Help with plataform issue

Hello I bought the book Beginning Opengl game programming, is very interesting althought the examples on the book are plataform independent, the main is for windows… I have been reading but i cant figure out how to set the main for the mac.
HELP ME TO RUN THIS CODE ON MY MAC PLEASE

.CPP
Here is the code

#ifdef _WINDOWS
#include <windows.h>
#endif

#include <GLUT/glut.h>
#include <Opengl/gl.h>
#include <math.h>
#include "CGfxOpenGL.h"

CGfxOpenGL::CGfxOpenGL()
{
}

CGfxOpenGL::~CGfxOpenGL()
{
}

bool CGfxOpenGL::Init()
{	
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	return true;
}

bool CGfxOpenGL::Shutdown()
{
	return true;
}

void CGfxOpenGL::SetupProjection(int width, int height)
{
	if (height == 0)					// don't want a divide by zero
	{
		height = 1;					
	}

	glViewport(0, 0, width, height);		// reset the viewport to new dimensions
	glMatrixMode(GL_PROJECTION);			// set projection matrix current matrix
	glLoadIdentity();						// reset projection matrix

	// calculate aspect ratio of window
	gluPerspective(52.0f,(GLfloat)width/(GLfloat)height,1.0f,1000.0f);

	glMatrixMode(GL_MODELVIEW);				// set modelview matrix
	glLoadIdentity();						// reset modelview matrix

	m_windowWidth = width;
	m_windowHeight = height;
}

void CGfxOpenGL::Prepare(float dt)
{
}

void CGfxOpenGL::Render()
{
	static float angle = 0.0;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// clear screen and depth buffer
	glLoadIdentity();
	gluLookAt(0.0, 10.0, 0.1, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

	glPolygonMode(GL_FRONT, GL_LINE);
	glPushMatrix();
		glTranslatef(-4.0f, 0.0f, 0.0f);
		glRotatef(angle, 0.0, 0.0, 1.0);
		glColor3f(1.0, 0.0, 0.0);
		Draw2DSquare();
	glPopMatrix();
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);	// reset

	glPolygonMode(GL_BACK, GL_POINT);

	glPushMatrix();
		glTranslatef(-2.0f, 0.0f, 0.0f);
		glRotatef(angle, 0.0, 0.0, 1.0);
		glColor3f(0.0, 1.0, 0.0);
		Draw2DSquare();
	glPopMatrix();

	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	glPushMatrix();
		glTranslatef(0.0f, 0.0f, 0.0f);
		glRotatef(angle, 0.0, 0.0, 1.0);
		glColor3f(0.0, 0.0, 1.0);
		Draw2DSquare();
	glPopMatrix();

	glPolygonMode(GL_BACK, GL_LINE);

	glPushMatrix();
		glTranslatef(2.0f, 0.0f, 0.0f);
		glRotatef(angle, 0.0, 0.0, 1.0);
		glColor3f(1.0, 0.0, 1.0);
		Draw2DSquare();
	glPopMatrix();

	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	glPushMatrix();
		glTranslatef(4.0f, 0.0f, 0.0f);
		glRotatef(angle, 0.0, 0.0, 1.0);
		glColor3f(1.0, 1.0, 0.0);
		Draw2DSquare();
	glPopMatrix();

	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	angle += 0.2f;
}

void CGfxOpenGL::Draw2DSquare()
{
	glBegin(GL_POLYGON);
		glVertex3f(-0.5f, 0.0f, 0.0f);
		glVertex3f(0.5f, 0.0f, 0.0f);
		glVertex3f(0.5f, 0.0f, -1.0f);
		glVertex3f(-0.5f, 0.0f,-1.0f);
	glEnd();
}

.h

#ifndef __GL_COMPONENT
#define __GL_COMPONENT

#define PI			3.14159
#define TWO_PI		PI*2.0
#define HALF_PI		PI/2.0

class CGfxOpenGL
{
private:
	int m_windowWidth;
	int m_windowHeight;

public:
	CGfxOpenGL();
	virtual ~CGfxOpenGL();

	bool Init();
	bool Shutdown();
	
	void SetupProjection(int width, int height);

	void Prepare(float dt);
	void Render();

	void Draw2DSquare();
};

#endif

MAIN ON WINDOWS

#define WIN32_LEAN_AND_MEAN
#define WIN32_EXTRA_LEAN

#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>

#include "CGfxOpenGL.h"

bool exiting = false;
long windowWidth = 800;
long windowHeight = 600;
long windowBits = 32;
bool fullscreen = false;
HDC hDC;

CGfxOpenGL *g_glRender = NULL;

void SetupPixelFormat(HDC hDC)
{
    int pixelFormat;

    PIXELFORMATDESCRIPTOR pfd =
    {   
        sizeof(PIXELFORMATDESCRIPTOR),  // size
            1,                          // version
            PFD_SUPPORT_OPENGL |        // OpenGL window
            PFD_DRAW_TO_WINDOW |        // render to window
            PFD_DOUBLEBUFFER,           // support double-buffering
            PFD_TYPE_RGBA,              // color type
            32,                         // prefered color depth
            0, 0, 0, 0, 0, 0,           // color bits (ignored)
            0,                          // no alpha buffer
            0,                          // alpha bits (ignored)
            0,                          // no accumulation buffer
            0, 0, 0, 0,                 // accum bits (ignored)
            16,                         // depth buffer
            0,                          // no stencil buffer
            0,                          // no auxiliary buffers
            PFD_MAIN_PLANE,             // main layer
            0,                          // reserved
            0, 0, 0,                    // no layer, visible, damage masks
    };

    pixelFormat = ChoosePixelFormat(hDC, &pfd);
    SetPixelFormat(hDC, pixelFormat, &pfd);
}

LRESULT CALLBACK MainWindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    static HDC hDC;
    static HGLRC hRC;
    int height, width;

    // dispatch messages
    switch (uMsg)
    {   
    case WM_CREATE:         // window creation
        hDC = GetDC(hWnd);
        SetupPixelFormat(hDC);
        //SetupPalette();
        hRC = wglCreateContext(hDC);
        wglMakeCurrent(hDC, hRC);
        break;

    case WM_DESTROY:            // window destroy
    case WM_QUIT:
    case WM_CLOSE:                  // windows is closing

        // deselect rendering context and delete it
        wglMakeCurrent(hDC, NULL);
        wglDeleteContext(hRC);

        // send WM_QUIT to message queue
        PostQuitMessage(0);
        break;

    case WM_SIZE:
        height = HIWORD(lParam);        // retrieve width and height
        width = LOWORD(lParam);

        g_glRender->SetupProjection(width, height);

        break;

    case WM_ACTIVATEAPP:        // activate app
        break;

    case WM_PAINT:              // paint
        PAINTSTRUCT ps;
        BeginPaint(hWnd, &ps);
        EndPaint(hWnd, &ps);
        break;

    case WM_LBUTTONDOWN:        // left mouse button
        break;

    case WM_RBUTTONDOWN:        // right mouse button
        break;

    case WM_MOUSEMOVE:          // mouse movement
        break;

    case WM_LBUTTONUP:          // left button release
        break;

    case WM_RBUTTONUP:          // right button release
        break;

    case WM_KEYUP:
        break;

    case WM_KEYDOWN:
        int fwKeys;
        LPARAM keyData;
        fwKeys = (int)wParam;    // virtual-key code 
        keyData = lParam;          // key data 

        switch(fwKeys)
        {
        case VK_ESCAPE:
            PostQuitMessage(0);
            break;
        default:
            break;
        }

        break;

    default:
        break;
    }
    return DefWindowProc(hWnd, uMsg, wParam, lParam);
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
    WNDCLASSEX windowClass;     // window class
    HWND       hwnd;            // window handle
    MSG        msg;             // message
    DWORD      dwExStyle;       // Window Extended Style
    DWORD      dwStyle;         // Window Style
    RECT       windowRect;

    g_glRender = new CGfxOpenGL;

    windowRect.left=(long)0;                        // Set Left Value To 0
    windowRect.right=(long)windowWidth; // Set Right Value To Requested Width
    windowRect.top=(long)0;                         // Set Top Value To 0
    windowRect.bottom=(long)windowHeight;   // Set Bottom Value To Requested Height

    // fill out the window class structure
    windowClass.cbSize          = sizeof(WNDCLASSEX);
    windowClass.style           = CS_HREDRAW | CS_VREDRAW;
    windowClass.lpfnWndProc     = MainWindowProc;
    windowClass.cbClsExtra      = 0;
    windowClass.cbWndExtra      = 0;
    windowClass.hInstance       = hInstance;
    windowClass.hIcon           = LoadIcon(NULL, IDI_APPLICATION);  // default icon
    windowClass.hCursor         = LoadCursor(NULL, IDC_ARROW);      // default arrow
    windowClass.hbrBackground   = NULL;                             // don't need background
    windowClass.lpszMenuName    = NULL;                             // no menu
    windowClass.lpszClassName   = "GLClass";
    windowClass.hIconSm         = LoadIcon(NULL, IDI_WINLOGO);      // windows logo small icon

    // register the windows class
    if (!RegisterClassEx(&windowClass))
        return 0;

    if (fullscreen)                             // fullscreen?
    {
        DEVMODE dmScreenSettings;                   // device mode
        memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
        dmScreenSettings.dmSize = sizeof(dmScreenSettings); 
        dmScreenSettings.dmPelsWidth = windowWidth;         // screen width
        dmScreenSettings.dmPelsHeight = windowHeight;           // screen height
        dmScreenSettings.dmBitsPerPel = windowBits;             // bits per pixel
        dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

        // 
        if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
        {
            // setting display mode failed, switch to windowed
            MessageBox(NULL, "Display mode failed", NULL, MB_OK);
            fullscreen = 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

    // class registered, so now create our window
    hwnd = CreateWindowEx(NULL,                                 // extended style
        "GLClass",                          // class name
        "BOGLGP - Chapter 2 - OpenGL Application",      // app name
        dwStyle | WS_CLIPCHILDREN |
        WS_CLIPSIBLINGS,
        0, 0,                               // x,y coordinate
        windowRect.right - windowRect.left,
        windowRect.bottom - windowRect.top, // width, height
        NULL,                               // handle to parent
        NULL,                               // handle to menu
        hInstance,                          // application instance
        NULL);                              // no extra params

    hDC = GetDC(hwnd);

    // check if window creation failed (hwnd would equal NULL)
    if (!hwnd)
        return 0;

    ShowWindow(hwnd, SW_SHOW);          // display the window
    UpdateWindow(hwnd);                 // update the window

    g_glRender->Init();

    while (!exiting)
    {
        g_glRender->Prepare(0.0f);
        g_glRender->Render();
        SwapBuffers(hDC);

        while (PeekMessage (&msg, NULL, 0, 0, PM_NOREMOVE))
        {
            if (!GetMessage (&msg, NULL, 0, 0))
            {
                exiting = true;
                break;
            }

            TranslateMessage (&msg);
            DispatchMessage (&msg);
        }
    }

    delete g_glRender;

    if (fullscreen)
    {
        ChangeDisplaySettings(NULL,0);          // If So Switch Back To The Desktop
        ShowCursor(TRUE);                       // Show Mouse Pointer
    }

    return (int)msg.wParam;
}

You will probably find that it’s not too hard to splice the code into a GLUT main.

Do a search on google and you should find an OpenGL GLUT project template for XCode.

That will actually build and run a small Hello World style program running in GLUT.

Take a look at the main, and with what you are learning it should be both fairly easy, and a good exercise to familiarize yourself with what’s going on if you splice the parts of the Windows main into the GLUT main to use the functions you have.

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