00462 DeleteSpline(i, SplineList); 00463 00464 // TODO: Fix This 00465 // if (BuiltBSP) 00466 // DeleteBSP(root); 00467 // delete root; 00468 00469 for (int i = numportals; i > 0; i--) 00470 { 00471 portal = PortalList.Get(i); 00472 delete[] portal->Vertex; 00473 } 00474 00475 glFontDestroy(&myFont); 00476 00477 BASS_Stop(); // Stop all samples playing 00478 BASS_Free(); // Free the BASS resources 00479 00480 DeleteBullets(); 00481 00482 CLog::addLine("--- End of Program ---"); 00483 Console.Close(); 00484 00485 ChangeDisplaySettings(NULL, 0); 00486 wglMakeCurrent(hDC,NULL); 00487 wglDeleteContext(hRC); 00488 ReleaseDC(hWnd,hDC); 00489 DestroyWindow(hWnd); 00490 break; 00491 00492 case WM_DESTROY: 00493 PostQuitMessage(0); 00494 break; 00495 00496 case WM_KEYDOWN: 00497 key[wParam] = TRUE; 00498 break; 00499 00500 case WM_KEYUP: 00501 key[wParam] = FALSE; 00502 break; 00503 00504 case WM_SIZE: 00505 SetCursorPos((int)(screen.right * 0.5), (int)(screen.bottom * 0.5)); 00506 ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); 00507 break; 00508 00509 case WM_MOUSEMOVE: 00510 if (cameraMode == 0) 00511 { 00512 camera[currentCamera].Delta_x = float(HIWORD(lParam) - screen.bottom * 0.5) * 10; 00513 camera[currentCamera].Delta_y = float(LOWORD(lParam) - screen.right * 0.5) * 10; 00514 } 00515 break; 00516 00517 case WM_LBUTTONDOWN: 00518 camera[currentCamera].Delta_z = -120.0; 00519 break; 00520 00521 case WM_RBUTTONDOWN: 00522 camera[currentCamera].Delta_z = 120.0; 00523 break; 00524 00525 case WM_LBUTTONUP: 00526 if (wParam != MK_RBUTTON) 00527 camera[currentCamera].Delta_z = 0.0; 00528 break; 00529 00530 case WM_RBUTTONUP: 00531 if (wParam != MK_LBUTTON) 00532 camera[currentCamera].Delta_z = 0.0; 00533 break; 00534 00535 default: 00536 return (DefWindowProc(hWnd, message, wParam, lParam)); 00537 } 00538 return (0); 00539 } |
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Definition at line 54 of file main.cpp. Referenced by bsplinepoint(), InitGL(), and WinMain(). |
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Definition at line 73 of file main.cpp. Referenced by GetTimePassed(), and WinMain(). |
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Definition at line 148 of file main.cpp. Referenced by InitGL(). |
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Definition at line 195 of file main.cpp. Referenced by WinMain(). |
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Definition at line 194 of file main.cpp. Referenced by CSGAddition(), and WinMain(). |
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Definition at line 66 of file main.cpp. Referenced by DrawGLScene(), UpdateListener(), WinMain(), and WndProc(). |
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Definition at line 146 of file main.cpp. Referenced by DrawGLScene(). |
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Definition at line 178 of file main.cpp. Referenced by LoadSplines(). |
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Definition at line 129 of file main.cpp. Referenced by devicedialogproc(), and InitializeBASS(). |
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Definition at line 112 of file main.cpp. Referenced by ColorDialogHook(), and WinMain(). |
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Definition at line 75 of file main.cpp. Referenced by DrawMyText(), and GetTimePassed(). |
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Definition at line 50 of file main.cpp. Referenced by WinMain(). |
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Definition at line 49 of file main.cpp. Referenced by GetLightColor(), WinMain(), and WndProc(). |
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Definition at line 111 of file main.cpp. Referenced by StartProc(). |
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Definition at line 74 of file main.cpp. Referenced by GetTimePassed(), and WinMain(). |
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Definition at line 71 of file main.cpp. Referenced by GetTimePassed(), and WinMain(). |
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Definition at line 108 of file main.cpp. Referenced by GetLightColor(). |
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Definition at line 172 of file main.cpp. Referenced by CreateLightmaps(). |
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Definition at line 179 of file main.cpp. Referenced by LoadSplines(). |
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Definition at line 130 of file main.cpp. Referenced by devicedialogproc(), and InitializeBASS(). |
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Definition at line 119 of file main.cpp. Referenced by CreateLargePortal(), and InitGL(). |
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Definition at line 119 of file main.cpp. Referenced by CreateLargePortal(), and InitGL(). |
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Definition at line 119 of file main.cpp. Referenced by CreateLargePortal(), and InitGL(). |
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Definition at line 119 of file main.cpp. Referenced by CreateLargePortal(), and InitGL(). |
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Definition at line 119 of file main.cpp. Referenced by CreateLargePortal(), and InitGL(). |
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Definition at line 119 of file main.cpp. Referenced by CreateLargePortal(), and InitGL(). |
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Definition at line 72 of file main.cpp. Referenced by GetTimePassed(), and WinMain(). |
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Definition at line 140 of file main.cpp. Referenced by WinMain(). |
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Definition at line 139 of file main.cpp. Referenced by WinMain(). |
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Definition at line 67 of file main.cpp. Referenced by SetGLCamera(). |
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Definition at line 132 of file main.cpp. Referenced by CreateChannel(). |
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Definition at line 145 of file main.cpp. Referenced by CountVisibleLeaves(). |
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Definition at line 122 of file main.cpp. Referenced by DrawGLScene(). |
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Definition at line 171 of file main.cpp. Referenced by CreateLightmaps(). |
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Definition at line 80 of file main.cpp. Referenced by DrawGLScene(), and SetGLLighting(). |
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Definition at line 124 of file main.cpp. Referenced by MakeNodeLists(). |
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Definition at line 125 of file main.cpp. Referenced by MakeNodeLists(). |
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Definition at line 147 of file main.cpp. Referenced by MakePortalList(). |
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Definition at line 161 of file main.cpp. Referenced by WndProc(). |
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Definition at line 131 of file main.cpp. Referenced by LoadSample(). |
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Definition at line 176 of file main.cpp. Referenced by LoadSplines(), SetSplines(), and WndProc(). |
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Definition at line 167 of file main.cpp. Referenced by CreateLightmaps(). |
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Definition at line 90 of file main.cpp. Referenced by DrawGLScene(), InitGL(), and SetGLWorld(). |
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Definition at line 57 of file main.cpp. Referenced by OBJECT::GetXUnit(), OBJECT::GetYUnit(), OBJECT::MoveX(), and OBJECT::MoveY(). |
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Definition at line 52 of file main.cpp. Referenced by WndProc(). |
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Definition at line 58 of file main.cpp. Referenced by OBJECT::Rotate(). |
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Definition at line 63 of file main.cpp. Referenced by WinMain(). |
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Definition at line 141 of file main.cpp. Referenced by WinMain(). |
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Definition at line 180 of file main.cpp. Referenced by StartProc(). |
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Definition at line 68 of file main.cpp. Referenced by WinMain(). |
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Definition at line 113 of file main.cpp. Referenced by StartProc(). |
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Definition at line 193 of file main.cpp. Referenced by WinMain(). |
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