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OpenGL - радиальное размытие



Пасьянс косынка - сильнодействующий психотропный препарат для нейролингвистического зомбирования разработанный в секретной лаборатории КГБ ¦7708. Вызывает 100%-ное привыкание с первой дозы. Позволяет контролировать сознание косынкоманов, подавляет желание работать, вызывает состояние апатии и расслабленности. Побочные эффекты: редкие уколы совести (надо поработать), но проходит по мере увеличения дозы препарата.


// К заголовку RadialBlur(For OpenGL)
// Данный код работает правильно только, если в пректе 0 форм ,
// а сам код введен в DPR файл!

program RadialBlur;

uses
  Windows,
  Messages,
  OpenGL;

const
  WND_TITLE = 'Radial Blur';
  FPS_TIMER = 1; // Timer to calculate FPS
  FPS_INTERVAL = 1000; // Calculate FPS every 1000 ms

type
  TVector = array[0..2] of glFloat;
var
  h_Wnd: HWND; // Global window handle
  h_DC: HDC; // Global device context
  h_RC: HGLRC; // OpenGL rendering context
  keys: array[0..255] of Boolean; // Holds keystrokes
  FPSCount: Integer = 0; // Counter for FPS
  ElapsedTime: Integer; // Elapsed time between frames

  // Textures
  BlurTexture: glUint; // An Unsigned Int To Store The Texture Number

  // User vaiables
  Angle: glFloat;
  Vertexes: array[0..3] of TVector;
  normal: TVector;

  // Lights and Materials
  globalAmbient: array[0..3] of glFloat = (0.2, 0.2, 0.2, 1.0);
  // Set Ambient Lighting To Fairly Dark Light (No Color)
  Light0Pos: array[0..3] of glFloat = (0.0, 5.0, 10.0, 1.0);
  // Set The Light Position
  Light0Ambient: array[0..3] of glFloat = (0.2, 0.2, 0.2, 1.0);
  // More Ambient Light
  Light0Diffuse: array[0..3] of glFloat = (0.3, 0.3, 0.3, 1.0);
  // Set The Diffuse Light A Bit Brighter
  Light0Specular: array[0..3] of glFloat = (0.8, 0.8, 0.8, 1.0);
  // Fairly Bright Specular Lighting

  LmodelAmbient: array[0..3] of glFloat = (0.2, 0.2, 0.2, 1.0);
  // And More Ambient Light

{$R *.RES}

procedure glBindTexture(target: GLenum; texture: GLuint);
  stdcall; external opengl32;

procedure glGenTextures(n: GLsizei; var textures: GLuint);
  stdcall; external opengl32;

procedure glCopyTexSubImage2D(target: GLenum; level, xoffset,
  yoffset, x, y: GLint; width, height: GLsizei);
  stdcall; external opengl32;

procedure glCopyTexImage2D(target: GLenum; level: GLint;
  internalFormat: GLenum; x, y: GLint;
  width, height: GLsizei; border: GLint); stdcall; external opengl32;

{------------------------------------------------------------------}
{ Function to convert int to string. (No sysutils = smaller EXE) }
{------------------------------------------------------------------}
// using SysUtils increase file size by 100K

function IntToStr(Num: Integer): string;
begin
  Str(Num, result);
end;

function EmptyTexture: glUint;
var
  txtnumber: glUint;
  data: array of glUint;
  pData: Pointer;
begin
  // Create Storage Space For Texture Data (128x128x4)
  GetMem(pData, 128 * 128 * 4);

  glGenTextures(1, txtnumber); // Create 1 Texture
  glBindTexture(GL_TEXTURE_2D, txtnumber); // Bind The Texture
  glTexImage2D(GL_TEXTURE_2D, 0, 4, 128, 128, 0, GL_RGBA,
    GL_UNSIGNED_BYTE, pData);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

  result := txtNumber;
end;

procedure ReduceToUnit(var vector: array of glFloat);
var
  length: glFLoat;
begin
  // Calculates The Length Of The Vector
  length := sqrt((vector[0] * vector[0]) + (vector[1] * vector[1]) +
    (vector[2] * vector[2]));
  if Length = 0 then
    Length := 1;

  vector[0] := vector[0] / length;
  vector[1] := vector[1] / length;
  vector[2] := vector[2] / length;
end;

procedure calcNormal(const v: array of TVector;
  var cross: array of glFloat);
var
  v1, v2: array[0..2] of glFloat;
begin
  // Finds The Vector Between 2 Points By Subtracting
  // The x,y,z Coordinates From One Point To Another.

  // Calculate The Vector From Point 1 To Point 0
  v1[0] := v[0][0] - v[1][0]; // Vector 1.x=Vertex[0].x-Vertex[1].x
  v1[1] := v[0][1] - v[1][1]; // Vector 1.y=Vertex[0].y-Vertex[1].y
  v1[2] := v[0][2] - v[1][2]; // Vector 1.z=Vertex[0].y-Vertex[1].z
  // Calculate The Vector From Point 2 To Point 1
  v2[0] := v[1][0] - v[2][0]; // Vector 2.x=Vertex[0].x-Vertex[1].x
  v2[1] := v[1][1] - v[2][1]; // Vector 2.y=Vertex[0].y-Vertex[1].y
  v2[2] := v[1][2] - v[2][2]; // Vector 2.z=Vertex[0].z-Vertex[1].z
  // Compute The Cross Product To Give Us A Surface Normal
  cross[0] := v1[1] * v2[2] - v1[2] * v2[1]; // Cross Product For Y - Z
  cross[1] := v1[2] * v2[0] - v1[0] * v2[2]; // Cross Product For X - Z
  cross[2] := v1[0] * v2[1] - v1[1] * v2[0]; // Cross Product For X - Y

  ReduceToUnit(cross); // Normalize The Vectors
end;

// Draws A Helix

procedure ProcessHelix;
const
  Twists = 5;
  MaterialColor: array[1..4] of glFloat = (0.4, 0.2, 0.8, 1.0);
  Specular: array[1..4] of glFloat = (1, 1, 1, 1);
var
  x, y, z: glFLoat;
  phi, theta: Integer;
  r, u, v: glFLoat;
begin
  glLoadIdentity(); // Reset The Modelview Matrix
  // Eye Position (0,5,50) Center Of Scene (0,0,0), Up On Y Axis
  gluLookAt(0, 5, 50, 0, 0, 0, 0, 1, 0);

  glPushMatrix(); // Push The Modelview Matrix
  glTranslatef(0, 0, -50); // Translate 50 Units Into The Screen
  glRotatef(angle / 2.0, 1, 0, 0); // Rotate By angle/2 On The X-Axis
  glRotatef(angle / 3.0, 0, 1, 0); // Rotate By angle/3 On The Y-Axis

  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, @MaterialColor);
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, @specular);

  r := 1.5; // Radius

  glBegin(GL_QUADS); // Begin Drawing Quads
  phi := 0;
  while phi < 360 do
  begin
    theta := 0;
    while theta < 360 * twists do
    begin
      v := phi / 180 * pi; // Calculate Angle Of First Point ( 0 )
      u := theta / 180.0 * pi; // Calculate Angle Of First Point ( 0 )

      x := cos(u) * (2 + cos(v)) * r; // Calculate x Position (1st Point)
      y := sin(u) * (2 + cos(v)) * r; // Calculate y Position (1st Point)
      z := (u - (2 * pi) + sin(v)) * r; // Calculate z Position (1st Point)

      vertexes[0][0] := x; // Set x Value Of First Vertex
      vertexes[0][1] := y; // Set y Value Of First Vertex
      vertexes[0][2] := z; // Set z Value Of First Vertex

      v := (phi / 180 * pi); // Calculate Angle Of Second Point ( 0 )
      u := ((theta + 20) / 180 * pi); // Calculate Angle Of Second Point ( 20 )

      x := cos(u) * (2 + cos(v)) * r; // Calculate x Position (2nd Point)
      y := sin(u) * (2 + cos(v)) * r; // Calculate y Positio
      z := (u - (2 * pi) + sin(v)) * r; // Calculate z Position (2nd Point)

      vertexes[1][0] := x; // Set x Value Of Second Vertex
      vertexes[1][1] := y; // Set y Value Of Second Vertex
      vertexes[1][2] := z; // Set z Value Of Second Vertex

      v := (phi + 20) / 180 * pi; // Calculate Angle Of Third Point ( 20 )
      u := (theta + 20) / 180 * pi; // Calculate Angle Of Third Point ( 20 )

      x := cos(u) * (2 + cos(v)) * r; // Calculate x Position (3rd Point)
      y := sin(u) * (2 + cos(v)) * r; // Calculate y Position (3rd Point)
      z := (u - (2 * pi) + sin(v)) * r; // Calculate z Position (3rd Point)

      vertexes[2][0] := x; // Set x Value Of Third Vertex
      vertexes[2][1] := y; // Set y Value Of Third Vertex
      vertexes[2][2] := z; // Set z Value Of Third Vertex

      v := (phi + 20) / 180 * pi; // Calculate Angle Of Fourth Point ( 20 )
      u := theta / 180 * pi; // Calculate Angle Of Fourth Point ( 0 )

      x := cos(u) * (2 + cos(v)) * r; // Calculate x Position (4th Point)
      y := sin(u) * (2 + cos(v)) * r; // Calculate y Position (4th Point)
      z := (u - (2 * pi) + sin(v)) * r; // Calculate z Position (4th Point)

      vertexes[3][0] := x; // Set x Value Of Fourth Vertex
      vertexes[3][1] := y; // Set y Value Of Fourth Vertex
      vertexes[3][2] := z; // Set z Value Of Fourth Vertex

      calcNormal(vertexes, normal); // Calculate The Quad Normal

      glNormal3f(normal[0], normal[1], normal[2]); // Set The Normal

      // Render The Quad
      glVertex3f(vertexes[0][0], vertexes[0][1], vertexes[0][2]);
      glVertex3f(vertexes[1][0], vertexes[1][1], vertexes[1][2]);
      glVertex3f(vertexes[2][0], vertexes[2][1], vertexes[2][2]);
      glVertex3f(vertexes[3][0], vertexes[3][1], vertexes[3][2]);
      theta := theta + 20;
    end;
    phi := phi + 20;
  end;
  glEnd(); // Done Rendering Quads
  glPopMatrix(); // Pop The Matrix
end;

// Set Up An Ortho View

procedure ViewOrtho;
begin
  glMatrixMode(GL_PROJECTION); // Select Projection
  glPushMatrix(); // Push The Matrix
  glLoadIdentity(); // Reset The Matrix
  glOrtho(0, 640, 480, 0, -1, 1); // Select Ortho Mode (640x480)
  glMatrixMode(GL_MODELVIEW); // Select Modelview Matrix
  glPushMatrix(); // Push The Matrix
  glLoadIdentity(); // Reset The Matrix
end;

// Set Up A Perspective View

procedure ViewPerspective;
begin
  glMatrixMode(GL_PROJECTION); // Select Projection
  glPopMatrix(); // Pop The Matrix
  glMatrixMode(GL_MODELVIEW); // Select Modelview
  glPopMatrix(); // Pop The Matrix
end;

// Renders To A Texture

procedure RenderToTexture;
begin
  glViewport(0, 0, 128, 128); // Set Our Viewport (Match Texture Size)
  ProcessHelix(); // Render The Helix
  glBindTexture(GL_TEXTURE_2D, BlurTexture); // Bind To The Blur Texture

  // Copy Our ViewPort To The Blur Texture (From 0,0 To 128,128... No Border)
  glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0, 128, 128, 0);
  glClearColor(0.0, 0.0, 0.5, 0.5); // Set The Clear Color To Medium Blue
  // Clear The Screen And Depth Buffer
  glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
  glViewport(0, 0, 640, 480); // Set Viewport (0,0 to 640x480)
end;

// Draw The Blurred Image

procedure DrawBlur(const times: Integer; const inc: glFloat);
var
  spost, alpha, alphainc: glFloat;
  I: Integer;
begin
  alpha := 0.2;

  glEnable(GL_TEXTURE_2D); // Enable 2D Texture Mapping
  glDisable(GL_DEPTH_TEST); // Disable Depth Testing
  glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Set Blending Mode
  glEnable(GL_BLEND); // Enable Blending
  glBindTexture(GL_TEXTURE_2D, BlurTexture); // Bind To The Blur Texture
  ViewOrtho(); // Switch To An Ortho View

  alphainc := alpha / times; // alphainc=0.2f / Times To Render Blur

  glBegin(GL_QUADS); // Begin Drawing Quads
  // Number Of Times To Render Blur
  for I := 0 to times - 1 do
  begin
    glColor4f(1.0, 1.0, 1.0, alpha); // Set The Alpha Value (Starts At 0.2)
    glTexCoord2f(0 + spost, 1 - spost); // Texture Coordinate ( 0, 1 )
    glVertex2f(0, 0); // First Vertex ( 0, 0 )

    glTexCoord2f(0 + spost, 0 + spost); // Texture Coordinate ( 0, 0 )
    glVertex2f(0, 480); // Second Vertex ( 0, 480 )

    glTexCoord2f(1 - spost, 0 + spost); // Texture Coordinate ( 1, 0 )
    glVertex2f(640, 480); // Third Vertex ( 640, 480 )

    glTexCoord2f(1 - spost, 1 - spost); // Texture Coordinate ( 1, 1 )
    glVertex2f(640, 0); // Fourth Vertex ( 640, 0 )

    // Gradually Increase spost (Zooming Closer To Texture Center)
    spost := spost + inc;
    // Gradually Decrease alpha (Gradually Fading Image Out)
    alpha := alpha - alphainc;
  end;
  glEnd(); // Done Drawing Quads

  ViewPerspective(); // Switch To A Perspective View

  glEnable(GL_DEPTH_TEST); // Enable Depth Testing
  glDisable(GL_TEXTURE_2D); // Disable 2D Texture Mapping
  glDisable(GL_BLEND); // Disable Blending
  glBindTexture(GL_TEXTURE_2D, 0); // Unbind The Blur Texture
end;

{------------------------------------------------------------------}
{ Function to draw the actual scene }
{------------------------------------------------------------------}

procedure glDraw();
begin
  // Clear The Screen And The Depth Buffer
  glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
  glLoadIdentity(); // Reset The View
  RenderToTexture; // Render To A Texture
  ProcessHelix; // Draw Our Helix
  DrawBlur(25, 0.02); // Draw The Blur Effect

  angle := ElapsedTime / 5; // Update angle Based On The Clock
end;

{------------------------------------------------------------------}
{ Initialise OpenGL }
{------------------------------------------------------------------}

procedure glInit();
begin
  glClearColor(0.0, 0.0, 0.0, 0.5); // Black Background
  glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
  glClearDepth(1.0); // Depth Buffer Setup
  glDepthFunc(GL_LESS); // The Type Of Depth Test To Do

  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  file:
  //Realy Nice perspective calculations

  glEnable(GL_DEPTH_TEST); // Enable Depth Buffer
  glEnable(GL_TEXTURE_2D); // Enable Texture Mapping

  // Set The Ambient Light Model
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, @LmodelAmbient);

  // Set The Global Ambient Light Model
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, @GlobalAmbient);
  glLightfv(GL_LIGHT0, GL_POSITION, @light0Pos); // Set The Lights Position
  glLightfv(GL_LIGHT0, GL_AMBIENT, @light0Ambient); // Set The Ambient Light
  glLightfv(GL_LIGHT0, GL_DIFFUSE, @light0Diffuse); // Set The Diffuse Light
  // Set Up Specular Lighting
  glLightfv(GL_LIGHT0, GL_SPECULAR, @light0Specular);
  glEnable(GL_LIGHTING); // Enable Lighting
  glEnable(GL_LIGHT0); // Enable Light0

  BlurTexture := EmptyTexture(); // Create Our Empty Texture
  glShadeModel(GL_SMOOTH); // Select Smooth Shading
  glMateriali(GL_FRONT, GL_SHININESS, 128);
end;

{------------------------------------------------------------------}
{ Handle window resize }
{------------------------------------------------------------------}

procedure glResizeWnd(Width, Height: Integer);
begin
  if (Height = 0) then // prevent divide by zero exception
    Height := 1;
  glViewport(0, 0, Width, Height); // Set the viewport for the OpenGL window
  glMatrixMode(GL_PROJECTION); // Change Matrix Mode to Projection
  glLoadIdentity(); // Reset View
  gluPerspective(45.0, Width / Height, 2.0, 200.0);
  // Do the perspective calculations. Last value = max clipping depth

  glMatrixMode(GL_MODELVIEW); // Return to the modelview matrix
  glLoadIdentity(); // Reset View
end;

{------------------------------------------------------------------}
{ Processes all the keystrokes }
{------------------------------------------------------------------}

procedure ProcessKeys;
begin
end;

{------------------------------------------------------------------}
{ Determines the application’s response to the messages received }
{------------------------------------------------------------------}

function WndProc(hWnd: HWND; Msg: UINT; wParam: WPARAM; lParam: LPARAM):
  LRESULT; stdcall;
begin
  case (Msg) of
    WM_CREATE:
      begin
        // Insert stuff you want executed when the program starts
      end;
    WM_CLOSE:
      begin
        PostQuitMessage(0);
        Result := 0
      end;
    // Set the pressed key (wparam) to equal true so we can check if its pressed
    WM_KEYDOWN:
      begin
        keys[wParam] := True;
        Result := 0;
      end;
    // Set the released key (wparam) to equal false so we can check if its pressed
    WM_KEYUP:
      begin
        keys[wParam] := False;
        Result := 0;
      end;
    WM_SIZE: // Resize the window with the new width and height
      begin
        glResizeWnd(LOWORD(lParam), HIWORD(lParam));
        Result := 0;
      end;
    WM_TIMER: // Add code here for all timers to be used.
      begin
        if wParam = FPS_TIMER then
        begin
          FPSCount := Round(FPSCount * 1000 / FPS_INTERVAL);
          // calculate to get per Second incase intercal is
          // less or greater than 1 second
          SetWindowText(h_Wnd, PChar(WND_TITLE + ' [' + intToStr(FPSCount)
            + ' FPS]'));
          FPSCount := 0;
          Result := 0;
        end;
      end;
  else
    // Default result if nothing happens
    Result := DefWindowProc(hWnd, Msg, wParam, lParam);
  end;
end;

{---------------------------------------------------------------------}
{ Properly destroys the window created at startup (no memory leaks) }
{---------------------------------------------------------------------}

procedure glKillWnd(Fullscreen: Boolean);
begin
  if Fullscreen then // Change back to non fullscreen
  begin
    ChangeDisplaySettings(devmode(nil^), 0);
    ShowCursor(True);
  end;

  // Makes current rendering context not current, and releases the device
  // context that is used by the rendering context.
  if (not wglMakeCurrent(h_DC, 0)) then
    MessageBox(0, 'Release of DC and RC failed!', 'Error',
      MB_OK or MB_ICONERROR);

  // Attempts to delete the rendering context
  if (not wglDeleteContext(h_RC)) then
  begin
    MessageBox(0, 'Release of rendering context failed!', 'Error',
      MB_OK or MB_ICONERROR);
    h_RC := 0;
  end;

  // Attemps to release the device context
  if ((h_DC = 1) and (ReleaseDC(h_Wnd, h_DC) < > 0)) then
  begin
    MessageBox(0, 'Release of device context failed!', 'Error',
      MB_OK or MB_ICONERROR);
    h_DC := 0;
  end;

  // Attempts to destroy the window
  if ((h_Wnd < > 0) and (not DestroyWindow(h_Wnd))) then
  begin
    MessageBox(0, 'Unable to destroy window!', 'Error', MB_OK or
      h_Wnd := 0;
  end;

  // Attempts to unregister the window class
  if (not UnRegisterClass('OpenGL', hInstance)) then
  begin
    MessageBox(0, 'Unable to unregister window class!', 'Error',
      MB_OK or MB_ICONERROR);
    hInstance := 0;
  end;
end;

{--------------------------------------------------------------------}
{ Creates the window and attaches a OpenGL rendering context to it }
{--------------------------------------------------------------------}

function glCreateWnd(Width, Height: Integer; Fullscreen: Boolean;
  PixelDepth: Integer): Boolean;
var
  wndClass: TWndClass; // Window class
  dwStyle: DWORD; // Window styles
  dwExStyle: DWORD; // Extended window styles
  dmScreenSettings: DEVMODE; // Screen settings (fullscreen, etc...)
  PixelFormat: GLuint; // Settings for the OpenGL rendering
  h_Instance: HINST; // Current instance
  pfd: TPIXELFORMATDESCRIPTOR; // Settings for the OpenGL window
begin
  h_Instance := GetModuleHandle(nil);
  file: //Grab An Instance For Our Window
  ZeroMemory(@wndClass, SizeOf(wndClass)); // Clear the window class structure

  with wndClass do // Set up the window class
  begin
    style := CS_HREDRAW or // Redraws entire window if length changes
    CS_VREDRAW or // Redraws entire window if height changes
    CS_OWNDC; // Unique device context for the window
    lpfnWndProc := @WndProc; // Set the window procedure to our func WndProc
    hInstance := h_Instance;
    hCursor := LoadCursor(0, IDC_ARROW);
    lpszClassName := 'OpenGL';
  end;

  if (RegisterClass(wndClass) = 0) then // Attemp to register the window class
  begin
    MessageBox(0, 'Failed to register the window class!', 'Error',
      MB_OK or MB_ICONERROR);
    Result := False;
    Exit
  end;

  // Change to fullscreen if so desired
  if Fullscreen then
  begin
    ZeroMemory(@dmScreenSettings, SizeOf(dmScreenSettings));
    with dmScreenSettings do
    begin // Set parameters for the screen setting
      dmSize := SizeOf(dmScreenSettings);
      dmPelsWidth := Width; // Window width
      dmPelsHeight := Height; // Window height
      dmBitsPerPel := PixelDepth; // Window color depth
      dmFields := DM_PELSWIDTH or DM_PELSHEIGHT or DM_BITSPERPEL;
    end;

    // Try to change screen mode to fullscreen
    if (ChangeDisplaySettings(dmScreenSettings, CDS_FULLSCREEN) =
      DISP_CHANGE_FAILED) then
    begin
      MessageBox(0, 'Unable to switch to fullscreen!', 'Error',
        MB_OK or MB_ICONERROR);
      Fullscreen := False;
    end;
  end;

  // If we are still in fullscreen then
  if (Fullscreen) then
  begin
    dwStyle := WS_POPUP or // Creates a popup window
    WS_CLIPCHILDREN // Doesn't draw within child windows
    or WS_CLIPSIBLINGS; // Doesn't draw within sibling windows
    dwExStyle := WS_EX_APPWINDOW; // Top level window
    ShowCursor(False); // Turn of the cursor (gets in the way)
  end
  else
  begin
    dwStyle := WS_OVERLAPPEDWINDOW or // Creates an overlapping window
    WS_CLIPCHILDREN or // Doesn't draw within child windows
    WS_CLIPSIBLINGS; // Doesn't draw within sibling windows
    dwExStyle := WS_EX_APPWINDOW or // Top level window
    WS_EX_WINDOWEDGE; // Border with a raised edge
  end;

  // Attempt to create the actual window
  h_Wnd := CreateWindowEx(dwExStyle, // Extended window styles
    'OpenGL', // Class name
    WND_TITLE, // Window title (caption)
    dwStyle, // Window styles
    0, 0, // Window position
    Width, Height, // Size of window
    0, // No parent window
    0, // No menu
    h_Instance, // Instance
    nil); // Pass nothing to WM_CREATE
  if h_Wnd = 0 then
  begin
    glKillWnd(Fullscreen); // Undo all the settings we've changed
    MessageBox(0, 'Unable to create window!', 'Error', MB_OK or MB_ICONERROR);
    Result := False;
    Exit;
  end;

  // Try to get a device context
  h_DC := GetDC(h_Wnd);
  if (h_DC = 0) then
  begin
    glKillWnd(Fullscreen);
    MessageBox(0, 'Unable to get a device context!', 'Error',
      MB_OK or MB_ICONERROR);
    Result := False;
    Exit;
  end;

  // Settings for the OpenGL window
  with pfd do
  begin
    // Size Of This Pixel Format Descriptor
    nSize := SizeOf(TPIXELFORMATDESCRIPTOR);
    nVersion := 1; // The version of this data structure
    dwFlags := PFD_DRAW_TO_WINDOW // Buffer supports drawing to window
    or PFD_SUPPORT_OPENGL // Buffer supports OpenGL drawing
    or PFD_DOUBLEBUFFER; // Supports double buffering
    iPixelType := PFD_TYPE_RGBA; // RGBA color format
    cColorBits := PixelDepth; // OpenGL color depth
    cRedBits := 0; // Number of red bitplanes
    cRedShift := 0; // Shift count for red bitplanes
    cGreenBits := 0; // Number of green bitplanes
    cGreenShift := 0; // Shift count for green bitplanes
    cBlueBits := 0; // Number of blue bitplanes
    cBlueShift := 0; // Shift count for blue bitplanes
    cAlphaBits := 0; // Not supported
    cAlphaShift := 0; // Not supported
    cAccumBits := 0; // No accumulation buffer
    cAccumRedBits := 0; // Number of red bits in a-buffer
    cAccumGreenBits := 0; // Number of green bits in a-buffer
    cAccumBlueBits := 0; // Number of blue bits in a-buffer
    cAccumAlphaBits := 0; // Number of alpha bits in a-buffer
    cDepthBits := 16; // Specifies the depth of the depth buffer
    cStencilBits := 0; // Turn off stencil buffer
    cAuxBuffers := 0; // Not supported
    iLayerType := PFD_MAIN_PLANE; // Ignored
    bReserved := 0; // Number of overlay and underlay planes
    dwLayerMask := 0; // Ignored
    dwVisibleMask := 0; // Transparent color of underlay plane
    dwDamageMask := 0; // Ignored
  end;

  // Attempts to find the pixel format supported by a device context that
  // is the best match to a given pixel format specification.
  PixelFormat := ChoosePixelFormat(h_DC, @pfd);
  if (PixelFormat = 0) then
  begin
    glKillWnd(Fullscreen);
    MessageBox(0, 'Unable to find a suitable pixel format', 'Error',
      MB_OK or MB_ICONERROR);
    Result := False;
    Exit;
  end;

  // Sets the specified device context's pixel format to the format
  // specified by the PixelFormat.
  if (not SetPixelFormat(h_DC, PixelFormat, @pfd)) then
  begin
    glKillWnd(Fullscreen);
    MessageBox(0, 'Unable to set the pixel format', 'Error',
      MB_OK or MB_ICONERROR);
    Result := False;
    Exit;
  end;

  // Create a OpenGL rendering context
  h_RC := wglCreateContext(h_DC);
  if (h_RC = 0) then
  begin
    glKillWnd(Fullscreen);
    MessageBox(0, 'Unable to create an OpenGL rendering context',
      'Error', MB_OK or MB_ICONERROR);
    Result := False;
    Exit;
  end;

  // Makes the specified OpenGL rendering context the calling
  // thread's current rendering context
  if (not wglMakeCurrent(h_DC, h_RC)) then
  begin
    glKillWnd(Fullscreen);
    MessageBox(0, 'Unable to activate OpenGL rendering context', 'Error',
      MB_OK or MB_ICONERROR);
    Result := False;
    Exit;
  end;

  // Initializes the timer used to calculate the FPS
  SetTimer(h_Wnd, FPS_TIMER, FPS_INTERVAL, nil);

  // Settings to ensure that the window is the topmost window
  ShowWindow(h_Wnd, SW_SHOW);
  SetForegroundWindow(h_Wnd);
  SetFocus(h_Wnd);

  // Ensure the OpenGL window is resized properly
  glResizeWnd(Width, Height);
  glInit();

  Result := True;
end;

{--------------------------------------------------------------------}
{ Main message loop for the application }
{--------------------------------------------------------------------}

function WinMain(hInstance: HINST; hPrevInstance: HINST;
  lpCmdLine: PChar; nCmdShow: Integer): Integer; stdcall;
var
  msg: TMsg;
  finished: Boolean;
  DemoStart, LastTime: DWord;
begin
  finished := False;

  // Perform application initialization:
  if not glCreateWnd(640, 480, FALSE, 32) then
  begin
    Result := 0;
    Exit;
  end;

  DemoStart := GetTickCount(); // Get Time when demo started

  // Main message loop:
  while not finished do
  begin
    // Check if there is a message for this window
    if (PeekMessage(msg, 0, 0, 0, PM_REMOVE)) then
    begin
      // If WM_QUIT message received then we are done
      if (msg.message = WM_QUIT) then
        finished := True
      else
      begin // Else translate and dispatch the message to this window
        TranslateMessage(msg);
        DispatchMessage(msg);
      end;
    end
    else
    begin
      Inc(FPSCount); // Increment FPS Counter

      LastTime := ElapsedTime;
      ElapsedTime := GetTickCount() - DemoStart; // Calculate Elapsed Time
      // Average it out for smoother movement
      ElapsedTime := (LastTime + ElapsedTime) div 2;

      glDraw(); // Draw the scene
      SwapBuffers(h_DC); // Display the scene

      if (keys[VK_ESCAPE]) then // If user pressed ESC then set finised TRUE
        finished := True
      else
        ProcessKeys; // Check for any other key Pressed
    end;
  end;
  glKillWnd(FALSE);
  Result := msg.wParam;
end;

begin
  WinMain(hInstance, hPrevInst, CmdLine, CmdShow);
end.






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