[分享]OPENGL
<P>这是NENE的OPENGL的框架CB原代码,是黑屏的效果,最简单的。OPENGL我才开始学,很多不懂的,希望和大家交流,共同进步,我会把我的资料和大家共享的!</P><P>首先在CB下建立一个CONSOLE的程序,然后把CONSOLE APPLICATION的勾去掉即可。然后再把以下的原代码粘贴上去就可以运行了!!</P>
<P>//---------------------------------------------------------------------------</P>
<P>#include <vcl.h>
#include <windows.h> // Header file for windows
#include <gl\gl.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
#pragma hdrstop</P>
<P>//---------------------------------------------------------------------------
#pragma argsused</P>
<P>HGLRC hRC = NULL; // Permanent rendering context
HDC hDC = NULL; // Private GDI device context
HWND hWnd = NULL; // Holds our window handle
HINSTANCE hInstance = NULL; // Holds the instance of the application</P>
<P>bool keys; // 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</P>
<P>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc</P>
<P>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
}</P>
<P> glViewport(0, 0, width, height); // Reset the current viewport</P>
<P> glMatrixMode(GL_PROJECTION); // Select the projection matrix
glLoadIdentity(); // Reset the projection matrix</P>
<P> // Calculate the aspect ratio of the window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
<P> glMatrixMode(GL_MODELVIEW); // Select the modelview matrix
glLoadIdentity(); // Reset the modelview matrix
}</P>
<P>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
return true; // Initialization went OK
}</P>
<P>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
return true; // Everything went OK
}</P>
<P>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
}</P>
<P> 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);
}</P>
<P> 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
}</P>
<P> 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
}</P>
<P> 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
}</P>
<P> 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
}
}</P>
<P>/* 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 rctangle 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</P>
<P> fullscreen = fullscreenflag; // Set the global fullscreen flag</P>
<P> 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</P>
<P> if (!RegisterClass(&wc)) // Attempt to register the window class
{
MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
<P> 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;</P>
<P> // 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
}
}
}</P>
<P> 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
}</P>
<P> AdjustWindowRectEx(&WindowRect,dwStyle,false,dwExStyle); // Adjust window to true requested size</P>
<P> // 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
}</P>
<P> 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
}</P>
<P> 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
}</P>
<P> 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
}</P>
<P> 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
}</P>
<P> 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
}</P>
<P> 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</P>
<P> 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
}</P>
<P> return true; // Success
}</P>
<P>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
}</P>
<P> return 0; // Return to the message loop
}</P>
<P> 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
}</P>
<P> case WM_CLOSE: // Did we receive a close message?
{
PostQuitMessage(0); // Send a quit message
return 0; // Jump back
}</P>
<P> case WM_KEYDOWN: // Is a key being held down?
{
keys = true; // If so, mark it as true
return 0; // Jump back
}</P>
<P> case WM_KEYUP: // Has a key been released?
{
keys = false; // If so, mark it as false
return 0; // Jump back
}</P>
<P> case WM_SIZE: // Resize the OpenGL window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord = Width, HiWord = Height
return 0; // Jump back
}
}</P>
<P> // Pass all unhandled messages to DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}</P>
<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg; // Windows message structure
bool done = false; // bool variable to exit loop</P>
<P> // 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
}</P>
<P> // Create our OpenGL window
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
{
return 0; // Quit if window was not created
}</P>
<P> 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) // Program active?
{
if (keys) // Was ESC pressed?
{
done = true; // ESC signalled a quit
}
else // Not time to quit, Update screen
{
DrawGLScene(); // Draw the scene
SwapBuffers(hDC); // Swap buffers (Double buffering)
}
}</P>
<P> if (keys) // Is F1 being pressed?
{
keys = 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 OpenGL Framework",640,480,16,fullscreen))
{
return 0; // Quit if window was not created
}
}
}
}</P>
<P> // Shutdown
KillGLWindow(); // Kill the window
return (msg.wParam); // Exit the program
}
//---------------------------------------------------------------------------</P> <P>试验了,果然是黑屏的效果!</P> <P>我也支持一篇</P><P>转贴:Win 95/NT下OpenGL编程原理 ----</P><P>科学计算可视化,计算机动画和虚拟现实是现在计算机图形学的三个热点。而这三个热点的核心都是三维真实感图形的绘制。由于OpenGL(OpenGraphicsLibrary)具有跨平台性、简便、高效、功能完善,目前已经成为了三维图形制作方法中事实上的工业标准。自从WindowsNT3.51在微机平台上支持OpenGL以后,现在微软公司在Windows95OSR2、WindowsNT4.0中连续性的提供OpenGL开发环境。VisualC++从4.2版本以后已经完全支持
OpenGL API,使三维世界的"平民化"已成为必然。
----Windows操作系统对OpenGL的支持
----具有Windows编程经验的人都知道,在Windows下用GDI作图必须通过设备上下文(DeviceContext简写DC)调用相应的函数;用OpenGL作图也是类似,OpenGL函数是通过"渲染上下文"(RenderingContext简写RC)完成三维图形的绘制。Windows下的窗口和设备上下文支持"位图格式"(PIXELFORMAT)属性,和RC有着位图结构上的一致。只要在创建RC时与一个DC建立联系(RC也只能通过已经建立了位图格式的DC来创建),OpenGL的函数就可以通过RC对应的DC画到相应的显示设备上。这里还有以下需要注意的方面:
----1.一个线程只能拥有一个渲染上下文(RC),也就是说,用户如果在一个线程内对不同设备作图,只能通过更换与RC对应的DC来完成,而RC在
线程中保持不变。(当然,删除旧的RC后再创建新的是可以的)与此对应,一个RC也只能属于一个线程,不能被不同线程同时共享。
----2.设定DC位图格式等于设定了相应的窗口的位图格式,并且DC和窗口的位图格式一旦确定就不能再改变。这一点只能期望以后的Windows版本改进了。
----3.一个RC虽然可以更换DC,在任何时刻只能利用一个DC(这个DC称为RC的当前DC),但由于一个窗口可以让多个DC作图从而可以让多个线程利用多个RC在该窗口上执行OpenGL操作。
----4.现在的Windows下的OpenGL版本对OpenGL和GDI在同一个DC上作图有一定的限制。当使用双缓存用OpenGL产生动画时,不能使用GDI函数向该DC作图。
----5.不建议用ANSIC在Windows下编写OpenGL程序。这样的程序虽然具有跨平台的可移植性(比如很多SGI的例子程序),但是它们不能利用Windows操作系统的很多特性,实用价值不大。
</P><P>----用VC来编写OpenGL程序
----经过上面的分析,用VC来调用OpenGL作图的方法就很显然了。步骤如下:
----1.先设置显示设备DC的位图格式(PIXELFORMAT)属性。这通过填充一个PIXELFORMATDESCRIPTOR的结构来完成(关于PIXELFORMATDESCRIPTOR中
各项数据的意义,请参照VC的帮助信息),该结构决定了OpenGL作图的物理设备的属性,比如该结构中的数据项dwFlags中PFD_DOUBLEBUFFER位如果
没有设置(置1),通过该设备的DC上作图的OpenGL命令就不可能使用双缓冲来做动画。有一些位图格式(PIXELFORMAT)是DC支持的,而有一些DC
就不支持了。所以程序必须先用ChoosePixelFormat来选择DC所支持的与指定位图格式最接近的位图格式,然后用SetPixelFormat设置DC的位图格式
。
----2.利用刚才的设备DC建立渲染上下文RC(wglCreateContext),使得RC与DC建立联系(wglMakeCurrent)。
----3.调用OpenGL函数作图。由于线程与RC一一对应,OpenGL函数的参数中都不指明本线程RC的句柄(handle)
----4.作图完毕以后,先通过置当前线程的RC为NULL(::wglMakeCurrent(NULL,NULL);),断开当前线程和该渲染上下文的联系,由此断开与DC的
联系。此时RC句柄的有效性在微软自己的文档中也没有讲清楚,所以在后面删除RC的时候要先判断以下RC句柄的有效性(
if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC
----所附程序说明
----所附的程序用MFC完成了一个简单的OpenGL作图,用OpenGL的辅助库画了一个有光照的实心圆球。OpenGL本身的函数这里就不解释了,仅对用
MFC编OpenGL时需要注意的内容做一个简要的说明:
----1.一旦设定了一个DC的位图格式,该DC所联系的窗口的位图格式随之设定。该窗口若含有子窗口或者有兄弟窗口,这些兄弟/子窗口的位图格式
没有设成与对应RC一致的格式,OpenGL在它们上面作图就容易出错。故而OpenGL作图的窗口必须具有WS_CLIPCHILDREN和WS_CLIPSIBLINGS风格,程
序中在主框窗的构造函数中用LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW|WS_CLIPCHILDREN|WS_CLIPSIBLINGS,NULL,NULL);指定了主窗口的风
格。
----2.在ANSIC的OpenGL编程中,由auxReshapeFunc定义设置OpenGL视口大小和作图尺寸的回调函数。在MFC中应该由WM_SIZ消息的处理函数来完成
。在ANSIC的OpenGL编程中,由EauxMainLoop定义作图的回调函数。在MFC中应该由WM_PAINT消息的处理函数来处理。相应的,由OpenGL定义的键盘
、鼠标处理函数都应该由相应的Windows处理函数来响应。
----3.OpenGL自己有刷新背景的函数glClear,故而应禁止Windows刷新窗口背景。否则,当窗口需要重画时,Windows会自动先发送WM_ERASEBKGND
,而缺省的处理函数使用白色的背景刷。当OpenGL使用的背景颜色不是白色时,作图时有一帧白色的闪烁。这种现象在做动画时特别明显。程序中
只需要在WM_ERASEBKGND的消息处理函数中禁止父窗口类的消息处理,简单的返回一个TRUE即可。
----4.由于OpenGL的跨平台性,它必须用操作系统的调色板。所以如果GL_INDEX_MODE作图时,必须用VC自己定义调色板。不过一般情况下,用
GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
----6.由于OpenGL作图时需要长时间占用DC,所以最好把作图窗口类设成CS_OWNDC。MFC缺省的窗口类风格中没有设这一属性,程序中在主窗口C++
类的PreCreateWindow方法中自己注册了一个窗口类,除了设定了CS_OWNDC属性以外,还设定了CS_HREDRAW、CS_VREDRAW和CS_SAVEBITS。设定
CS_HREDRAW、CS_VREDRAW是为了让窗口缩放时产生WM_PAINT消息,修正OpenGL视口和作图尺寸;由于OpenGL作图需要很多计算,设定CS_SAVEBITS是
为了在OpenGL窗口被遮盖后显现出来时,不产生WM_PAINT消息,用内存存储的图象来填充,从而用空间消耗换取计算时间。
----7.本程序中没有对OpenGL函数的出错情况作出处理。OpenGL出错后返回错误码,不会抛出异常;而且在某一个函数出错以后,后继函数也一般
不会出现异常,只是返回错误码,一不小心就可能忽略某些错误。而对每一个OpenGL函数都做出错与否的判断比较麻烦,所以编程序时对OpenGL的
函数应当非常小心。
----参考书籍:
----《OpenGLProgrammer'sGuide》SGIinc.
----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
----《VisualC++5.0联机帮助》
----附程序:
----程序运行时必须确定OpenGL32.dll、glu.dll、glaux.dll在Windows的System目录下。如果找不到这些文件,可以从Windows95OSR2的机器上面
将这些文件拷贝过来即可。OpenGL运行不需要注册库信息。在VC的STUDIO中运行程序时,工程文件中必须加入OpenGL.H、glu.h、glaux.h以及
OpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。
----主窗口类定义(OpenGLWnd.h):
s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70
_11D2_9ACA_48543300E17D__INCLUDED_)
#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
_9ACA_48543300E17D__INCLUDED_
#if _MSC_VER &= 1000
#pragma once
#endif // _MSC_VER &= 1000
#include & afxwin.h &
#include "SimpleGLApp.h"
#include "resource.h"
// OpenGLWnd.h : header file
//
///////////////////////////////////////
//////////////////////////////////////
// COpenGLWnd frame
class COpenGLWnd : public CFrameWnd
{
DECLARE_DYNCREATE(COpenGLWnd)
public:
COpenGLWnd();&&
// protected constructor used by dynamic creation
protected:
HGLRC m_hrc;
CClientDC *m_pDC;
// Attributes
public:
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(COpenGLWnd)
protected:
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
//}}AFX_VIRTUAL
// Implementation
public:
virtual ~COpenGLWnd();
// Generated message map functions
//{{AFX_MSG(COpenGLWnd)
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg void OnDestroy();
afx_msg BOOL OnEraseBkgnd(CDC* pDC);
afx_msg void OnPaint();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
///////////////////////////////////////
//////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Developer Studio will insert
additional declarations immediately before the previous line.
#endif // !defined(AFX_OPENGLWND_H__3FB1AB28_
0E70_11D2_9ACA_48543300E17D__INCLUDED_)
主窗口类的实现(OpenGLWnd.cpp):
// OpenGLWnd.cpp : implementation file
//
#include "stdafx.h"
#include "OpenGLWnd.h"
#include "SimpleGLApp.h"
#include "gl\glu.h"
#include "gl\gl.h"
#include "gl\glaux.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
///////////////////////////////////////
//////////////////////////////////////
// COpenGLWnd
IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)
COpenGLWnd::COpenGLWnd()
{
m_pDC = NULL;
m_hrc = 0;
LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
| WS_CLIPCHILDREN | WS_CLIPSIBLINGS
,NULL,NULL );
}
COpenGLWnd::~COpenGLWnd()
{
}
BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)
//{{AFX_MSG_MAP(COpenGLWnd)
ON_WM_CREATE()
ON_WM_SIZE()
ON_WM_DESTROY()
ON_WM_ERASEBKGND()
ON_WM_PAINT()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
BOOL COpenGLWnd::PreCreateWindow(CREATESTRUCT& cs)
{
// TOD Add your specialized
code here and/or call the base class
cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
CS_HREDRAW |
CS_VREDRAW |
CS_SAVEBITS |
CS_NOCLOSE |
&&&&&&&&&&&&&&&&&&&CS_OWNDC
,AfxGetApp( )-
& LoadStandardCursor(IDC_ARROW), 0 ,
AfxGetApp( )- &LoadStandardIcon(IDI_APPLICATION));
return CFrameWnd::PreCreateWindow(cs);
}
int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
return -1;
&&&&int pixelformat;
&&&&m_pDC = new CClientDC(this);//在客户区作图
ASSERT(m_pDC != NULL);
static PIXELFORMATDESCRIPTOR pfd =
{
&&&&&&&&sizeof(PIXELFORMATDESCRIPTOR),&&//固定值
&&&&&&&&1,&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&//固定值
&&&&&&&&PFD_DRAW_TO_WINDOW |&&&&&&&&&&&&// support window
&&&&&&&&PFD_SUPPORT_OPENGL |&&&&&&&&&&&&// support OpenGL
&&&&&&&&PFD_TYPE_RGBA,&&&&&&&&&&&&&&&&&&// RGBA模式,不用调色板
&&&&&&&&16,&&&&&&&&&&&&&&&&&&&&&&&&&&&&&//程序在16位色彩下运行
&&&&&&&&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,&&&&&&&&&&&&&&&&&&&&&// accum bits ignored
&&&&&&&&32,&&&&&&&&&&&&&&&&&&&&&&&&&&&&&// 32-bit z-buffer
&&&&&&&&0,&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&// no stencil buffer
&&&&&&&&0,&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&// no auxiliary buffer
&&&&&&&&PFD_MAIN_PLANE,&&&&&&&&&&&&&&&&&// main layer
&&&&&&&&0,&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&// reserved
&&&&&&&&0, 0, 0&&&&&&&&&&&&&&&&&&&&&&&&&// layer masks ignored
&&&&};
if ( (pixelformat = ChoosePixelFormat
(m_pDC- &GetSafeHdc(), &pfd)) == 0 )
&&&&{
&&&&&&&&MessageBox("在该DC上找不到与PFD接近的位图结构");
&&&&&&&&return -1;
&&&&}
if (SetPixelFormat(m_pDC- &
GetSafeHdc(), pixelformat, &pfd) == FALSE)
&&&&{
&&&&&&&&MessageBox("无法在该DC上设置位图结构");
&&&&&&&&return -1;
&&&&}
&&&&m_hrc = wglCreateContext(m_pDC- &GetSafeHdc());
&&&&wglMakeCurrent(m_pDC- &GetSafeHdc(), m_hrc);
&&&&glClearDepth(1.0f);
&&&&glEnable(GL_DEPTH_TEST);
&&&&glMatrixMode(GL_PROJECTION);
&&&&glLoadIdentity();
&&&&glMatrixMode(GL_MODELVIEW);
return 0;//OpenGL窗口构造成功
}
void COpenGLWnd::OnSize(UINT nType, int cx, int cy)
{
CFrameWnd::OnSize(nType, cx, cy);
// TOD Add your message handler code here
&&&&if(cy & 0)
&&&&{&&&&
&&&&&&&&glViewport(0, 0, cx, cy);
&&&&&&&&glMatrixMode(GL_PROJECTION);
&&&&&&&&glLoadIdentity();
if (cx & = cy)
&&&&glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
else
glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
&&&&&&&&glMatrixMode(GL_MODELVIEW);
&&&&}
}
void COpenGLWnd::OnDestroy()
{
CFrameWnd::OnDestroy();
&&&&::wglMakeCurrent(NULL,&&NULL);
&&&&if (m_hrc)
&&&&&&&&::wglDeleteContext(m_hrc);
if (m_pDC)
&&&&&&&&delete m_pDC;
// TOD Add your message handler code here
}
BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)
{
// TOD Add your message
handler code here and/or call default
return TRUE;
//return CFrameWnd::OnEraseBkgnd(pDC);
}
void COpenGLWnd::OnPaint()
{
CPaintDC dc(this); // device context for painting
Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};
// TOD Add your message handler code here
&&&&glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
&&&&glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
&&&&glPushMatrix();
&&&&&&&&glTranslatef(0.0f, 0.0f, -2.0f);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
auxSolidSphere(1.0);
&&&&glPopMatrix();
&&&&glFinish();
// Do not call CFrameWnd::OnPaint() for painting messages
}
应用程序类的定义(SimpleGLApp.h):
#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
_0E70_11D2_9ACA_48543300E17D__INCLUDED_)
#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
_11D2_9ACA_48543300E17D__INCLUDED_
#if _MSC_VER &= 1000
#pragma once
#endif // _MSC_VER &= 1000
// SimpleGLApp.h : header file
//
#include & afxwin.h &
#include "OpenGLWnd.h"
#include "resource.h"
///////////////////////////////////////
//////////////////////////////////////
// CSimpleGLApp thread
class CSimpleGLApp : public CWinApp
{
DECLARE_DYNCREATE(CSimpleGLApp)
public:
CSimpleGLApp();
&&&// protected constructor used by dynamic creation
// Attributes
public:
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CSimpleGLApp)
public:
virtual BOOL InitInstance();
virtual int ExitInstance();
//}}AFX_VIRTUAL
// Implementation
public:
virtual ~CSimpleGLApp();
// Generated message map functions
//{{AFX_MSG(CSimpleGLApp)
afx_msg void OnAppExit();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
///////////////////////////////////////
//////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Developer Studio will insert
additional declarations
immediately before the previous line.
#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
0E70_11D2_9ACA_48543300E17D__INCLUDED_)
应用程序类的实现(SimpleGLApp.cpp):
// SimpleGLApp.cpp : implementation file
//
#include "stdafx.h"
#include "SimpleGLApp.h"
#include "OpenGLWnd.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
///////////////////////////////////////
//////////////////////////////////////
// CSimpleGLApp
IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
CSimpleGLApp::CSimpleGLApp()
{
}
CSimpleGLApp::~CSimpleGLApp()
{
}
BOOL CSimpleGLApp::InitInstance()
{
// TOD&&perform and per-thread initialization here
m_pMainWnd = new COpenGLWnd();
m_pMainWnd- &ShowWindow(m_nCmdShow);
m_pMainWnd- &UpdateWindow();
return TRUE;
}
int CSimpleGLApp::ExitInstance()
{
return CWinApp::ExitInstance();
}
BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)
//{{AFX_MSG_MAP(CSimpleGLApp)
ON_COMMAND(ID_APP_EXIT, OnAppExit)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
///////////////////////////////////////
//////////////////////////////////////
// CSimpleGLApp message handlers
void CSimpleGLApp::OnAppExit()
{
// TOD Add your command handler code here
CWinApp::OnAppExit();
}
CSimpleGLApp SimpleGLApp;</P> <P>你们都知道我在看OpenGL啊.</P>
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