// bluatigro 1 okt 2017
// windows raytracer 0.3
#include <windows.h>
#include <string>
#include <math.h>
#include <tchar.h>
const int winx = 800 ;
const int winy = 600 ;
#define SMALL 1e-300
#define PI = 3.14159265358979323846
// double3d
class d3d
{
public :
double x , y , z ;
d3d()
{
x = 0.0 ;
y = 0.0 ;
z = 0.0 ;
}
d3d( double X , double Y , double Z )
{
x = X ;
y = Y ;
z = Z ;
}
void fill( double X , double Y , double Z )
{
x = X ;
y = Y ;
z = Z ;
}
unsigned long toColor()
{
return (unsigned long)
( floor( x * 255 ) +
floor( y * 255 ) * 256 +
floor( z * 255 ) * 256 * 256 ) ;
}
} ;
d3d operator + ( d3d a , d3d b )
{
return d3d( a.x + b.x ,
a.y + b.y ,
a.z + b.z ) ;
}
d3d operator - ( d3d a , d3d b )
{
return d3d( a.x - b.x ,
a.y - b.y ,
a.z - b.z ) ;
}
d3d operator / ( d3d a , double b )
{
return d3d( a.x / b ,
a.y / b ,
a.z / b ) ;
}
d3d operator * ( d3d a , double b )
{
return d3d( a.x * b ,
a.y * b ,
a.z * b ) ;
}
double dot( d3d a , d3d b )
{
return a.x * b.x
+ a.y * b.y
+ a.z * b.z ;
}
double length( d3d a )
{
return sqrt( dot( a , a ) ) ;
}
d3d normalize( d3d a )
{
return a / length( a ) ;
}
double getAngle( d3d a , d3d b )
{
double d , la , lb ;
d = dot( a , b ) ;
la = length( a ) ;
lb = length( b ) ;
return acos( d / ( la * lb ) ) ;
}
d3d cross( d3d a , d3d b )
{
return d3d( a.y * b.z - a.z * b.y ,
a.z * b.x - a.x * b.z ,
a.x * b.y - a.y * b.x ) ;
}
// primary colors
const d3d BLACK = d3d( 0.0 , 0.0 , 0.0 ) ;
const d3d RED = d3d( 1.0 , 0.0 , 0.0 ) ;
const d3d GREEN = d3d( 0.0 , 1.0 , 0.0 ) ;
const d3d YELLOW = d3d( 1.0 , 1.0 , 0.0 ) ;
const d3d BLUE = d3d( 0.0 , 0.0 , 1.0 ) ;
const d3d MAGENTA = d3d( 1.0 , 0.0 , 1.0 ) ;
const d3d CYAN = d3d( 0.0 , 1.0 , 1.0 ) ;
const d3d WHITE = d3d( 1.0 , 1.0 , 1.0 ) ;
// mix colors
const d3d GRAY = WHITE / 2.0 ;
const d3d ORANGE = ( YELLOW + RED ) / 2.0 ;
const d3d PINK = ( WHITE + RED ) / 2.0 ;
// matrix
class m44
{
public :
double m[ 4 ][ 4 ] ;
m44()
{
int i , j ;
for ( i = 0 ; i < 4 ; i++ )
{
for ( j = 0 ; j < 4 ; j++ )
m[ i ][ j ] = 0.0 ;
m[ i ][ i ] = 1.0 ;
}
}
~m44()
{
// here : give memory back
}
void translate( double x , double y , double z )
{
m[ 3 ][ 0 ] = x ;
m[ 3 ][ 1 ] = y ;
m[ 3 ][ 2 ] = z ;
}
void rotate( double deg , int ax )
{
int a = 1 , b = 2 ;
if ( ax == 1 )
{
a = 0 ;
b = 2 ;
}
if ( ax == 2 )
{
a = 0 ;
b = 1 ;
}
m[ a ][ a ] = cos( deg * PI / 180 ) ;
m[ a ][ b ] = -sin( deg * PI / 180 ) ;
m[ b ][ a ] = sin( deg * PI / 180 ) ;
m[ b ][ b ] = cos( deg * PI / 180 ) ;
}
} ;
m44 operator * ( m44 a , m44 b )
{
int i , j , k ;
m44 uit ;
for ( i = 0 ; i < 4 ; i++ )
{
for ( j = 0 ; j < 4 ; j++ )
{
uit.m[ i ][ j ] = 0.0 ;
for ( k = 0 ; k < 4 ; k++ )
uit.m[ i ][ j ] += a.m[ i ][ k ] * b.m[ k ][ j ] ;
}
}
return uit ;
}
d3d operator * ( m44 m , d3d v )
{
return d3d( m.m[0][0]*v.x+m.m[1][0]*v.y+m.m[2][0]+m.m[3][0]
, m.m[0][1]*v.x+m.m[1][1]*v.y+m.m[2][1]+m.m[3][1]
, m.m[0][2]*v.x+m.m[1][2]*v.y+m.m[2][2]+m.m[3][2]);
}
m44 inverse( m44 a )
{
// only rotation matrix
double d ;
m44 uit ;
d = q.m[0][0]*q.m[1][1]*q.m[2][2]
- q.m[0][0]*q.m[2][1]*q.m[1][2]
+ q.m[1][0]*q.m[2][1]*q.m[0][2]
- q.m[1][0]*q.m[0][1]*q.m[2][2]
+ q.m[2][0]*q.m[0][1]*q.m[1][2]
- q.m[2][0]*q.m[1][1]*q.m[0][2] ;
uit.m[0][0]=(q.m[1][1)*q.m[2][2]-q.m[1][2]*q.m[2][1])/d;
uit.m[1][0]=(q.m[0][1)*q.m[2][2]-q.m[0][2]*q.m[2][1])/d;
uit.m[2][0]=(q.m[0][1)*q.m[1][2]-q.m[0][2]*q.m[1][1])/d;
uit.m[0][1]=(q.m[1][0)*q.m[2][2]-q.m[1][2]*q.m[2][0])/d;
uit.m[1][1]=(q.m[0][0)*q.m[2][2]-q.m[0][2]*q.m[2][0])/d;
uit.m[2][1]=(q.m[0][0)*q.m[1][2]-q.m[0][2]*q.m[1][0])/d;
uit.m[0][2]=(q.m[1][0)*q.m[2][1]-q.m[1][1]*q.m[2][0])/d;
uit.m[1][2]=(q.m[0][0)*q.m[2][1]-q.m[0][1]*q.m[2][0])/d;
uit.m[2][2]=(q.m[0][0)*q.m[1][1]-q.m[0][1]*q.m[1][2])/d;
return uit ;
}
// 3d engine
d3d SK[ 64 ] ;
m44 V[ 20 ] ;
int number ;
const int XYZ = 0 ;
const int XZY = 1 ;
const int YXZ = 2 ;
const int YZX = 3 ;
const int ZXY = 4 ;
const int ZYX = 5 ;
void link( int no , double x , double y , double z
, double pan , double tilt , double rol , int ax , int p )
{
// create a new matrix
// will afect furture drawings
if ( no < 1 ) return ;
if ( no >= 20 ) return ;
if ( p < 0 ) return ;
if ( p >= 20 ) return ;
if ( p == no ) return ;
m44 trans , rotx , roty , rotz ;
trans.translate( x , y , z ) ;
rotx.rotate( tilt , 0 ) ;
roty.rotate( pan , 1 ) ;
rotz.rotate( rol , 2 ) ;
switch( ax )
{
case XYZ :
V[ no ] = rotx * roty * rotz * trans * V[ p ] ;
break ;
case XZY :
V[ no ] = rotx * rotz * roty * trans * V[ p ] ;
break ;
case YXZ :
V[ no ] = roty * rotx * rotz * trans * V[ p ] ;
break ;
case YZX :
V[ no ] = roty * rotz * rotx * trans * V[ p ] ;
break ;
case ZXY :
V[ no ] = rotz * rotx * roty * trans * V[ p ] ;
break ;
case ZYX :
V[ no ] = rotz * roty * rotx * trans * V[ p ] ;
break ;
default :
V[ no ] = rotx * roty * rotz * trans * V[ p ] ;
}
number = no ;
}
void child( int no , doube x , double y , double z
, int lim , int ax , int p )
{
// create a lim matrix
// for animated avatar building
if ( lim < 0 ) then return ;
if ( lim >= 64 ) then return ;
link( no , x , y , z
, SK[ lim ].y , SK[ lim ].x , SK[ lim ].z
, ax , p ) ;
}
void skelet( int lim , double x , double y , double z )
{
// set the angles [ in degees ]
// of a lim of a avartar
if ( lim < 0 ) return ;
if ( lim >= 64 ) return ;
SK[ lim ].fill( x , y , z ) ;
}
double pend( double fase , double amp )
{
// for smooth animations
return sin( fase * PI / 180 ) * amp ;
}
d3d spot( d3d q )
{
// from lokal to world coordinates
return V[ number ] * q ;
}
// end 3d engine
struct Matrial
{
d3d diffuse ;
double reflection ;
} ;
Matrial material ;
class Sphere
{
public :
d3d center ;
double radius , radius2 ;
Matrial mat ;
void fill( d3d c , double r )
{
center = spot( c ) ;
radius = r ;
radius2 = r * r ;
mat = material ;
}
double hit( d3d o , d3d d )
{
double t , a , b , c , disc ;
d3d temp = o - center ;
a = dot( d , d ) ;
b = 2 * dot( temp , d ) ;
c = dot( temp , temp ) - radius2 ;
disc = b * b - 4 * a * c ;
if ( disc < 0 )
return INFINITY;
else
{
double e = sqrt( disc ) ;
double demon = 2 * a ;
t = ( -b - e ) / demon ;
if ( t > SMALL ) return t ;
t = ( -b + e ) / demon ;
if ( t > SMALL ) return t ;
}
return INFINITY ;
}
} ;
Sphere spheres[ 100 ] ;
int spheretel ;
void sphere( double x , double y , double z
, double r , d3d color )
{
d3d pt ;
pt.fill( x , y , z ) ;
material.diffuse = color ;
spheres[ spheretel ].fill( pt , r ) ;
spheretel++ ;
}
d3d light;
d3d render( d3d o , d3d d , int depth )
{
double dist , sphdist = INFINITY ;
int i , isph = -1 ;
for ( i = 0 ; i < spheretel ; i++ )
{
dist = spheres[ i ].hit( o , d ) ;
if ( dist < sphdist )
{
sphdist = dist ;
isph = i ;
}
}
if (isph == -1) return BLACK ;
d3d p , n ;
p = o + d * sphdist ;
n = p - spheres[ isph ].center ;
double a = getAngle( n , light ) ;
d3d color = spheres[ isph ].mat.diffuse ;
color = color * ( 0.5 + cos( a * 2 ) / 2 ) ;
if ( a > PI / 2 ) color = BLACK ;
for ( i = 0 ; i < spheretel ; i++ )
{
if ( i != isph )
{
a = spheres[ i ].hit( p , light ) ;
if ( a == INFINITY ) color = BLACK ;
}
}
return color ;
}
// lim consts for avatar
const int arm = 1 ;
const int elbow = 2 ;
const int wrist = 3 ;
const int leg = 4 ;
const int knee = 5 ;
const int enkle = 6 ;
const int neck = 7 ;
const int eye = 8 ;
const int wenk = 9 ;
const int tail = 10 ;
const int thumb = 11 ;
const int index = 14 ;
const int midle = 17 ;
const int ring = 20 ;
const int lr = 32 ;
void Kop( int qq , d3d kl )
{
link( 15, 0, 0, 0, 0, 0, 0, xyz, number ) ;
sphere( 0, 0, 0, 30, kl ) ;
if ( qq == 1 )
{
sphere( 25, 25, 0, 9, kl ) ;
sphere( -25, 25, 0, 9, kl ) ;
sphere( 0, 0, -40, 12, GRAY ) ;
}
else
{
sphere( 30, 0, 0, 9, kl ) ;
sphere( -30, 0, 0, 9, kl ) ;
sphere( 0, 0, -40, 12, kl ) ;
}
child( 16, 14, 14, -14, eye , xyz, 15 ) ;
sphere( 0, 0, 0, 13, WHITE ) ;
sphere( 0, 0, -10, 7, BLACK ) ;
child( 16, -14, 14, -14, eye + lr, xyz, 15 ) ;
sphere( 0, 0, 0, 13, WHITE ) ;
sphere( 0, 0, -10, 7, BLACK ) ;
}
void human( trui as d3d , broek as d3d )
{
// example of a avatar
// has a skeleton whith can be animated
link( 9 , 0,0,0 , 0,0,0 , xyz , number ) ;
sphere( 0, 50, 0, 30, trui ) ;
sphere( 0, 25, 0, 23, broek ) ;
sphere( 0, 0, 0, 15, broek ) ;
child( 11, 0, 70, 0, neck, xyz, 9 ) ;
child( 12, 0, 30, 0, neck+lr, xyz, 11 ) ;
Kop( 0, PINK ) ;
child( 11, 20, -10, 0, leg, yzx, 9 ) ;
sphere( 0, 0, 0, 16, broek ) ;
sphere( 0, -20, 0, 16, broek ) ;
child( 12, 0, -40, 0, knee, xyz, 11 ) ;
sphere( 0, 0, 0, 16, broek ) ;
sphere( 0, -20, 0, 16, broek ) ;
child( 13, 0, -40, 0, enkle, xzy, 12 ) ;
sphere( 0, 0, 0, 12, GRAY ) ;
sphere( 0, 0, -20, 12, GRAY ) ;
child( 11, -20, -10, 0, leg+lr , yzx, 9 ) ;
sphere( 0, 0, 0, 16, broek ) ;
sphere( 0, -20, 0, 16, broek ) ;
child( 12, 0, -40, 0, knee+lr, xyz, 11 ) ;
sphere( 0, 0, 0, 16, broek ) ;
sphere( 0, -20, 0,16, broek ) ;
child( 13, 0, -40, 0,enkle+lr, xzy, 12 ) ;
sphere( 0, 0, 0, 12, GRAY ) ;
sphere( 0, 0, -20, 12, GRAY ) ;
child( 11, 40, 60, 0, arm, xzy, 9 ) ;
sphere( 0, 0, 0, 16, trui ) ;
sphere( 6, -20, 0, 12, trui ) ;
child( 12, 6, -40, 0, elbow, xyz, 11 ) ;
sphere( 0, 0, 0, 12, trui ) ;
sphere( 0, -20, 0, 12, trui ) ;
sphere( 0, -42, 0, 8, PINK ) ;
child( 11, -40, 60, 0, arm+lr, xzy, 9 ) ;
sphere( 0, 0, 0, 16, trui ) ;
sphere( -6, -20, 0, 12, trui ) ;
child( 12, -6, -40, 0, elbow+lr, xyz, 11 ) ;
sphere( 0, 0, 0, 12, trui ) ;
sphere( 0, -20, 0, 12, trui ) ;
sphere( 0, -42, 0, 8, PINK ) ;
} // end human avatar
void human_walk( f as double , a as double )
{
// example of a animation
skelet( arm , pend( f , a ) , 0 , 0 ) ;
skelet( elbow , -abs( a ) , 0 , 0 ) ;
skelet( arm + lr , pend( f + 180, a ) , 0 , 0 ) ;
skelet( elbow + lr , -abs( a ) , 0 , 0 ) ;
skelet( leg , pend( f + 180 , a ) , 0 , 0 ) ;
skelet( knee , pend( f + 90 , a ) + a , 0 , 0 ) ;
skelet( leg + lr , pend( f , a ) , 0 , 0 ) ;
skelet( knee + lr , pend( f - 90 , a ) + a , 0 , 0 ) ;
}
void frameName ( TCHAR* buffer ,
int bufsize ,
const TCHAR* nameStart ,
const TCHAR* ext ,
int no , int len )
{
// format string must be ascii ..
// do not change these 2 lines even on unicode
// I know its strange but thats the way it is ..
// format strings are always ascii
char fmtstring[ 32 ] ;
sprintf_s( fmtstring , _countof( fmtstring ) ,
"%s%i%s" , "%s%0" , len , "i.%s" ) ;
// Okay now we swing unicode/ascii for actual string
_stprintf_s( buffer , bufsize ,
fmtstring , nameStart , no , ext ) ;
}
int CaptureAnImage( HWND hWnd , char* filename )
{
HDC hdcScreen;
HDC hdcWindow;
HDC hdcMemDC = NULL;
HBITMAP hbmScreen = NULL;
BITMAP bmpScreen;
// Retrieve the handle to a display device context for the client
// area of the window.
hdcScreen = GetDC(NULL);
hdcWindow = GetDC(hWnd);
// Create a compatible DC which is used in a BitBlt from the window DC
hdcMemDC = CreateCompatibleDC(hdcWindow);
if (!hdcMemDC)
{
MessageBox(hWnd, _T("CreateCompatibleDC has failed"), _T("Failed"), MB_OK);
goto done;
}
// Get the client area for size calculation
RECT rcClient;
GetClientRect(hWnd, &rcClient);
//This is the best stretch mode
SetStretchBltMode(hdcWindow, HALFTONE);
//The source DC is the entire screen and the destination DC is the current window (HWND)
if (!StretchBlt(hdcWindow,
0, 0,
rcClient.right, rcClient.bottom,
hdcScreen,
0, 0,
GetSystemMetrics(SM_CXSCREEN),
GetSystemMetrics(SM_CYSCREEN),
SRCCOPY))
{
MessageBox(hWnd, _T("StretchBlt has failed"), _T("Failed"), MB_OK);
goto done;
}
// Create a compatible bitmap from the Window DC
hbmScreen = CreateCompatibleBitmap(hdcWindow, rcClient.right - rcClient.left, rcClient.bottom - rcClient.top);
if (!hbmScreen)
{
MessageBox(hWnd, _T("CreateCompatibleBitmap Failed"), _T("Failed"), MB_OK);
goto done;
}
// Select the compatible bitmap into the compatible memory DC.
SelectObject(hdcMemDC, hbmScreen);
// Bit block transfer into our compatible memory DC.
if (!BitBlt(hdcMemDC,
0, 0,
rcClient.right - rcClient.left, rcClient.bottom - rcClient.top,
hdcWindow,
0, 0,
SRCCOPY))
{
MessageBox(hWnd, _T("BitBlt has failed"), _T("Failed"), MB_OK);
goto done;
}
// Get the BITMAP from the HBITMAP
GetObject(hbmScreen, sizeof(BITMAP), &bmpScreen);
BITMAPFILEHEADER bmfHeader;
BITMAPINFOHEADER bi;
bi.biSize = sizeof(BITMAPINFOHEADER);
bi.biWidth = bmpScreen.bmWidth;
bi.biHeight = bmpScreen.bmHeight;
bi.biPlanes = 1;
bi.biBitCount = 32;
bi.biCompression = BI_RGB;
bi.biSizeImage = 0;
bi.biXPelsPerMeter = 0;
bi.biYPelsPerMeter = 0;
bi.biClrUsed = 0;
bi.biClrImportant = 0;
DWORD dwBmpSize = ((bmpScreen.bmWidth * bi.biBitCount + 31) / 32) * 4 * bmpScreen.bmHeight;
// Starting with 32-bit Windows, GlobalAlloc and LocalAlloc are implemented as wrapper functions that
// call HeapAlloc using a handle to the process's default heap. Therefore, GlobalAlloc and LocalAlloc
// have greater overhead than HeapAlloc.
HANDLE hDIB = GlobalAlloc(GHND, dwBmpSize);
char *lpbitmap = (char *)GlobalLock(hDIB);
// Gets the "bits" from the bitmap and copies them into a buffer
// which is pointed to by lpbitmap.
GetDIBits(hdcWindow, hbmScreen, 0,
(UINT)bmpScreen.bmHeight,
lpbitmap,
(BITMAPINFO *)&bi, DIB_RGB_COLORS);
// A file is created, this is where we will save the screen capture.
HANDLE hFile = CreateFile(filename,
GENERIC_WRITE,
0,
NULL,
CREATE_ALWAYS,
FILE_ATTRIBUTE_NORMAL, NULL);
// Add the size of the headers to the size of the bitmap to get the total file size
DWORD dwSizeofDIB = dwBmpSize + sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER);
//Offset to where the actual bitmap bits start.
bmfHeader.bfOffBits = (DWORD)sizeof(BITMAPFILEHEADER) + (DWORD)sizeof(BITMAPINFOHEADER);
//Size of the file
bmfHeader.bfSize = dwSizeofDIB;
//bfType must always be BM for Bitmaps
bmfHeader.bfType = 0x4D42; //BM
DWORD dwBytesWritten = 0;
WriteFile(hFile, (LPSTR)&bmfHeader, sizeof(BITMAPFILEHEADER), &dwBytesWritten, NULL);
WriteFile(hFile, (LPSTR)&bi, sizeof(BITMAPINFOHEADER), &dwBytesWritten, NULL);
WriteFile(hFile, (LPSTR)lpbitmap, dwBmpSize, &dwBytesWritten, NULL);
//Unlock and Free the DIB from the heap
GlobalUnlock(hDIB);
GlobalFree(hDIB);
//Close the handle for the file that was created
CloseHandle(hFile);
//Clean up
done:
DeleteObject(hbmScreen);
DeleteObject(hdcMemDC);
ReleaseDC(NULL, hdcScreen);
ReleaseDC(hWnd, hdcWindow);
return 0;
}
/* This is where all the input to the window goes to */
LRESULT CALLBACK WndProc( HWND hwnd ,
UINT Message ,
WPARAM wParam ,
LPARAM lParam )
{
HDC hdc ;
PAINTSTRUCT ps ;
switch (Message)
{
case WM_PAINT :
{
int x , y , picno ;
d3d o , d ;
unsigned long color ;
hdc = BeginPaint( hwnd , &ps ) ;
//film
// for ( picno = 0 ; picno < 32 ; picno++ )
// {
// scene
// reset number of spheres
spheretel = 0 ;
// place light
light.fill( -1.0 , 1.0 , -1.0 ) ;
// place and rotate avatar
link( 1 , 0.0 , 100 - winy / 2 , 0.0 ,
30.0 , 0.0 , 0.0 , XYZ , 0 ) ;
// animate avatar
// human_walk( picno * 360.0 / 32 , 30 ) ;
// draw avatar
human( YELLOW , BLUE ) ;
// draw ground
sphere( 0.0 , -INFINITY - winy / 2 , 0.0
, INFINITY , ( WHITE + GREEN ) / 2 ) ;
//create scene on window
for ( x = 0 ; x < winx ; x++ )
{
for ( y = 0 ; y < winy ; y++ )
{
o.fill( 0.0 , 0.0 , -1000.0 ) ;
d.fill( (double)x , (double)y , 1000.0 ) ;
color = render( o , d , 7 ).toColor() ;
SetPixel( hdc , x , y , color ) ;
}
} // end of drawing frame
// TCHAR buf[ 256 ] ;
// frameName( buf , _countof( buf ) ,
// _T( "human" ) , _T( "bmp" ) , picno , 2 ) ;
// int dummy = CaptureAnImage( hwnd , _T( buf ) ;
// } // end film loop
EndPaint( hwnd , &ps ) ;
break ;
}
/* Upon destruction, tell the main thread to stop */
case WM_DESTROY :
{
PostQuitMessage( 0 ) ;
break ;
}
/* All other messages (a lot of them) are processed using default procedures */
default :
return DefWindowProc(hwnd, Message, wParam, lParam);
}
return 0 ;
}
/* The 'main' function of Win32 GUI programs: this is where execution starts */
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
WNDCLASSEX wc; /* A properties struct of our window */
HWND hwnd; /* A 'HANDLE', hence the H, or a pointer to our window */
MSG msg; /* A temporary location for all messages */
/* zero out the struct and set the stuff we want to modify */
memset(&wc, 0, sizeof(wc));
wc.cbSize = sizeof(WNDCLASSEX);
wc.lpfnWndProc = WndProc; /* This is where we will send messages to */
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
/* White, COLOR_WINDOW is just a #define for a system color, try Ctrl+Clicking it */
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wc.lpszClassName = "WindowClass";
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); /* Load a standard icon */
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); /* use the name "A" to use the project icon */
if (!RegisterClassEx(&wc)) {
MessageBox(NULL, _T("Window Registration Failed!"), _T("Error!"), MB_ICONEXCLAMATION | MB_OK);
return 0;
}
hwnd = CreateWindowEx(WS_EX_CLIENTEDGE, _T("WindowClass"), _T("Caption"), WS_VISIBLE | WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, /* x */
CW_USEDEFAULT, /* y */
winx, /* width */
winy, /* height */
NULL, NULL, hInstance, NULL);
if (hwnd == NULL) {
MessageBox(NULL, _T("Window Creation Failed!"), _T("Error!"), MB_ICONEXCLAMATION | MB_OK);
return 0;
}
/*
This is the heart of our program where all input is processed and
sent to WndProc. Note that GetMessage blocks code flow until it receives something, so
this loop will not produce unreasonably high CPU usage
*/
while (GetMessage(&msg, NULL, 0, 0) > 0) { /* If no error is received... */
TranslateMessage(&msg); /* Translate key codes to chars if present */
DispatchMessage(&msg); /* Send it to WndProc */
}
return msg.wParam;
}