Projectile OpenGL Problem

From:
Raja <rokkamraja@gmail.com>
Newsgroups:
microsoft.public.vc.mfc
Date:
7 May 2007 05:41:04 -0700
Message-ID:
<1178541664.511432.16290@e65g2000hsc.googlegroups.com>
Hi,
  Attached is the code below for projectile motion. I am trying to
draw the graph but OpenGL is giving me some strange problem.

Can anyone please tell me the problem and solution.

Thank You,
Raja
---------------------------------------------------------------------------------------
#include <windows.h>
#include<conio.h>
#include<math.h>
#include <stdio.h>
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h>
#include <stdlib.h>
#pragma comment( lib, "opengl32.lib" ) // Search For OpenGL32.lib
While Linking
#pragma comment( lib, "glu32.lib" ) // Search For GLu32.lib While
Linking
#pragma comment( lib, "vfw32.lib" ) // Search For VFW32.lib While
Linking

double xold=0, yold=0;
int Paint(void);
LONG WINAPI WndProc(HWND,UINT,WPARAM,LPARAM);//Window procedure
HGLRC SetUpOpenGL(HWND hwnd);//Initialize OpenGL
void DrawOpenGLScene(void);//Actual Drawing code
double **arry;
int count=0;

int main()
{

    double v,a,t,r,s,c,x=0,y;
    int i=0;

    //clrscr();

    printf("Projectile Motion Program\n");
    do {
        printf("Enter initial velocity (floating point number): ");
        scanf("%lf",&v);
    }while ((v < 0) || (v > 100));
    do {
        printf("Enter the angle of projection (in degrees): ");
        scanf("%lf",&a);
    }while ((a < 5) || (a > 85));
    a=0.0175*a; //Converting degrees into radians

    printf("The range of the projectile is: %lf \n ",pow(v,2)*(sin(2*a))/
10);

    r=pow(v,2)*(sin(2*a))/10;
    s=v*sin(a);
    c=v*cos(a);

    for(t=0;x<=r;t=t+0.5)
    {
        x=c*t;
        count++;
    }
    printf("%d is the count for range %lf \n", count, r);
    arry=(double **)malloc(sizeof(double *)*count);
    for(i=0;i<count;i++)
    {
        arry[i]=(double *)malloc(sizeof(double)*2);
    }
    x=0;
    for(i=0,t=0;x<=r;t=t+0.5,i++)
    {
        x=c*t;
        y=s*t - 5*t*t;
        arry[i][0]=x;
        arry[i][1]=y;

    }
    getch();
    Paint();
    return 0;
}

int Paint(void)
{
    HINSTANCE hInstance=NULL,hPrevInstance=NULL;
    LPSTR lpCmdLine;
    int nCmdShow;
    static char szAppName[] = "OpenGL";
    static char szTitle[]="Getting Started With Projectile Motion";
    WNDCLASS wc; // windows class sruct
    MSG msg; // message struct
    HWND hWnd; // Main window handle.

    // Fill in window class structure with parameters that
    // describe the main window.

    wc.style =
        CS_HREDRAW | CS_VREDRAW;// Class style(s).
    wc.lpfnWndProc =
        (WNDPROC)WndProc; // Window Procedure
    wc.cbClsExtra = 0; // No per-class extra data.
    wc.cbWndExtra = 0; // No per-window extra data.
    wc.hInstance =
        hInstance; // Owner of this class
    wc.hIcon = NULL; // Icon name
    wc.hCursor =
        LoadCursor(NULL, IDC_ARROW);// Cursor
    wc.hbrBackground =
        (HBRUSH)(COLOR_WINDOW+1);// Default color
    wc.lpszMenuName = NULL; // Menu from .RC
    wc.lpszClassName =
        szAppName; // Name to register as

    // Register the window class
    RegisterClass( &wc );

    // Create a main window for this application instance.

    hWnd = CreateWindow(
                szAppName, // app name
                szTitle, // Text for window title bar
                WS_OVERLAPPEDWINDOW// Window style
                  // NEED THESE for OpenGL calls to work!
                 | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
                CW_USEDEFAULT, 0, CW_USEDEFAULT, 0,
                NULL, // no parent window
                NULL, // Use the window class menu.
                hInstance,// This instance owns this window
                NULL // We don't use any extra data
        );

    // If window could not be created, return zero
    if ( !hWnd )
        {
        return( 0 );
        }

    // Make the window visible & update its client area
    ShowWindow( hWnd, 1 );// Show the window
    UpdateWindow( hWnd ); // Sends WM_PAINT message

    // Enter the Windows message loop
    // Get and dispatch messages until WM_QUIT
    while (GetMessage(&msg, // message structure
               NULL, // handle of window receiving
                           // the message
               0, // lowest message id to examine
               0)) // highest message id to examine
        {
        TranslateMessage( &msg ); // Translates messages
        DispatchMessage( &msg ); // then dispatches
        }

    return( msg.wParam );

}

LONG WINAPI WndProc( HWND hWnd, UINT msg,
                     WPARAM wParam, LPARAM lParam )
{
    HDC hDC;
    static HGLRC hRC; // Note this is STATIC!
    PAINTSTRUCT ps;
    GLdouble gldAspect;
    GLsizei glnWidth, glnHeight;

    switch(msg)
    {
    case WM_CREATE:
        // Select a pixel format and then
        // create a rendering context from it.
        hRC = SetUpOpenGL(hWnd);
        return 0;

    case WM_SIZE:
         // Redefine the viewing volume and viewport
         // when the window size changes.

         // Make the RC current since we're going to
         // make an OpenGL call here...
         hDC = GetDC(hWnd);
         wglMakeCurrent(hDC,hRC);

         // get the new size of the client window
            // note that we size according to the height,
            // not the smaller of the height or width.
            glnWidth = (GLsizei) LOWORD (lParam);
            glnHeight = (GLsizei) HIWORD (lParam);
            gldAspect =
                 (GLdouble)glnWidth/(GLdouble)glnHeight;

            // set up a projection matrix to fill the
            // client window
            glMatrixMode( GL_PROJECTION );
            glLoadIdentity();
            // a perspective-view matrix...
            gluPerspective(
                30.0, // Field-of-view angle
                gldAspect, // Aspect ratio of view volume
                1.0, // Distance to near clipping plane
                10.0 ); // Distance to far clipping plane

            glViewport( 0, 0, glnWidth, glnHeight );
            wglMakeCurrent( NULL, NULL );
            ReleaseDC( hWnd, hDC );

            return 0;

    case WM_PAINT:

        // Draw the scene.

            // Get a DC, then make the RC current and
            // associate with this DC
            hDC = BeginPaint( hWnd, &ps );
            wglMakeCurrent( hDC, hRC );

            DrawOpenGLScene();

            // we're done with the RC, so
            // deselect it
            // (note: This technique is not recommended!)
            wglMakeCurrent( NULL, NULL );

            EndPaint( hWnd, &ps );
            return 0;

    case WM_DESTROY:
            // Clean up and terminate.
            wglDeleteContext( hRC );
            PostQuitMessage( 0 );
            return 0;

    }

    // This function handles any messages that we didn't.
    // (Which is most messages) It belongs to the OS.
    return DefWindowProc( hWnd, msg, wParam, lParam );

}

HGLRC SetUpOpenGL( HWND hWnd )
{
    static PIXELFORMATDESCRIPTOR pfd = {
        sizeof (PIXELFORMATDESCRIPTOR), // strcut size
        1, // Version number
        PFD_DRAW_TO_WINDOW | // Flags, draw to a window,
            PFD_SUPPORT_OPENGL, // use OpenGL
        PFD_TYPE_RGBA, // RGBA pixel values
        32, // 32-bit color
        0, 0, 0, // RGB bits & shift sizes.
        0, 0, 0, // Don't care about them
        0, 0, // No alpha buffer info
        0, 0, 0, 0, 0, // No accumulation buffer
        32, // 32-bit depth buffer
        0, // No stencil buffer
        0, // No auxiliary buffers
        PFD_MAIN_PLANE, // Layer type
        0, // Reserved (must be 0)
        0, // No layer mask
        0, // No visible mask
        0 // No damage mask
    };

    int nMyPixelFormatID;

    HDC hDC;
    HGLRC hRC;

    hDC = GetDC( hWnd );

    nMyPixelFormatID = ChoosePixelFormat( hDC, &pfd );

    // catch errors here.
    // If nMyPixelFormat is zero, then there's
    // something wrong... most likely the window's
    // style bits are incorrect (in CreateWindow() )
    // or OpenGl isn't installed on this machine
    if(nMyPixelFormatID==0)
        exit(0);
    SetPixelFormat( hDC, nMyPixelFormatID, &pfd );

    hRC = wglCreateContext( hDC );
    ReleaseDC( hWnd, hDC );

    return hRC;
}

void DrawOpenGLScene()
{

    glEnable( GL_DEPTH_TEST );

    //
    // Define the modelview transformation.
    //
    int i;
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();

    // move the viewpoint out to where we can see everything
   glTranslatef( 10.0f, 10.0f, 0.0f );

    glBegin(GL_LINES);
      glColor3d(1,0,0);
        for(i=0;i < count ;i++)
        {
            glVertex2d(xold,yold);
            glVertex2d(arry[i][0],arry[i][1]);
            xold=arry[i][0];
            yold=arry[i][1];
        }

    glEnd();

    glFlush();
}

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