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November 2, 2005

I have rediscovered a nifty openGL tutorial site that shows some nifty tricks for displaying bitmap text using openGL.  The application below is complete and contains all the windows flotsam and jetsam which I usually try to avoid.  I think it's needed for the GDI (graphics device interface) tools somehow, but don't press me on the specifics. As you can see at right, you've got to remember to include relevant openGL files and libraries. Below is a screen capture of the output, which is quite clean and nicely animated.

The tutorials are at http://nehe.gamedev.net/

/*
* 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
<cmath> // Header File For Windows Math Library
#include
<iostream> // Header File For Standard Input/Output
#include
<stdarg.h> // Header File For Variable Argument Routines
#include
<gl\glut.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
using
namespace std;

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 cnt1;
// 1st Counter Used To Move Text & For Coloring
GLfloat cnt2;
// 2nd Counter Used To Move Text & For Coloring
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
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
// Declaration For WndProc

/* The following section of code builds the actual font. This was the most difficult part
of the code to write. 'HFONT font' in simple english tells Windows we are going to be
manipulating a Windows font. oldfont is used for good house keeping.
Next we define base. We do this by creating a group of 96 display lists using glGenLists(96).
After the display lists are created, the variable base will hold the number of the first list.
*/


GLvoid BuildFont(GLvoid)
// Build Our Bitmap Font  {
    HFONT font;
// Windows Font ID
    HFONT oldfont;
// Used For Good House Keeping
    base = glGenLists(96);
// Storage For 96 Characters
    /* Now for the fun stuff. We're going to create our font. We start off by specifying the
    size of the font. You'll notice it's a negative number. By putting a minus, we're telling
    windows to find us a font based on the CHARACTER height. If we use a positive number we
    match the font based on the CELL height.
    Then we specify the cell width. You'll notice I have it set to 0. By setting values to 0,
    windows will use the default value. You can play around with this value if you want.
    Make the font wide, etc. Angle of Escapement will rotate the font. Unfortunately this
    isn't a very useful feature. Unless your at 0, 90, 180, and 270 degrees, the font usually
    gets cropped to fit inside it's invisible square border. Orientation Angle quoted from MSDN
    help Specifies the angle, in tenths of degrees, between each character's base line and
    the x-axis of the device. Unfortunately I have no idea what that means :(
    Font weight is a great parameter. You can put a number from 0 - 1000 or you can use one
    of the predefined values. FW_DONTCARE is 0, FW_NORMAL is 400, FW_BOLD is 700 and FW_BLACK
    is 900. There are alot more predefined values, but those 4 give some good variety.

    The higher the value, the thicker the font (more bold).
    Character set Identifier describes the type of Character set you wish to use. There are
    too many types to explain. CHINESEBIG5_CHARSET, GREEK_CHARSET, RUSSIAN_CHARSET,
    DEFAULT_CHARSET, etc. ANSI is the one I use, although DEFAULT would probably work just
    as well.

    If you're interested in using a font such as Webdings or Wingdings, you need to use
    SYMBOL_CHARSET instead of ANSI_CHARSET.
    Output Precision is very important. It tells Windows what type of character set to use
    if there is more than one type available. OUT_TT_PRECIS tells Windows that if there is
    more than one type of font to choose from with the same name, select the TRUETYPE version
    of the font. Truetype fonts always look better, especially when you make them large.

    You can also use OUT_TT_ONLY_PRECIS, which ALWAYS trys to use a TRUETYPE Font.
    Clipping Precision is the type of clipping to do on the font if it goes outside the clipping
    region. Not much to say about this, just leave it set to default.
    Output Quality is very important. You can have PROOF, DRAFT, NONANTIALIASED, DEFAULT or
    ANTIALIASED. We all know that ANTIALIASED fonts look good :) Antialiasing a font is the
    same effect you get when you turn on font smoothing in Windows. It makes everything look
    less jagged.

    Next we have the Family and Pitch settings. For pitch you can have DEFAULT_PITCH, FIXED_PITCH
    and VARIABLE_PITCH, and for family you can have FF_DECORATIVE, FF_MODERN, FF_ROMAN, FF_SCRIPT,
    FF_SWISS, FF_DONTCARE. Play around with them to find out what they do. I just set them both
    to default.

    Finally... We have the actual name of the font. Boot up Microsoft Word or some other text
    editor. Click on the font drop down menu, and find a font you like. To use the font,
    replace 'Courier New' with the name of the font you'd rather use. */


    font = CreateFont( -24,
// 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

    /* oldFont stores the previously used font. SelectObject will return the font (or pen,
    or filler, or whatever GDI objects) that was previously set when it switches to the new font.
    The way that GDI works is such that the use of the return value of SelectObject is not very
    apparent. At first glance it looks as if the code is selecting the new font and returning
    a pointer and storing it within oldFont. */

    oldfont = (HFONT)SelectObject(hDC, font); // Selects the font we want
    wglUseFontBitmaps(hDC, 32, 96, base);
// Builds 96 characters starting at character 32
    SelectObject(hDC, oldfont);
// Selects the font we want
    DeleteObject(font);
// Delete the font
}

// The following code is pretty simple. It deletes the 96 display lists from memory
// starting at the first list specified by 'base'. I'm not sure if windows would do this
// for you, but it's better to be safe than sorry :)

GLvoid KillFont(GLvoid) // Delete The Font List
{
    glDeleteLists(base, 96);
// Delete All 96 Characters
}

// Now for my handy dandy GL text routine. You call this section of code with the
// command glPrint("message goes here"). The text is stored in the char string *fmt.
// I don't understand the ellipsis here?

GLvoid glPrint(const char *fmt, ...) // Custom GL "Print" Routine  {
    // The first line below creates storage space for a 256 character string --
    // the string we will be printing to the screen.
    // The second line below creates a pointer that points to the list of arguments
    // we pass along with the string. If we send any variables along with the text,
    // this will point to them.

    char text[256]; // Holds Our String
    va_list ap;
// Pointer To List Of Arguments
    // The next two lines of code check to see if there's anything to display?
    // If there's no text, fmt will be NULL, and nothing will be drawn to the screen.
    if (fmt == NULL) // If There's No Text
        return; // Do Nothing
    // The following three lines of code convert any symbols in the text to the actual
    // numbers the symbols represent. The final text and any converted symbols are then
    // stored in the character string called "text". I'll explain symbols in more detail
    // down below.

    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
    /* We then push the GL_LIST_BIT, this prevents glListBase from affecting any other
       display lists we may be using in our program.
       The command glListBase(base-32) is a little hard to explain. Say we draw the letter
       'A', it's represented by the number 65. Without glListBase(base-32) OpenGL wouldn't
       know where to find this letter. It would look for it at display list 65, but if base
       was equal to 1000, 'A' would actually be stored at display list 1065. So by setting
       a base starting point, OpenGL knows where to get the proper display list from.
       The reason we subtract 32 is because we never made the first 32 display lists.
       We skipped them. So we have to let OpenGL know this by subtracting 32 from the
       base value. I hope that makes sense. */

    glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
    glListBase(base - 32);
// Sets The Base Character to 32
    glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);
// Draws The Display List Text
    glPopAttrib();
// Pops The Display List Bits
}

/* Now that OpenGL knows where the Letters are located, we can tell it to write the
   text to the screen. glCallLists is a very interesting command. It's capable of
   putting more than one display list on the screen at a time.
   The line below does the following. First it tells OpenGL we're going to be
   displaying lists to the screen. strlen(text) finds out how many letters we're going
   to send to the screen. Next it needs to know what the largest list number were sending
   to it is going to be. We're not sending any more than 255 characters. The lists
   parameter is treated as an array of unsigned bytes, each in the range 0 through 255.
    Finally we tell it what to display by passing text (pointer to our string).
    In case you're wondering why the letters don't pile on top of eachother. Each display
    list for each character knows where the right side of the letter is. After the letter
    is drawn, OpenGL translates to the right side of the drawn letter. The next letter
    or object drawn will be drawn starting at the last location GL translated to, which
    is to the right of the last letter.
    Finally we pop the GL_LIST_BIT setting GL back to how it was before we set our base
    setting using glListBase(base-32). */

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
}

// The only thing different in the Init code is the line BuildFont(). This jumps to the
// code above that builds the font so OpenGL can use it later on.

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
    BuildFont();
// Build The Font
    return TRUE; // Initialization Went OK
}

/* Now for the drawing code. We start off by clearing the screen and the depth buffer.
We call glLoadIdentity() to reset everything. Then we translate one unit into the screen.
If we don't translate, the text wont show up. Bitmap fonts work better when you use an
ortho projection rather than a perspective projection, but ortho looks bad, so to make
it work in projection, translate.

You'll notice that if you translate even deeper into the screen the size of the font
does not shrink like you'd expect it to. What actually happens when you translate deeper
is that you have more control over where the text is on the screen. If you translate
1 unit into the screen, you can place the text anywhere from -0.5 to +0.5 on the X axis.
If you translate 10 units into the screen, you place the text from -5 to +5. It just
gives you more control instead of using decimal places to position the text at exact
locations. Nothing will change the size of the text. Not even glScalef(x,y,z).
If you want the font bigger or smaller, make it bigger or smaller when you create it! */

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,-1.0f);
// Move One Unit Into The Screen
    /* Now we use trig functions to make the colors pulse. I like to take advantage of as
    many variables and stupid tricks as I can to achieve results :)
    In this case I'm using the two counters we made to move the text around the screen
    to change the red, green and blue colors. Red will go from -1.0 to 1.0 using COS and
    counter 1. Green will also go from -1.0 to 1.0 using SIN and counter 2. Blue will go
    from 0.5 to 1.5 using COS and counter 1 and 2. That way blue will never be 0, and
    the text should never completely fade out. Stupid, but it works :) */

    // Pulsing Colors Based On Text Position
    glColor3f(1.0f*float(cos(cnt1)),1.0f*float(sin(cnt2)),1.0f-0.5f*float(cos(cnt1+cnt2)));
    /* Now for a new command. glRasterPos2f(x,y) will position the Bitmapped Font on the
    screen. The center of the screen is still 0,0. Notice there's no Z position. Bitmap
    Fonts only use the X axis (left/right) and Y axis (up/down). Because we translate
    one unit into the screen, the far left is -0.5, and the far right is +0.5. You'll
    notice that I move 0.45 pixels to the left on the X axis. This moves the text into
    the center of the screen. Otherwise it would be more to the right of the screen
    because it would be drawn from the center to the right.
    The fancy(?) math does pretty much the same thing as the color setting math does.
    It moves the text on the x axis from -0.50 to -0.40 (remember, we subtract 0.45
    right off the start). This keeps the text on the screen at all times. It swings
    left and right using COS and counter 1. It moves from -0.35 to +0.35 on the Y axis
    using SIN and counter 2. */
    // Position The Text On The Screen
    glRasterPos2f(-0.45f+0.05f*
float(cos(cnt1)), 0.32f*float(sin(2.*cnt2)));
    /* Now for my favorite part... Writing the actual text to the screen. I tried to make
    it super easy, and very user friendly. You'll notice it looks alot like an OpenGL
    call, combined with the good old fashioned Print statement :) All you do to write
    the text to the screen is glPrint("{any text you want}"). It's that easy. The
    text will be drawn onto the screen at the exact spot you positioned it.


    Shawn T. sent me modified code that allows glPrint to pass variables to the screen.
    This means that you can increase a counter and display the results on the screen!
    It works like this... In the line below you see our normal text. Then there's a
    space, a dash, a space, then a "symbol" (%7.2f). Now you may look at %7.2f and say
    what the heck does that mean. It's very simple. % is like a marker saying don't
    print 7.2f to the screen, because it represents a variable. The 7 means a maximum of
    7 digits will be displayed to the left of the decimal place. Then the decimal place,
    and right after the decimal place is a 2. The 2 means that only two digits will be
    displayed to the right of the decimal place. Finally, the f. The f means that the
    number we want to display is a floating point number. We want to display the value
    of cnt1 on the screen. As an example, if cnt1 was equal to 300.12345f the number we
    would end up seeing on the screen would be 300.12. The 3, 4, and 5 after the decimal
    place would be cut off because we only want 2 digits to appear after the decimal
    place.

    I know if you're an experienced C programmer, this is absolute basic stuff, but there
    may be people out there that have never used printf. If you're interested in learning
    more about symbols, buy a book, or read through the MSDN. */

    glPrint("COD Active Bitmap Text: counter is %7.2f", cnt1);
// Print GL Text To The Screen
    // The last thing to do is increase both the counters by different amounts so the colors
    // pulse and the text moves.
    cnt1+=0.051f;
// Increase The First Counter
    cnt2+=0.005f;
// Increase The First Counter
    return TRUE; // Everything Went OK
}

// The last thing to do is add KillFont() to the end of KillGLWindow() just like I'm showing
// below. It's important to add this line. It cleans things up before we exit our program.
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
                                 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
    };
    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);
}
//*********************************************************************//
// HERE COME DA MAIN
//*********************************************************************//
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 Bitmap 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 Bitmap 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
}