text: /*
   *		This Code Was Created By Jeff Molofee 2000
   *		Modified by Shawn T. to handle (%3.2f, num) parameters.
   *		A HUGE Thanks To Fredric Echols For Cleaning Up
   *		And Optimizing The Base Code, Making It More Flexible!
   *		If You've Found This Code Useful, Please Let Me Know.
   *		Visit My Site At nehe.gamedev.net
   */
  
  #include <windows.h>		// Header File For Windows
  #include <math.h>			// Header File For Windows Math Library
  #include <stdio.h>			// Header File For Standard Input/Output
  #include <stdarg.h>			// Header File For Variable Argument Routines
  #include <gl\gl.h>			// Header File For The OpenGL32 Library
  #include <gl\glu.h>			// Header File For The GLu32 Library
  #include <gl\glaux.h>		// Header File For The Glaux Library
  #include <stdbool.h>		// Header File For The C99 bool definitions
  
  HDC			hDC=NULL;		// Private GDI Device Context
  HGLRC		hRC=NULL;		// Permanent Rendering Context
  HWND		hWnd=NULL;		// Holds Our Window Handle
  HINSTANCE	hInstance;		// Holds The Instance Of The Application
  
  GLuint	base;				// Base Display List For The Font Set
  GLfloat	rot;				// Used To Rotate The Text
  
  bool	keys[256];			// Array Used For The Keyboard Routine
  bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
  bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default
  
  GLYPHMETRICSFLOAT gmf[256];	// Storage For Information About Our Outline Font Characters
  
  LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc
  
  GLvoid BuildFont(GLvoid)								// Build Our Bitmap Font
  {
  	HFONT	font;										// Windows Font ID
  
  	base = glGenLists(256);								// Storage For 256 Characters
  
  	font = CreateFont(	-12,							// Height Of Font
  						0,								// Width Of Font
  						0,								// Angle Of Escapement
  						0,								// Orientation Angle
  						FW_BOLD,						// Font Weight
  						FALSE,							// Italic
  						FALSE,							// Underline
  						FALSE,							// Strikeout
  						ANSI_CHARSET,					// Character Set Identifier
  						OUT_TT_PRECIS,					// Output Precision
  						CLIP_DEFAULT_PRECIS,			// Clipping Precision
  						ANTIALIASED_QUALITY,			// Output Quality
  						FF_DONTCARE|DEFAULT_PITCH,		// Family And Pitch
  						"Comic Sans MS");				// Font Name
  
  	SelectObject(hDC, font);							// Selects The Font We Created
  
  	wglUseFontOutlines(	hDC,							// Select The Current DC
  						0,								// Starting Character
  						255,							// Number Of Display Lists To Build
  						base,							// Starting Display Lists
  						0.0f,							// Deviation From The True Outlines
  						0.2f,							// Font Thickness In The Z Direction
  						WGL_FONT_POLYGONS,				// Use Polygons, Not Lines
  						gmf);							// Address Of Buffer To Recieve Data
  }
  
  GLvoid KillFont(GLvoid)									// Delete The Font
  {
    glDeleteLists(base, 256);								// Delete All 256 Characters
  }
  
  GLvoid glPrint(const char *fmt, ...)					// Custom GL "Print" Routine
  {
  	float		length=0;								// Used To Find The Length Of The Text
  	char		text[256];								// Holds Our String
  	va_list		ap;										// Pointer To List Of Arguments
  
  	if (fmt == NULL)									// If There's No Text
  		return;											// Do Nothing
  
  	va_start(ap, fmt);									// Parses The String For Variables
  	    vsprintf(text, fmt, ap);						// And Converts Symbols To Actual Numbers
  	va_end(ap);											// Results Are Stored In Text
  
  	for (unsigned int loop=0;loop<(strlen(text));loop++)	// Loop To Find Text Length
  	{
  		length+=gmf[text[loop]].gmfCellIncX;			// Increase Length By Each Characters Width
  	}
  
  	glTranslatef(-length/2,0.0f,0.0f);					// Center Our Text On The Screen
  
  	glPushAttrib(GL_LIST_BIT);							// Pushes The Display List Bits
  	glListBase(base);									// Sets The Base Character to 0
  	glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);	// Draws The Display List Text
  	glPopAttrib();										// Pops The Display List Bits
  }
  
  GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
  {
  	if (height==0)										// Prevent A Divide By Zero By
  	{
  		height=1;										// Making Height Equal One
  	}
  
  	glViewport(0,0,width,height);						// Reset The Current Viewport
  
  	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
  	glLoadIdentity();									// Reset The Projection Matrix
  
  	// Calculate The Aspect Ratio Of The Window
  	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
  
  	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
  	glLoadIdentity();									// Reset The Modelview Matrix
  }
  
  int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
  {
  	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
  	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
  	glClearDepth(1.0f);									// Depth Buffer Setup
  	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
  	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
  	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
  	glEnable(GL_LIGHT0);								// Enable Default Light (Quick And Dirty)
  	glEnable(GL_LIGHTING);								// Enable Lighting
  	glEnable(GL_COLOR_MATERIAL);						// Enable Coloring Of Material
  
  	BuildFont();										// Build The Font
  
  	return TRUE;										// Initialization Went OK
  }
  
  int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
  {
  	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
  	glLoadIdentity();									// Reset The Current Modelview Matrix
  	glTranslatef(0.0f,0.0f,-10.0f);						// Move One Unit Into The Screen
  	glRotatef(rot,1.0f,0.0f,0.0f);						// Rotate On The X Axis
  	glRotatef(rot*1.5f,0.0f,1.0f,0.0f);					// Rotate On The Y Axis
  	glRotatef(rot*1.4f,0.0f,0.0f,1.0f);					// Rotate On The Z Axis
  	// Pulsing Colors Based On The Rotation
  	glColor3f(1.0f*cosf(rot/20.0f),1.0f*sinf(rot/25.0f),1.0f-0.5f*cosf(rot/17.0f));
   	glPrint("NeHe - %3.2f",rot/50);						// Print GL Text To The Screen
  	rot+=0.5f;											// Increase The Rotation Variable
  	return TRUE;										// Everything Went OK
  }
  
  GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
  {
  	if (fullscreen)										// Are We In Fullscreen Mode?
  	{
  		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
  		ShowCursor(TRUE);								// Show Mouse Pointer
  	}
  
  	if (hRC)											// Do We Have A Rendering Context?
  	{
  		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
  		{
  			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  		}
  
  		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
  		{
  			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  		}
  		hRC=NULL;										// Set RC To NULL
  	}
  
  	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
  	{
  		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  		hDC=NULL;										// Set DC To NULL
  	}
  
  	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
  	{
  		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  		hWnd=NULL;										// Set hWnd To NULL
  	}
  
  	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
  	{
  		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  		hInstance=NULL;									// Set hInstance To NULL
  	}
  
  	KillFont();
  }
  
  /*	This Code Creates Our OpenGL Window.  Parameters Are:					*
   *	title			- Title To Appear At The Top Of The Window				*
   *	width			- Width Of The GL Window Or Fullscreen Mode				*
   *	height			- Height Of The GL Window Or Fullscreen Mode			*
   *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
   *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
   
  BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
  {
  	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
  	WNDCLASS	wc;						// Windows Class Structure
  	DWORD		dwExStyle;				// Window Extended Style
  	DWORD		dwStyle;				// Window Style
  	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
  	WindowRect.left=(long)0;			// Set Left Value To 0
  	WindowRect.right=(long)width;		// Set Right Value To Requested Width
  	WindowRect.top=(long)0;				// Set Top Value To 0
  	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height
  
  	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag
  
  	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
  	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
  	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
  	wc.cbClsExtra		= 0;									// No Extra Window Data
  	wc.cbWndExtra		= 0;									// No Extra Window Data
  	wc.hInstance		= hInstance;							// Set The Instance
  	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
  	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
  	wc.hbrBackground	= NULL;									// No Background Required For GL
  	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
  	wc.lpszClassName	= "OpenGL";								// Set The Class Name
  
  	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
  	{
  		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  		return FALSE;											// Return FALSE
  	}
  	
  	if (fullscreen)												// Attempt Fullscreen Mode?
  	{
  		DEVMODE dmScreenSettings;								// Device Mode
  		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
  		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
  		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
  		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
  		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
  		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
  
  		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
  		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
  		{
  			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
  			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
  			{
  				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
  			}
  			else
  			{
  				// Pop Up A Message Box Letting User Know The Program Is Closing.
  				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
  				return FALSE;									// Return FALSE
  			}
  		}
  	}
  
  	if (fullscreen)												// Are We Still In Fullscreen Mode?
  	{
  		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
  		dwStyle=WS_POPUP;										// Windows Style
  		ShowCursor(FALSE);										// Hide Mouse Pointer
  	}
  	else
  	{
  		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
  		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
  	}
  
  	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size
  
  	// Create The Window
  	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
  								"OpenGL",							// Class Name
  								title,								// Window Title
  								dwStyle |							// Defined Window Style
  								WS_CLIPSIBLINGS |					// Required Window Style
  								WS_CLIPCHILDREN,					// Required Window Style
  								0, 0,								// Window Position
  								WindowRect.right-WindowRect.left,	// Calculate Window Width
  								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
  								NULL,								// No Parent Window
  								NULL,								// No Menu
  								hInstance,							// Instance
  								NULL)))								// Dont Pass Anything To WM_CREATE
  	{
  		KillGLWindow();								// Reset The Display
  		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  		return FALSE;								// Return FALSE
  	}
  
  	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
  	{
  		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
  		1,											// Version Number
  		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
  		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
  		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
  		PFD_TYPE_RGBA,								// Request An RGBA Format
  		0/*bits*/,									// Select Our Color Depth
  		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
  		0,											// No Alpha Buffer
  		0,											// Shift Bit Ignored
  		0,											// No Accumulation Buffer
  		0, 0, 0, 0,									// Accumulation Bits Ignored
  		16,											// 16Bit Z-Buffer (Depth Buffer)  
  		0,											// No Stencil Buffer
  		0,											// No Auxiliary Buffer
  		PFD_MAIN_PLANE,								// Main Drawing Layer
  		0,											// Reserved
  		0, 0, 0										// Layer Masks Ignored
  	};
  	pfd.cColorBits = bits;  // Select Our Color Depth
  	
  	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
  	{
  		KillGLWindow();								// Reset The Display
  		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  		return FALSE;								// Return FALSE
  	}
  
  	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
  	{
  		KillGLWindow();								// Reset The Display
  		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  		return FALSE;								// Return FALSE
  	}
  
  	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
  	{
  		KillGLWindow();								// Reset The Display
  		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  		return FALSE;								// Return FALSE
  	}
  
  	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
  	{
  		KillGLWindow();								// Reset The Display
  		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  		return FALSE;								// Return FALSE
  	}
  
  	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
  	{
  		KillGLWindow();								// Reset The Display
  		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  		return FALSE;								// Return FALSE
  	}
  
  	ShowWindow(hWnd,SW_SHOW);						// Show The Window
  	SetForegroundWindow(hWnd);						// Slightly Higher Priority
  	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
  	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen
  
  	if (!InitGL())									// Initialize Our Newly Created GL Window
  	{
  		KillGLWindow();								// Reset The Display
  		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  		return FALSE;								// Return FALSE
  	}
  
  	return TRUE;									// Success
  }
  
  LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
  							UINT	uMsg,			// Message For This Window
  							WPARAM	wParam,			// Additional Message Information
  							LPARAM	lParam)			// Additional Message Information
  {
  	switch (uMsg)									// Check For Windows Messages
  	{
  		case WM_ACTIVATE:							// Watch For Window Activate Message
  		{
  			if (!HIWORD(wParam))					// Check Minimization State
  			{
  				active=TRUE;						// Program Is Active
  			}
  			else
  			{
  				active=FALSE;						// Program Is No Longer Active
  			}
  
  			return 0;								// Return To The Message Loop
  		}
  
  		case WM_SYSCOMMAND:							// Intercept System Commands
  		{
  			switch (wParam)							// Check System Calls
  			{
  				case SC_SCREENSAVE:					// Screensaver Trying To Start?
  				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
  				return 0;							// Prevent From Happening
  			}
  			break;									// Exit
  		}
  
  		case WM_CLOSE:								// Did We Receive A Close Message?
  		{
  			PostQuitMessage(0);						// Send A Quit Message
  			return 0;								// Jump Back
  		}
  
  		case WM_KEYDOWN:							// Is A Key Being Held Down?
  		{
  			keys[wParam] = TRUE;					// If So, Mark It As TRUE
  			return 0;								// Jump Back
  		}
  
  		case WM_KEYUP:								// Has A Key Been Released?
  		{
  			keys[wParam] = FALSE;					// If So, Mark It As FALSE
  			return 0;								// Jump Back
  		}
  
  		case WM_SIZE:								// Resize The OpenGL Window
  		{
  			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
  			return 0;								// Jump Back
  		}
  	}
  
  	// Pass All Unhandled Messages To DefWindowProc
  	return DefWindowProc(hWnd,uMsg,wParam,lParam);
  }
  
  int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
  					HINSTANCE	hPrevInstance,		// Previous Instance
  					LPSTR		lpCmdLine,			// Command Line Parameters
  					int			nCmdShow)			// Window Show State
  {
  	MSG		msg;									// Windows Message Structure
  	BOOL	done=FALSE;								// Bool Variable To Exit Loop
  
  	// Ask The User Which Screen Mode They Prefer
  	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
  	{
  		fullscreen=FALSE;							// Windowed Mode
  	}
  
  	// Create Our OpenGL Window
  	if (!CreateGLWindow("NeHe's Outline Font Tutorial",640,480,16,fullscreen))
  	{
  		return 0;									// Quit If Window Was Not Created
  	}
  
  	while(!done)									// Loop That Runs While done=FALSE
  	{
  		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
  		{
  			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
  			{
  				done=TRUE;							// If So done=TRUE
  			}
  			else									// If Not, Deal With Window Messages
  			{
  				TranslateMessage(&msg);				// Translate The Message
  				DispatchMessage(&msg);				// Dispatch The Message
  			}
  		}
  		else										// If There Are No Messages
  		{
  			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
  			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
  			{
  				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
  			}
  			else									// Not Time To Quit, Update Screen
  			{
  				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
  			}
  
  			if (keys[VK_F1])						// Is F1 Being Pressed?
  			{
  				keys[VK_F1]=FALSE;					// If So Make Key FALSE
  				KillGLWindow();						// Kill Our Current Window
  				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
  				// Recreate Our OpenGL Window
  				if (!CreateGLWindow("NeHe's Outline Font Tutorial",640,480,16,fullscreen))
  				{
  					return 0;						// Quit If Window Was Not Created
  				}
  			}
  		}
  	}
  
  	// Shutdown
  	KillGLWindow();									// Kill The Window
  	return (msg.wParam);							// Exit The Program
  }
  