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标题: [分享]OPENGL [打印本页]

作者: kmusttywyc    时间: 2004-10-15 21:27
标题: [分享]OPENGL
<>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>1 I4 a7 X* _3 q: O- O$ K- X
<>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>9 _/ ?5 Q. A9 l% P1 j8 n( E
<>//---------------------------------------------------------------------------</P>
/ [( M. p1 H1 \8 j3 U& K<>#include &lt;vcl.h&gt;8 u8 P8 U# C1 v% q8 h
#include &lt;windows.h&gt;    // Header file for windows
2 V( G/ V- j" t3 S; `3 ]+ T$ U#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library$ x6 R! M0 V( c5 d
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library
. ]4 A+ Z* G! u/ o4 L+ H8 c#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library9 T* S. Q  ~  ]( m( I4 {/ O
#pragma hdrstop</P>: h3 z6 B# l  W' d
<>//---------------------------------------------------------------------------7 h5 @3 N# t4 j3 t
#pragma argsused</P>9 P9 }# G3 A* j
<>HGLRC hRC = NULL;               // Permanent rendering context3 \' j( E) c/ ~5 E  z5 R. |2 Y2 |6 u
HDC hDC = NULL;                 // Private GDI device context0 E/ N) L; w5 j# r  Z/ _: @! h6 k$ I
HWND hWnd = NULL;               // Holds our window handle% U4 G- u% \4 d
HINSTANCE hInstance = NULL;     // Holds the instance of the application</P>
7 c/ E: `5 z- Q/ e( }$ Y<>bool keys[256];                 // Array used for the keyboard routine; W6 r- \3 K3 Y
bool active = true;             // Window active flag set to true by default8 t, [1 K0 [' z0 n- V
bool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>
7 @+ U- v/ X4 H  a! W3 R+ m<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>
* J7 r- R$ k1 J4 L% y<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window
) E, l3 L  I0 F# V& i5 U{3 j6 h% x% Y) {
        if (height == 0)                        // Prevent a divide by zero by) Q( f# ^2 O( N9 z" Y
        {
0 I0 \* \) `  ?) X1 o' i' @                height = 1;                     // Making height equal One
/ R; p+ L/ `6 ^" k/ [- ~: B        }</P>& T/ o; \4 z3 o& d
<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>+ }, Z" g! P: c
<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix, ~) s. B. w/ Z1 c3 v% {0 \3 X& f
glLoadIdentity();                       // Reset the projection matrix</P>
9 F  \- s- ~# E# w<> // Calculate the aspect ratio of the window
9 p$ m6 v# _* _* V gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>% ?! `+ p6 I7 ~7 t. e
<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix1 v, ]: \  U2 s6 Y$ h" x
glLoadIdentity();                       // Reset the modelview matrix
' x; [$ y" R0 G) s}</P>
! n: l! v$ x* i$ I( \$ S- {2 T<>int InitGL(GLvoid)      // All setup for OpenGL goes here( h( Z" ?& R( j' e$ r
{. F) u5 d( D+ o3 t
glShadeModel(GL_SMOOTH);                // Enable smooth shading
; u, s8 a' S- F8 Y: y" p glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background$ v9 j7 N" u0 ?+ ?
glClearDepth(1.0f);                     // Depth buffer setup
2 v; o3 _/ ?" Y- v$ I! I glEnable(GL_DEPTH_TEST);                // Enables depth testing
  h( q9 F0 ~* d( u1 h7 U# [) C glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
; I' `9 Z) I* ~8 L: {0 b0 h glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations; j4 i  J6 ]" t" \; a) E
return true;                            // Initialization went OK- n9 G" j/ E$ e) H5 i0 d
}</P>
& a/ q9 |7 U- H! L, G<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing6 Q- {, l& P' n( H. a5 r
{
, \" q! [2 b% B+ B5 B5 ]$ l  f glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer3 d: p- \2 l, D2 ?1 ]
glLoadIdentity();       // Reset the current modelview matrix
0 z) n0 V0 G' ^0 L* k6 s' k        
& J1 B1 `+ s* q, g return true;            // Everything went OK
) \) V6 @# E) a}</P>
, f9 X$ m! p; s; k1 s<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window6 ]  v( n% I. r7 E1 ^
{0 X/ O" _5 K6 r  j$ a5 v# x* I# L
if (fullscreen)         // Are we in fullscreen mode?
7 r+ a& A; S" v {
5 B4 Z1 H& D; F5 i  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop
: Z; C3 `2 f* q# Z* y" S+ E  ShowCursor(true);               // Show mouse pointer7 b6 g" X5 S0 l& T  ~" b% h. O
}</P>
: f# T6 b8 B# W# x3 b3 D* Y2 a- c5 ^! J<> if (hRC)        // Do we have a rendering context?
. ?5 [" x. h# W7 a0 j( I {  B" ~7 t* T/ E1 o
  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?
$ G: m" C& `, @6 `  {1 k- _' r- _( j; v' e
   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);: A* ?6 E& D& y& d5 }7 Y% I
  }</P>; e: N' o2 a2 I8 S
<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?+ f$ r0 K+ }. P: m4 w% k4 \& w9 T
  {
. @7 f, w( |- P# G   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);6 b* m# P$ O, @. |( b* W8 k5 e
  }" b, z7 h+ o/ s) s! ]; g" O
  hRC = NULL;             // Set RC to NULL* `& F4 {4 {7 W  K6 b
}</P>
. N4 ]5 a) z; [<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC
: y/ n7 p; N& t/ j5 b {
( [6 C- Q% [: z0 e1 L# T  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);) J) W0 }. i9 d8 ~
  hDC = NULL;             // Set DC to NULL
5 W  z3 ]6 X9 a. q0 { }</P>
0 ]- o) o% \) p# E<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?
  c8 R8 i: Y# X& Y0 M {( U$ R$ v+ u6 h
  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);$ p* ~2 y1 V) D3 x" ~5 D1 K% b5 P
  hWnd = NULL;            // Set hWnd to NULL; Q; u& B- C; T* m$ U
}</P>
* U0 J9 }! J& o/ q. r3 }) j! o<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class+ I; z( R/ Y: p! J
{
# G4 e) Q- C' O9 X# A0 M# o+ l3 J  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);" Q8 t2 N. ^3 i7 t  n
  hInstance = NULL;       // Set hInstance to NULL
% \: ]- P. P6 I$ m8 g( v0 _* V2 |  v5 p }
' k9 ^! h4 W4 D5 Z}</P>  E) D; O4 u  b1 Q$ ^
<>/* This Code Creates Our OpenGL Window.  Parameters Are:
  w0 ~+ F2 ?' R, z4 n1 Y( v * title   - Title To Appear At The Top Of The Window4 f- E1 [- q5 R! n
* width   - Width Of The GL Window Or Fullscreen Mode
0 e; ~- C* W- E3 ?# @ * height   - Height Of The GL Window Or Fullscreen Mode
* A" [5 H! _' c9 P; j) I+ V5 E7 Z * bits   - Number Of Bits To Use For Color (8/16/24/32)
: y! l; ]2 h9 Z  S0 _ * fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
# b+ S6 ~2 d! L( @: r4 A & F9 A( o. j3 I9 m- T1 G5 {8 @
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)1 \$ B  k9 r) c; x
{2 \( N/ z5 @5 u+ ~/ m
GLuint  PixelFormat;  // Holds the results after searching for a match
! Q! d4 E" a4 a) i4 N* C' h WNDCLASS wc;          // Windows class structure
% v  q- O; _, z. \+ r+ o DWORD  dwExStyle;              // Window extended style
2 H) s# V7 ~+ b! l DWORD  dwStyle;                // Window style. z7 N- ]8 B- N* h
RECT  WindowRect;             // Grabs rctangle upper left / lower right values
% @9 Y( W$ d( b5 U# S( l WindowRect.left = (long)0;              // Set left value to 0
# L0 U7 R' B6 ^0 I WindowRect.right = (long)width;  // Set right value to requested width: r7 S5 h. e* O% T7 m: p
WindowRect.top = (long)0;               // Set top value to 0/ |4 z* G; m! G* z4 b" I
WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>
: u/ M: t3 R& e# N<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>
8 E- W% U/ u! X* o' D6 U3 }. d<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window
1 H. K) D& H9 t4 g( M( a wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window5 |  I; w; |1 Q& E
wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
: X4 {0 @1 x& I wc.cbClsExtra           = 0;     // No extra window data
% K% X+ R9 i; g. B- ?4 D+ ? wc.cbWndExtra           = 0;     // No extra window data/ J( b+ H7 Y* K' |& |& |, z# q
wc.hInstance            = hInstance;    // Set the Instance2 h1 ~* |" A" [, S3 _- x2 J, r. `
wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon. W, c0 e& N' P; B7 [1 l; c  E% v
wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer
! q* s2 f$ ?  @4 e5 z) l. \ wc.hbrBackground        = NULL;     // No background required for GL
0 q, j5 F* ^) w9 H! [+ `9 W wc.lpszMenuName  = NULL;     // We don't want a menu
5 _1 c6 O5 {. d" i7 ] wc.lpszClassName = "OpenGL";    // Set the class name</P>
4 X; ]6 K: M$ J' I& ~" O! V<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class; w6 X( o- O9 k- |
{
% l, P# u1 ~! \- l6 E  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>8 o* x+ ]7 @6 m9 Z* {: H
<>  return false;   // Return false
2 ?2 ^7 E) ^  V- U( r3 F9 A6 e! O9 h }0 j& N" e6 `' w9 v

% M+ T+ T0 `7 c# `  L# W if (fullscreen)         // Attempt fullscreen mode?
/ N3 g5 r5 j, C- H! \7 D. y6 p6 R {
6 A% q" w! H* P/ H, Y  DEVMODE dmScreenSettings;                                       // Device mode
# c9 b% ^7 Z7 `  t8 D( ?  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared% e$ |3 \0 G$ z
  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure
2 t. E1 w) g9 `# l; U; P! @$ B  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width
+ @: g" U& G  j. P+ @/ ~: _; J  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height5 r3 F0 |! v# O1 S" Z
  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel- U$ Y$ K4 z9 e/ ], |  }) c
  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P># ~. y* z3 a6 M' h( @! d
<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
. }' S( y9 H& E* V6 n6 x  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL). `$ y7 {+ {9 s" [4 q
  {9 Z. I, K8 t& o$ b
   // If the mode fails, offer two options. Quit or use windowed mode.
# e+ B1 V9 D9 i' _5 }   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)0 T- O; Z- A( k( u
   {2 H6 T% F$ B) A' p: ]
    fullscreen = false;       // Windowed mode selected. Fullscreen = false  P5 L7 `* i4 ~1 ]
   }
" F  D6 c' I- i% A" G   else9 c6 ^- m% v, ^; E) Y
   {. c; b# e- D% y& T3 \/ U) a/ e/ ?2 h
    // Pop up a message box letting user know the program is closing.
0 \+ e- L6 @0 V! G% _    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
8 r% h' c% J3 c    return false;           // Return false6 E. a, |& f$ h& \; h
   }- }# w, l7 ?; t, A7 a- S0 I
  }' f  T1 U0 ]8 L* q3 b
}</P>6 X" }4 I% S: e: [
<> if (fullscreen)                         // Are We Still In Fullscreen Mode?
1 \7 {7 L/ e# Z: b {
" g+ P1 N$ S2 Z  dwExStyle = WS_EX_APPWINDOW;    // Window extended style. L  @! _9 {) D. T
  dwStyle = WS_POPUP;  // Windows style
& z+ y# o0 }6 `6 W. F* Y  ShowCursor(false);  // Hide mouse pointer
& `* n# b5 O/ {: W; w }
$ \5 o4 n- x3 K$ ? else
, y$ C# \7 g- j4 I, z( N8 z- a {5 i, l/ q1 m+ I' ]
  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style: e0 q9 k  ~, ], h/ p$ T
  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style
; M' T8 V; ?5 e( U! I% y }</P>
" w% i5 V! ^6 ^; _$ P$ Q% H<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>
9 b1 b; x4 c' G. R<P> // Create the window& F4 ~( d$ u+ f. u5 E: ^
if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window6 ^- V) ^6 @- e' b8 ^
                "OpenGL",    // Class name
8 z4 O$ K- u# P1 M  s  title,     // Window title5 ^; b0 M9 N" \2 g# p
  dwStyle |    // Defined window style- `$ h( U2 o) G- A
  WS_CLIPSIBLINGS |   // Required window style
$ J: }  u" U; F- u' I% \1 i, b  WS_CLIPCHILDREN,   // Required window style& g% ?( X2 u* ]; |2 y( C( _
  0, 0,     // Window position$ |0 D+ ^! E1 ~$ _* k5 J
  WindowRect.right-WindowRect.left, // Calculate window width
( i' ~- d9 x3 u  WindowRect.bottom-WindowRect.top, // Calculate window height
% P7 \3 j$ e" X, [  NULL,     // No parent window
5 k0 d- }9 v8 V6 ~1 U  NULL,     // No menu5 Q* g$ C5 d: ~+ s; g9 ?5 b
  hInstance,    // Instance. g) o* m3 `" D( E7 I5 T) |
  NULL)))     // Dont pass anything to WM_CREATE
+ w" Q. r& ?4 j) x/ r {2 ]/ u3 M: G- ]7 x6 C! g& w) j
  KillGLWindow();                         // Reset the display
. N4 W3 i5 R2 ?3 `# v# N  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
8 ^! k' u# J7 ~; ^( b: I  return false;                           // Return false5 V/ u/ n& T' W# i. \8 W
}</P>3 r4 M  ^, k0 _- }5 A* m# N0 ]0 c
<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be% H) |8 p; Q& j, p  f7 |; Q# @! r
{
# a* f& l: q% i8 j# A" [4 W  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor$ G4 t# c$ h4 @. ~% F: \& @! z( m
  1,     // Version number( w) h/ x1 e: k8 ~3 a( w0 g6 Q
  PFD_DRAW_TO_WINDOW |   // Format must support window
0 H# Q. @( f3 J9 N  PFD_SUPPORT_OPENGL |   // Format must support OpenGL
% t' Q- V2 C% w9 t  PFD_DOUBLEBUFFER,   // Must support double buffering( I* s% Q7 q4 `% L; O( \% l
  PFD_TYPE_RGBA,    // Request an RGBA format
% u6 f9 l* Z. w  f8 b  bits,     // Select our color depth5 _) y2 h6 T) g8 j. Z0 f
  0, 0, 0, 0, 0, 0,   // Color bits ignored9 T/ U  L9 [; Z% w- G
  0,     // No alpha buffer' p" |  a9 @7 `' c) ?1 {5 h2 {9 q
  0,     // Shift bit ignored
* U( Q2 A/ I/ q. o- X- z  0,     // No accumulation buffer( j) p& h0 O- O4 e5 S
  0, 0, 0, 0,    // Accumulation bits ignored
; Q2 u5 v+ v( |/ I. V  16,     // 16Bit Z-Buffer (Depth buffer)6 j. `) L  \+ x8 i7 [5 [+ B5 V) }) g
  0,     // No stencil buffer
* p9 A; \2 w: ]( y, P  0,     // No auxiliary buffer
1 L5 Z3 [6 u+ w9 P7 t  PFD_MAIN_PLANE,    // Main drawing layer
8 a! W: G* j7 c  0,     // Reserved# c: i" _. {8 u
  0, 0, 0     // Layer masks ignored5 B8 ?7 @: t/ v3 z& V) a3 i/ c+ W
};
$ ?" i# y7 o: ?, I/ _7 J, g/ M ; P* C4 s0 T) N* }6 v$ `
if (!(hDC = GetDC(hWnd)))         // Did we get a device context?
4 e4 j. |7 r2 P) n* t {
3 q& ~8 i9 A* Y, o8 c  KillGLWindow();         // Reset the display
2 V4 R; A& [3 c; U- s4 ]7 k( }5 }  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);6 R0 Z3 O+ H3 c$ I1 E$ N4 F9 J
  return false;           // Return false6 V& H7 m9 O) T' p
}</P>4 U# U* g6 O9 V/ P
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?, o3 `8 |" s* A4 p
{
$ W$ C5 e0 j! K0 R- h+ m& J  KillGLWindow();         // Reset the display4 r5 q/ L: N4 F7 w9 ]) r) x2 Q
  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
; b+ ]% a' q+ z/ t% S! Z; N  return false;           // Return false
: h& y$ o, r" A. y' \9 H2 h }</P>  @. p* k8 c: y, s* w  W) ~
<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?
) P# ?" ]( f$ d; F {
+ z9 R( U' ^! O8 P  KillGLWindow();         // Reset the display0 @8 O! q; K4 u8 f  W9 C
  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);' c0 D5 i9 u' `, O8 j* R
  return false;           // Return false
# t4 U  W$ E5 L5 F- M }</P>
: g3 U) t9 z) B2 o& I<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?
/ m& O! {# b( z% G2 T4 |( _ {1 E* e& g/ f% s$ _
  KillGLWindow();         // Reset the display
! e3 }7 n, b1 N  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  d' h2 _9 j) Z. Z  return false;           // Return false
+ T" y/ {$ \* T9 Z/ l  I. z }</P>9 Q6 E9 ^2 K8 f6 d# d
<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context. ]% C# e# S- g' x. @9 X1 J; l
{
# L+ E, q* R4 l5 M  KillGLWindow();         // Reset the display
2 i% J- K% a5 N+ t+ ^  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
0 |- a3 o0 a* a( K  return false;           // Return false* F0 ^0 A8 [$ @
}</P>* r+ t+ j2 l4 L# P# w- R
<P> ShowWindow(hWnd,SW_SHOW);       // Show the window
/ {0 p, y( P$ N SetForegroundWindow(hWnd);      // Slightly higher priority
, ^7 S# T( F. X$ ]- k SetFocus(hWnd);                 // Sets keyboard focus to the window' N6 p7 h. i; d2 B3 `; R
ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>
: C- D- O0 ^( @4 b4 P" I' ?<P> if (!InitGL())                  // Initialize our newly created GL window; q7 }/ I0 y, T- ~
{
! b1 }' v" R9 F& |0 y  KillGLWindow();         // Reset the display2 P# O" i7 b% Q7 b
  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
9 p) |) c7 ?2 _1 t  return false;           // Return false- @8 u' l5 s3 Z, @3 Y. g
}</P>
' i7 B% i+ g& S& h<P> return true;                    // Success
" U% |; B# n/ [/ K}</P>: o, t# C  s" m2 @
<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window
7 F7 N. x5 o7 O$ y! y( M8 ?                        UINT uMsg,      // Message for this window2 h6 G+ E# M) m
   WPARAM wParam,  // Additional message information
3 r# X7 C$ h) Q5 X   LPARAM lParam)  // Additional message information
* T( s6 c. ^7 {/ E2 T/ D{# F& `5 k" v! r
switch (uMsg)                           // Check for windows messages
% t2 N4 {1 f+ `5 |( W9 D3 {1 ~4 h {
3 B& j/ m6 g5 _0 ?1 P  case WM_ACTIVATE:               // Watch for window activate message
7 u1 v2 K6 n2 {& o/ n4 e# j+ r  {9 z! C! u2 p; k2 d
   if (!HIWORD(wParam))    // Check minimization state, o  ^, b( o! Z2 M' q; R/ d, J& w
   {( Z+ R3 q6 U& E9 H9 a) U
    active = true;  // Program is active$ ]& R9 G& x& B* E* F
   }
# Y6 \. t. q# |! j1 W   else
% r' Z6 u$ y) [( B' b3 x' n   {
( ?+ |* H- A4 F( x7 s/ |1 A; r4 c    active = false; // Program is no longer active
* l7 L4 B  Y0 p/ O, r2 l8 S   }</P>* ~1 v; `. Y2 M" O8 b% I, q2 o2 T
<P>   return 0;               // Return to the message loop+ g  T4 c# [  R
  }</P>* s9 D8 K& o% z  A$ ?$ I" O
<P>  case WM_SYSCOMMAND:             // Intercept system commands' h. H, [6 b+ I; b8 K* Q
  {5 _, _: [9 w4 h! c: \# {- R
   switch (wParam)         // Check system calls  I2 [. \) ~- L* f
   {
, z9 ?+ M  M+ \0 f    case SC_SCREENSAVE:     // Screensaver trying to start?. j) q) _/ Q' L* n# Z
    case SC_MONITORPOWER: // Monitor trying to enter powersave?
" y* n) u( j1 r+ k) L    return 0;       // Prevent from happening/ E7 \9 @5 [% J) @
   }5 X  H: t# ]) [  R! H
   break;                  // Exit: F8 L( W1 g+ Z. q& e! i
  }</P>
$ l; I0 B  W7 ?- d<P>  case WM_CLOSE:                  // Did we receive a close message?- i- f+ \. {, K0 @' q% U
  {4 N, `2 l& K1 c+ X
   PostQuitMessage(0);     // Send a quit message6 m) L* m( S3 A% o$ S" \
   return 0;               // Jump back" `3 @3 F9 `9 [% n5 f
  }</P>
, j( g" E& U: L3 @$ v+ a<P>  case WM_KEYDOWN:                // Is a key being held down?
: ^6 i* t9 c4 c( g1 v4 e, M4 j& C1 ]  {
4 I$ A4 A5 h+ k$ ~   keys[wParam] = true;    // If so, mark it as true, b$ w6 {5 }: J0 k6 {0 [6 S2 v
   return 0;               // Jump back8 K* W9 l9 Q" Y
  }</P>. }2 ]+ H, Y$ P. q& b3 v
<P>  case WM_KEYUP:                  // Has a key been released?
  x9 Y" Z' K' g6 Q  {
; U4 g- m; V7 c3 ?   keys[wParam] = false;   // If so, mark it as false7 _) F- v8 L2 p. Y! S  s
   return 0;               // Jump back8 a! P+ c- x7 L$ Q1 X* v. ~
  }</P>% }" M4 W( P# t8 S. O: _+ b
<P>  case WM_SIZE:                   // Resize the OpenGL window
. z; f; {: I" }- P: ~  {
3 c, @0 g! o$ ]   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height
$ k3 U6 u3 s6 q- z3 O, z/ K9 N' {& B% A   return 0;               // Jump back
. H  c, a) b+ M& N  }
) s0 i- E9 n1 |: y# a }</P>+ H" @* t7 y2 ~  S$ U
<P> // Pass all unhandled messages to DefWindowProc
0 Q( b7 a( I: P, Q' n return DefWindowProc(hWnd,uMsg,wParam,lParam);! I6 t+ d+ y8 x# r6 u  u/ l
}</P>) x* \9 F  O7 G* ~$ o; Y
<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)% }" t$ o2 w+ \0 U1 }) F% L
{
3 h6 e6 w$ Q/ L  B: b8 z  G" k        MSG msg;                // Windows message structure& t' J7 q; C5 @4 [* @
bool done = false;      // bool variable to exit loop</P>& V1 Y) W- N7 T% c  Q
<P> // Ask the user which screen mode they prefer
) |! I- V3 n0 F: r) l if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO); z4 \8 t. r) R5 F
{2 T. i( m9 \& o. ~
  fullscreen = false;       // Windowed mode
7 }& Y  @9 u) K( Q) f, m3 l8 K }</P>6 B+ k' D( k2 {- M8 U/ S
<P> // Create our OpenGL window! n/ X+ |9 c0 c  I* l
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))1 }9 _3 ?4 Z: u6 K7 u, |& R  _
{
) x4 ]9 g$ d, o6 p3 Y: r" ~9 X  return 0;               // Quit if window was not created
( v: n/ P0 e+ C }</P>! E8 a$ {$ Q8 F8 O2 S  L2 ]
<P> while(!done)                    // Loop that runs while done = false, S. k+ L  y. g9 L! X
{
/ O4 s$ J6 b. a. ~/ I& P2 C  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
& I; ]/ y  M* T9 p8 K& y) B  {
0 e4 f* ?: p$ @  G" W   if (msg.message == WM_QUIT)             // Have we received a quit message?
5 a+ y2 u% N, H  Y* s   {  z! Q7 f: D$ m& W) ~. h0 r
    done = true;                    // If so done = true
! V5 W7 e8 C. L3 V& C   }0 {# A6 r# {: M' Q* ^/ N$ q
   else                                    // If not, deal with window messages& _) }9 j' ?. w
   {' Z+ {% X% H5 U- X+ h: E, G
    TranslateMessage(&amp;msg);         // Translate the message' _- _5 Q( G% S6 Z+ V. g+ F
    DispatchMessage(&amp;msg);          // Dispatch the message4 j7 v3 r& p* z9 x  p9 `6 [
   }
/ G$ N( H  M1 ?/ ^4 Y4 T  }
5 @$ Z: m3 P* e4 ]- ^- s( F( m$ d  else            // If there are no messages/ P4 m  G' |; L; _/ S" C0 d2 U
  {* P6 e/ N  {/ A2 t% a+ z4 L, z
   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()
# A: R5 v. d' ]+ w! M) Q/ K   if (active)                             // Program active?. p' r( G$ D0 S
   {
. {7 Y% A, v: v    if (keys[VK_ESCAPE])            // Was ESC pressed?
8 t4 g8 U: G( a1 i" {% E    {
) r5 G9 t8 g, ~6 h3 A     done = true;            // ESC signalled a quit6 Q/ t' A( {0 h8 Y
    }
' V. d3 ?7 m! @4 U, |( C3 L4 v, F    else                            // Not time to quit, Update screen3 X6 e' H0 C1 B8 B
    {
9 W6 d2 _* C' `     DrawGLScene();          // Draw the scene
) H8 V" @0 l7 T+ Q/ a# C     SwapBuffers(hDC);       // Swap buffers (Double buffering)8 X+ r' m0 x3 e. ^, M
    }0 b; W! o$ ]/ C' {& Y$ \  d  x! T
   }</P>+ }% }. B, V( h9 ~6 i. [8 q
<P>   if (keys[VK_F1])                        // Is F1 being pressed?
: d  Z; B# `: l- f" R* a! I# Q   {
8 w$ ?: C$ k7 _0 }8 I9 j    keys[VK_F1] = false;            // If so make key false
7 T1 F" \: Z! B    KillGLWindow();                 // Kill our current window/ e, C$ w7 ~# F# }  u* L
    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode8 n/ n3 t9 O9 d1 f8 O
    // Recreate our OpenGL window6 K6 k! z; \  ]& |9 ]8 I8 f- g
    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen)): j$ N" ^4 W: e
    {
5 d; R7 P: k  C     return 0;               // Quit if window was not created
: W- ?% I; V. r' h. W    }2 ?0 A, o2 m7 i/ ^, C& ]) w$ S
   }* T! k& v' d; o1 F. T0 M
  }
  S6 H  C$ X3 \* i; N6 }! ] }</P>
) `5 d! {7 j) s; U+ ^7 F  B<P> // Shutdown
: x+ k8 ?+ t) D" F4 w KillGLWindow();         // Kill the window
# x: W7 z& ~5 ^ return (msg.wParam);    // Exit the program
* D. ?) O- l# {9 v1 i8 s/ a}
" `/ c; ^- p. ^4 c. P! J3 o7 @3 Q//---------------------------------------------------------------------------</P>
作者: ilikenba    时间: 2004-10-16 00:37
<>试验了,果然是黑屏的效果!</P>
作者: ilikenba    时间: 2004-10-16 00:41
<>我也支持一篇</P><>转贴:Win 95/NT下OpenGL编程原理 ----</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9 v5 l6 t8 K- O  {
OpenGL API,使三维世界的"平民化"已成为必然。
5 H! f0 _7 N, Q( z----Windows操作系统对OpenGL的支持
- ?5 X/ O, [8 c6 e----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:( A2 b, }6 @7 E9 Z3 Y; A
----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
9 a7 d+ d, B+ b, y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。  l5 v/ Q5 Y! _( R
----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。
7 c, f$ x$ V( K# f----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。& K9 P" s; c6 [, o) j+ G
----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。1 _' N1 f4 U2 d7 J
----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。
* t# L: T1 _- L; b# c1 Y" [</P><>----用VC来编写OpenGL程序+ U2 _# n3 O, q3 ~! p% J
3 u$ F' m/ G: k3 W; A4 j6 R
----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:5 T) G& t$ T, y% S7 S- j3 B0 Y7 }

- i9 N9 J, }' I3 R' Y, r0 c: @----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. d. q3 h! K3 Z* S

5 |. j; G+ N7 ^2 g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
! J5 W/ R! W+ q/ Y
2 J2 r1 S9 I' M. ~  N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
3 l! b5 R* c% q+ X7 H! E" l( Y5 ^. `. B  I3 \
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: ]% b; ~. ^' j) j, o! X+ n7 ?: k6 c
3 Q( Q5 O$ ^$ }. }+ \

6 e3 s, p- L& z, f% s+ b
* S4 U- l# F0 B& d4 a----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 c: N# e. V" F( O2 l! D
' q3 ]& U' t. M+ F6 P
----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)
9 y$ m7 i, F; h; J. B( }. `; F& {# K/ J4 V
----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
& [9 h" [# n. x1 T
$ Z; d' A( r- X# P" @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(7 j4 c% O3 M$ u5 S6 [
0 B' L- q' @: h, [7 v; f6 q
if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC
' |' A# ~( ], |1 F' u6 A+ q1 [2 \, H& w0 m2 V, U
----所附程序说明" r5 u' v" z' |) w! v0 K4 `
4 @: I* v9 l- A& o) \' {/ F7 {% u
----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
0 Z+ t, y* W3 E8 `; z6 p5 J$ e, S+ ]7 c% u1 t, s; }6 I
MFC编OpenGL时需要注意的内容做一个简要的说明:
) k" J3 S$ f' X, c; o: V- Y, y& K1 t& a
----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
% Z2 v1 G7 h; n
: `/ l  |. n; |) Y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
; N! Y3 |$ r  ^; R  V2 {- @* p3 M/ S8 ]# o' y9 e' t# K
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% a$ b2 u1 ^. H; j+ T- q& E
5 _4 r' J' }0 i7 q
格。5 _9 @0 m2 N  K3 |* C! s

+ Y/ V, V! ~( n) M----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
9 {, ]. H( g* N  n2 |& e# v' x3 |8 [, h  H- c$ ?, V
。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
/ @& u: `- N- r# H* x' \* a; D8 t% k. O
、鼠标处理函数都应该由相应的Windows处理函数来响应。7 J" ^0 s# E; s0 ^# P2 ^4 V
% k# c1 G0 m" s+ ]% p
----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
9 {/ R+ z  N% M9 I+ ]: ~) X2 e) M; U! b5 g9 ^' ~& H$ X
,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4 ^9 a$ [9 y/ E
# ^( [. l; s/ J7 c2 T6 a9 K
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。: v, P3 y2 a6 m% f! b& l; P
2 C$ G  l2 t3 c4 F
----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+ z2 k" L& X+ {4 [5 t
' k7 H8 V: k( z2 }
GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。7 k4 T" Z6 A8 M! b2 D% P* J
) m( o, i; i5 d/ K8 d8 t
----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。) E5 W+ g5 Z/ ]( `

/ x& P) f. H/ g2 o' z! t) B! w----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++. E- ?% X; q* h- y' D# @; N2 ~+ C' z

3 g  T9 O0 g; Z, n( p' b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( {+ M3 g" ^. c" Q% ~& J
- q( o0 y  p. `& D! F$ G
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  o% H. z3 h% u6 B
" c) q% T3 ]6 M6 V5 S# b
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。+ F6 V+ C( v" Y; O' t
9 o  O" ]9 N1 T
----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
5 \5 [1 ]' L  u- L- g% j# S1 |6 {1 G
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
/ w; s! L9 ~/ J0 R& Z
% ]& g% W) D7 `函数应当非常小心。# v6 @5 e" U# Z, s; _6 p8 a! M1 i( T
- X. M' }: _$ |9 ^/ W9 E* S. `
----参考书籍:- w$ d4 o0 k% |

4 O, H9 {" {7 N. N; v+ N----《OpenGLProgrammer'sGuide》SGIinc.
& x3 J' F5 a9 ~" h% o6 `" e9 s: O! Z% B, ?
----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
( P& L( G8 d4 ^- ?; C0 n6 o; p- x/ h; W# ?8 j: w0 p! o
----《VisualC++5.0联机帮助》- k9 \  S/ i! E
* V8 r; F, T( Q% e+ @, n
----附程序:7 S# a& X/ J# X5 B) d; T

6 c+ I4 X, ~( j6 k( ^/ g----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
: ]' g% a3 a( @0 E; e; b' H4 l+ O7 G7 E8 t6 N' R
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
9 E# i: T$ Y8 x" K
7 P) Q" D' T, d- W+ mOpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。- Y  F, x3 Z* V% f7 A" \+ p

+ F4 ?) N) z  G$ D; }----主窗口类定义(OpenGLWnd.h):& D( Y9 g' \4 m5 b. C( g- [

2 L' j. r; T2 G1 i' Y( d% Ms#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70
5 ]  S# G0 ?5 t0 E) E$ F_11D2_9ACA_48543300E17D__INCLUDED_)
0 C/ {! |7 @- g. @, p#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
8 r$ ]9 E# l5 C7 X. k_9ACA_48543300E17D__INCLUDED_! c% U' l8 X" ?8 a4 m* z2 P% E
/ P, _3 Z6 v3 F  e6 Q# i6 ~* x* Y
#if _MSC_VER &amp;= 1000
# V0 r/ T6 o9 U( G/ T5 h% [% l#pragma once1 f/ F0 H' O/ I6 ]6 J
#endif // _MSC_VER &amp;= 1000
/ \+ H9 |: X' m& j& T' s
$ L! l4 R6 i, I% @9 L: ]- o$ W5 f#include &amp; afxwin.h &amp;4 Q8 e( _! V% l
#include "SimpleGLApp.h"
/ Q8 J: Q% O; {#include "resource.h"
+ W1 @$ Z- x* Q% f( U) K$ ]9 ^// OpenGLWnd.h : header file, h( |: D6 g7 K' i  k% }
//5 ?# H: _; L+ r3 f# i. G
///////////////////////////////////////2 @  p8 J% p3 ?2 d4 i6 F0 C& n! c! r
//////////////////////////////////////
% O( M2 ~' l. W6 w// COpenGLWnd frame5 @4 o; W: N; r+ i, g0 y
" H( L% G$ D# S2 u6 [
class COpenGLWnd : public CFrameWnd
% i% b; t  t2 R2 _* r) F! c{& f- b+ L" N) \) U
DECLARE_DYNCREATE(COpenGLWnd)
7 o( _: b, s" o& d  d5 Npublic:
, O# ~+ x$ K0 C1 C; uCOpenGLWnd();&amp;&amp;
# x# h/ Y7 e3 B// protected constructor used by dynamic creation  o: I' O* I4 V- M7 i' e. O
protected:5 g: R7 ~5 v% T, _, F
HGLRC m_hrc;
6 I- f+ `" Z1 [# UCClientDC *m_pDC;
* v' _- \" f) S3 j// Attributes
8 b9 U6 o/ E& c. mpublic:
4 M7 {9 A# y% c! c1 w
! ?/ x4 e* W% c% G  v% u3 n// Operations* f# r' F% n8 ~1 G4 ^7 F1 y
public:$ J" {/ _8 \3 i0 y
- [" g" e' J* R
// Overrides' v6 W/ i2 l  ]# m5 i  O
// ClassWizard generated virtual function overrides
7 U9 [. `5 V7 w0 ~( L, [& y//{{AFX_VIRTUAL(COpenGLWnd)
" z5 `0 J' P5 y5 L2 I9 I# yprotected:, k8 ^/ y; f9 c4 P* B4 T" h; H2 J  _8 d
virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);
* V! s; k2 w: T, x" M//}}AFX_VIRTUAL
4 J, Y* ]2 j/ t3 W# d6 i, Q( Z* B
// Implementation7 D: P1 Q, ?! q2 @
public:
# ~; F/ P1 e% t0 N8 F9 W+ `6 Rvirtual ~COpenGLWnd();9 D6 M2 R: t& H; E) \
$ y9 {$ j# Q3 D0 R7 T, a5 b+ |
// Generated message map functions+ j5 d6 f$ u; A0 k9 M+ p
//{{AFX_MSG(COpenGLWnd)+ ?* R/ i+ \" _
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);# W) o' C+ z# d
afx_msg void OnSize(UINT nType, int cx, int cy);
; u" d8 ]6 g" S) K* H# L* D9 Aafx_msg void OnDestroy();3 E1 v& m7 {2 l
afx_msg BOOL OnEraseBkgnd(CDC* pDC);
" J1 C8 l+ j: G  S/ k: v8 q( tafx_msg void OnPaint();* d5 a+ D. L4 O. s2 p
//}}AFX_MSG1 ]8 H  w+ B+ p5 D( k
DECLARE_MESSAGE_MAP()8 G0 X% N) B' k4 C
};8 I1 F; l# z7 T, ~3 N# H# C
1 S  z* \7 Q7 z( c
///////////////////////////////////////
: X5 u0 y3 ?9 T: e//////////////////////////////////////2 ]2 T( H- A9 C4 I- L
/ I: I  z4 o/ }/ y8 t7 F
//{{AFX_INSERT_LOCATION}}! t4 r+ |% \% B/ F  D5 q" O
// Microsoft Developer Studio will insert
$ h& ^7 N% o7 c/ T) |+ kadditional declarations immediately before the previous line.5 X7 j. \% W+ ?7 f" V4 C
6 Y' z4 q0 y1 |( ^5 S6 c
#endif // !defined(AFX_OPENGLWND_H__3FB1AB28_
. t5 b- f- s& w# Q( l3 w" `0E70_11D2_9ACA_48543300E17D__INCLUDED_)  _0 q! S5 T/ b  z$ k* T
主窗口类的实现(OpenGLWnd.cpp):
, J+ M8 D2 A1 b// OpenGLWnd.cpp : implementation file
! y, U9 ~- T; t9 h//
$ W7 b! p( Z1 f, V: H1 c3 t. i* P/ l$ t: V
#include "stdafx.h"3 V  B# i- ]8 a2 @$ W
#include "OpenGLWnd.h"6 g/ t/ _% B) n
#include "SimpleGLApp.h"
7 r+ ?6 T/ W- m. \- l! ^- w7 C7 D#include "gl\glu.h"
( X5 o! ?' D( t- F7 t0 p# O#include "gl\gl.h"# N0 g% Z* r" v# l
#include "gl\glaux.h"
( T3 Z. \$ [) X6 A. @# Q8 g
6 R9 H" \2 U6 a0 g  M! P9 t#ifdef _DEBUG
$ ?* T: R; z+ j& L5 r#define new DEBUG_NEW! P$ q+ A- V! D( S. t# }5 s
#undef THIS_FILE( F! }3 ^7 q$ T% {& {+ L
static char THIS_FILE[] = __FILE__;; G" P# Q9 b0 B  C8 v; x
#endif* U+ K" h9 t) S4 I- x( s
3 w: g$ w: o. `+ L
///////////////////////////////////////
4 \) f; {4 G+ c//////////////////////////////////////
- {' V: p0 R7 D  |3 K// COpenGLWnd
% ]2 w) _6 J+ a+ R8 Q4 j! q( D1 u5 K3 K3 h4 C. ~7 f9 p+ U' o# n8 S0 [
IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)- c' M" m' B# y8 K* r
) d+ I% P! X, L8 V
COpenGLWnd::COpenGLWnd()/ ]- P% U( D$ j* M
{
8 s/ o0 @8 U4 `$ J7 Gm_pDC = NULL;
/ \% ^; A  J/ j3 s6 ~6 ?# z/ O1 bm_hrc = 0;# k; K6 U' |' j  W: a8 \0 ~0 J
LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW/ h7 R4 M3 L, F6 [+ \# v1 q1 ]$ q: i! j
| WS_CLIPCHILDREN | WS_CLIPSIBLINGS
: D% R7 \$ m/ \' M. k% T,NULL,NULL );
5 K" J" I4 m, E: M- K2 @9 J}$ x, I- f8 \# r4 U# D6 y$ _
* X* _8 ?; Z8 z; e
COpenGLWnd::~COpenGLWnd()
" C; V. |6 w9 K{
% A: d: F1 D" W) p; l% R}
# h7 Y6 o3 l7 d1 N7 \8 i9 e
5 y4 H: x" T7 I' r4 z4 J% P& P9 f: b7 a
BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)
9 d4 ~0 ?  m% w//{{AFX_MSG_MAP(COpenGLWnd)! v# r% s+ L" h7 q6 f2 i4 [
ON_WM_CREATE()! |/ ]; C0 ^. [
ON_WM_SIZE()+ D9 m+ k( f+ @7 O# I' }
ON_WM_DESTROY()
8 b" \, q5 U5 m; a7 Q/ uON_WM_ERASEBKGND()
# m! W( q- ?8 y8 e7 \- xON_WM_PAINT()
# b! O6 p0 V5 u6 n//}}AFX_MSG_MAP
1 G3 N) S) j3 ?& v; h3 bEND_MESSAGE_MAP()
. F( h# ]7 Z. G9 k. q5 O; B4 e- r/ ?+ B" U  o6 p

0 b1 x' Z: G4 Z7 T) g4 r  _3 f$ d, q4 h7 k: R+ {- i  I4 q. z* _
BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) 2 i/ S; n% B9 [7 a8 o& Z$ H: X
{
$ E: u( \! C) O- t# k// TOD Add your specialized
4 F3 o/ d+ b' ~/ ^code here and/or call the base class
0 |+ Q1 Q( S& \- P1 _' l2 Scs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
' ?9 M' Q% F: h2 ~& ?5 y+ _0 G8 KCS_HREDRAW |  _( z0 U, y2 d5 W0 \( y8 K
CS_VREDRAW |
& H& E4 s, B9 O* m6 ^CS_SAVEBITS |( M1 [& l0 U% e1 Z" S! j3 j
CS_NOCLOSE |& d& s9 C0 l. B/ N7 t0 P
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
. R% _6 K6 N3 E9 `6 T* n,AfxGetApp( )-' h/ }9 L% q3 d$ @# s# S! s
&amp; LoadStandardCursor(IDC_ARROW), 0 ,
( T7 }# k9 }0 ?. \+ t) UAfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));
0 k& g1 M7 G1 U1 freturn CFrameWnd:reCreateWindow(cs);& y& ~0 o- _5 j2 R/ W# V9 a
}2 c6 c) E1 M' _8 W
% G4 z' r4 k2 N) M- g

3 `) U+ M# e4 v/ Zint COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) : e+ y& y. L' W" f7 ^( D! C
{
/ B/ C: F8 R6 V0 ?if (CFrameWnd::OnCreate(lpCreateStruct) == -1)* @4 p0 j1 Z) J1 I
return -1;
5 `. i; H. ]0 O4 j) i! R0 w6 o, `$ p- }1 l5 z
&amp;&amp;&amp;&amp;int pixelformat;3 M- a: V& O0 s9 U
+ p! Z9 U; l5 x) d3 r# l
&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图) }  x7 F2 ?3 f& G
ASSERT(m_pDC != NULL);" q7 m/ c6 u' \2 Y

7 v3 g1 T- W& d: ystatic PIXELFORMATDESCRIPTOR pfd =
% u5 j- ?. w7 J0 G$ L1 D{/ y! s. |- Y9 y+ V0 s' M
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
$ S# v4 Y/ l! w- n) J5 @&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;1,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;//固定值9 ^! V8 C3 P$ H8 _6 C
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_DRAW_TO_WINDOW |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support window
' z* f9 u9 o4 F  P&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
: V1 _  e+ o  Y; |9 Q&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_TYPE_RGBA,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// RGBA模式,不用调色板
/ ~. E* V6 g. M& P7 K* l9 G&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;16,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;//程序在16位色彩下运行
6 |( n8 U- v9 a% [&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0, 0, 0, 0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// color bits ignored$ V. r" Y( g# g2 C9 l" v2 R" o) ?
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no alpha buffer
. ?& f* I% L/ V, {+ X: h& K&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// shift bit ignored9 R3 G1 p% o( R6 `$ ?; v
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no accumulation buffer# L5 @( k' a4 q: D$ B; i1 W
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0, 0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// accum bits ignored: g, a+ @+ f: n( P6 `8 C
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;32,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// 32-bit z-buffer' t+ i7 y8 N$ |# ?& K
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no stencil buffer
, `* w8 _8 o& b* p&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no auxiliary buffer& n7 g& ?9 X% H, V
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_MAIN_PLANE,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// main layer
4 y  |8 o/ l1 k1 G- ]7 w. b&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// reserved
/ U7 D, M+ W/ H) R&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// layer masks ignored
9 o' v1 S, h# J&amp;&amp;&amp;&amp;};+ t) y. o0 M! k2 k; H

0 I8 W* s" ]- t1 F# B$ I
# U0 I6 M# V9 a+ hif ( (pixelformat = ChoosePixelFormat7 x! B1 y2 [7 Y" e# X  `
(m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )
1 A5 Y3 v1 C3 m. m&amp;&amp;&amp;&amp;{
& ]$ o+ d! p1 D&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("在该DC上找不到与PFD接近的位图结构");
+ g8 r1 W' ~+ d3 c&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
! I: ~4 l9 a0 u&amp;&amp;&amp;&amp;}
0 y: f! |9 f1 e, t) F& r
, E7 t, X  k  k0 I1 `if (SetPixelFormat(m_pDC- &amp;
3 t" K) Z' o1 ~2 K9 E/ oGetSafeHdc(), pixelformat, &amp;pfd) == FALSE)1 Y: h, ^9 [, b2 O
&amp;&amp;&amp;&amp;{
! J8 i( d: `) g  z/ N. H; E&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");& T( ^1 I! p; R) E' D* _
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;9 W+ n& W$ X. t- |4 u, u
&amp;&amp;&amp;&amp;}
, r* t. m0 _8 M% H&amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());3 t; E4 X: X: a6 n3 _' ~8 X
&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
* q' O% Y. m& u( Y( h% R3 O. n( b! _3 y4 u, P9 m! X6 J1 Y# ~
&amp;&amp;&amp;&amp;glClearDepth(1.0f);  D1 t7 c, A4 K5 P
&amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);/ O1 k% u8 h: w3 ]9 R# ?8 s- o

. Z% n) e( e, T; ?  P; z
6 @3 W4 L9 t% j; g; F&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);* t  P5 l3 n2 }; Z$ s
&amp;&amp;&amp;&amp;glLoadIdentity();& H  A2 r: }% u
&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);0 h( ~4 p0 ^8 j

& o  u' s& _7 E/ Z4 O0 ]' Oreturn 0;//OpenGL窗口构造成功$ i4 ~, a7 E; K- w: o$ T
}0 ?. w) ?1 @1 Q( H

% a: P5 l5 Y7 Cvoid COpenGLWnd::OnSize(UINT nType, int cx, int cy)
' Y  e( N5 [: \, a3 m: |2 ^{; a0 k" ?5 X7 B, u7 k, T  X, U
CFrameWnd::OnSize(nType, cx, cy);
1 B& [1 ~1 _$ g) G6 @! V; t! ^  x) D0 N
// TOD Add your message handler code here, o3 B# K2 z" }: y
&amp;&amp;&amp;&amp;if(cy &amp; 0)8 J  q& K$ _% R) w& i1 ^" c- b' h
&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
% ?" \" a! y" h4 z+ z4 [. x&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);/ |8 r/ L( z. o; M# N4 B
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);2 n& q. |- [, b6 d% a  ^) ]/ H7 r
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();
' R' M! M3 T0 F+ Tif (cx &amp; = cy)
+ [, `4 b8 K% H! e( Y&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
' `0 [0 H0 e* d) B8 f7 D* t3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);3 {; ]* f1 K: R  a# T( l$ {2 [7 ]
else
8 ]4 j* y4 B( uglOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,4 ]+ h9 H8 ?) K: Q( E
3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);- o5 F/ Q. n, P  ?' {  y( Y
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);: H! B" V9 A) _8 N
&amp;&amp;&amp;&amp;}, p- t+ z* b6 i" z0 l% l1 x, ]
}. \* z# `  L- r& @0 B8 C

' L( v2 h' x5 Fvoid COpenGLWnd::OnDestroy()
) V4 s( c4 d# S$ K+ u1 C{
6 p) X2 J$ ~9 u& W$ H+ c% [, w/ R. P1 \0 Y5 t
CFrameWnd::OnDestroy();- y8 A% I; n- D8 J" O! T
&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);
6 h( m; l1 X. I7 q&amp;&amp;&amp;&amp;if (m_hrc)8 }: ~; G2 \5 I% m! I8 J: g
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);: v/ @9 H  j; \
if (m_pDC)- Q6 M: k4 R0 G
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;
) X$ h6 ]# L( c. R, {! o2 {// TOD Add your message handler code here
& W( m/ z* W- |9 Z% U: b}. K  c: M9 q5 c. F; C9 |4 L

* |* A* n5 f! `. ^/ o4 PBOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC) # [; V. V. _; A$ Q; r
{4 l4 `8 P& `% w
// TOD Add your message+ P. C+ L6 [9 ]- {2 D$ G
handler code here and/or call default
4 s7 m9 o; _; Ureturn TRUE;  h5 E) e$ @) M  s
//return CFrameWnd::OnEraseBkgnd(pDC);% t) a" P* v' @& }( _
}
+ _1 U( g8 X% N5 j2 [$ p) ~+ p5 H5 \' [+ m5 }' h
void COpenGLWnd::OnPaint()
. a) v3 b% O; h( G6 @# d! d4 w{
- m: W. X) q/ nCPaintDC dc(this); // device context for painting
- `+ f2 {8 u" O' e4 j! F# ?% u) W- T  l  Z4 a  O  F2 P- Z
Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};. p  w, B0 Q# x9 P- Z) e
5 `- V3 \- a6 J& U  Y
// TOD Add your message handler code here; J) w9 \& a' p3 t8 N
& j2 J3 N  z$ l1 `) {1 k
&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);6 F* `4 E+ T$ V5 Y' }7 r0 c
&amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);. J4 j( `( K. a- x( G" E( ?4 y
7 O! {: H0 p; K7 R
&amp;&amp;&amp;&amp;glPushMatrix();. F, b' _8 a  x1 @( a7 N( U. h6 `

6 J# D2 E4 e1 C&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);
! u9 e9 k5 E+ `  ~5 }glLightfv(GL_LIGHT0,GL_POSITION,light_position);5 `$ I# @  A7 X- }
glEnable(GL_LIGHTING);
3 \8 a. G% E( s3 }' m: @glEnable(GL_LIGHT0);- h  x& n1 a! C- C" v
glDepthFunc(GL_LESS);* h8 ~; s( P) q1 \& F, n- T) v% j# T
glEnable(GL_DEPTH_TEST);' f/ \6 h- ^0 F7 [3 }- z6 L
auxSolidSphere(1.0);) k* y6 d: ~* V

: R3 }, G  I8 j&amp;&amp;&amp;&amp;glPopMatrix();" A* V, A. \, z8 D
$ |; @7 f$ ^, y, Z
&amp;&amp;&amp;&amp;glFinish();% K  R7 b0 ]3 g' V) I5 g( n4 ^
/ B, I3 j' ~% }9 a% C+ r/ u, o
// Do not call CFrameWnd::OnPaint() for painting messages
8 @, K+ @' |- R# k! m}
) n8 l7 X" b; ]; c: P应用程序类的定义(SimpleGLApp.h):! a0 w0 g& A4 Q4 M
#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29( Y3 \' S. F, r
_0E70_11D2_9ACA_48543300E17D__INCLUDED_)% }4 T' n* \% x( }
#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
5 E3 |$ v4 v( j0 I_11D2_9ACA_48543300E17D__INCLUDED_$ K! R' ?" g( C+ D$ d# S7 ?# d) x
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#if _MSC_VER &amp;= 1000
) K+ J: L+ D) ^( ?6 ?9 S0 `#pragma once1 u( z5 k6 t1 R! o9 t3 P
#endif // _MSC_VER &amp;= 1000
2 T# h6 h# t6 x' V+ q// SimpleGLApp.h : header file
% p, A6 K  r! t: L# N//
+ v, u" o1 q3 Y4 J2 m4 u) A#include &amp; afxwin.h &amp;" ~0 y! l, u, t; z6 Q1 H! t
#include "OpenGLWnd.h"
9 {2 Z& ]4 U4 a/ T% e8 r1 ~#include "resource.h": ]6 K  ?8 o' O! K+ l
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///////////////////////////////////////
2 c( j7 T! s; ]' i+ X//////////////////////////////////////: H& P7 w/ f+ j0 z& x( a. S; D# X
// CSimpleGLApp thread
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class CSimpleGLApp : public CWinApp
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DECLARE_DYNCREATE(CSimpleGLApp). V, B' c. Q& g
public:% Y# p7 g# L' z  I, A0 a
CSimpleGLApp();
4 T$ L9 R# |( n$ t" I&amp;&amp;&amp;// protected constructor used by dynamic creation. x, g7 ^- D/ ~( c

4 u# U2 n5 j2 i6 S) D0 V8 l; l7 Z( g// Attributes
2 `% ?$ F$ W+ Ipublic:
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// Operations
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// Overrides
  K7 N4 A% k" z" ~2 w; X// ClassWizard generated virtual function overrides
# K5 ?3 W6 Q) k& c4 d/ b: u//{{AFX_VIRTUAL(CSimpleGLApp)8 Z$ v  [7 m6 E5 T5 L
public:
0 s7 m% T0 L. ^6 l1 ^9 Qvirtual BOOL InitInstance();
$ B; J7 M: E  b. e- {" Lvirtual int ExitInstance();
% R0 J! P8 \& b9 V8 b! _7 q//}}AFX_VIRTUAL5 `, m/ L4 ~- ?! J$ h9 i! w

! @. ]0 X8 `( E- Z4 x: d3 R8 L// Implementation7 S2 y  `. g7 x* ]) _% C9 \
public:
' Q2 h# z8 ]/ B# ?2 R. D2 bvirtual ~CSimpleGLApp();- y# S. k5 ~' B6 s# X8 c

- ^* K, _# d% f4 s' W( [// Generated message map functions
9 E* Z0 u: P, G& }# X$ Y- I0 H3 k//{{AFX_MSG(CSimpleGLApp)0 v  B  V0 a7 v1 `! P
afx_msg void OnAppExit();
5 _! }+ d9 ~: e: w4 ^+ O  e//}}AFX_MSG" I: a$ ]% ~0 E& @# [! s
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DECLARE_MESSAGE_MAP()/ q5 c. B: J8 d# M" V, `4 Z
};
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///////////////////////////////////////
' t9 k9 V' p6 b3 a//////////////////////////////////////
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+ p( c6 Q- M* ~//{{AFX_INSERT_LOCATION}}
1 ]3 R. @% ^7 ?( Z1 a) v0 @// Microsoft Developer Studio will insert
, H  i2 {! ]' T& T) T. |. Zadditional declarations
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/ @5 Z# o. ^- Z# g3 u* |8 s! y#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_, l) U- K) ~4 \+ `# C* c
0E70_11D2_9ACA_48543300E17D__INCLUDED_)+ q8 Z, j: ?+ n* V  V# t
应用程序类的实现(SimpleGLApp.cpp):
/ I$ B' v3 U! q4 N// SimpleGLApp.cpp : implementation file% z$ G2 e8 O6 f8 d  M
//
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% s( x0 O+ J0 U6 }' w9 D#include "stdafx.h"
7 t# m6 B. v4 k" D0 e#include "SimpleGLApp.h". G7 g* u. h) i# A3 ?* i& ?! a7 d9 A; e3 X
#include "OpenGLWnd.h"
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5 A* r+ u2 l5 Y" ?  r8 W#ifdef _DEBUG
+ x- x" J. @( W- D#define new DEBUG_NEW, m( C* G2 B0 v) F3 \
#undef THIS_FILE
7 [! C6 S/ M4 P: w+ M2 I2 dstatic char THIS_FILE[] = __FILE__;
% k; D6 j- `+ W$ s8 F5 s  w  @#endif
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! i7 A; s0 O4 C///////////////////////////////////////% b5 s) ?; f4 v! }& N! a+ ]) p
//////////////////////////////////////% M- |- w; N: b
// CSimpleGLApp' L2 l6 Q% v: R# B8 s1 A. e2 i, D
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IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)0 d/ x0 e" e( E" |2 a6 c- Z. F

! Q8 R2 x* n8 ^4 T( K, ACSimpleGLApp::CSimpleGLApp()
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CSimpleGLApp::~CSimpleGLApp()
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- J  o- |, a2 z% Z7 X7 KBOOL CSimpleGLApp::InitInstance()
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5 ^" F) u. ?: {2 S" \9 w% P1 J; Y// TOD&amp;&amp;perform and per-thread initialization here
0 Q* B, s$ m/ P) s4 @: Jm_pMainWnd = new COpenGLWnd();
* E) t# k1 X' ?' f. bm_pMainWnd- &amp;ShowWindow(m_nCmdShow);
9 _& h% ^) l& n% \m_pMainWnd- &amp;UpdateWindow();
; \% l* O- E3 n9 O# ureturn TRUE;
  `8 w& T3 [6 V6 I6 [}
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0 o) t5 |+ {. p8 S0 Gint CSimpleGLApp::ExitInstance()! i( l+ f3 Q' G! ^3 B- X: \0 ~$ Y
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return CWinApp::ExitInstance();
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BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)6 W! l7 D, K- {
//{{AFX_MSG_MAP(CSimpleGLApp)- C2 w# ]3 u5 l' m) E6 [
ON_COMMAND(ID_APP_EXIT, OnAppExit)% T% B/ C6 S- W3 o
//}}AFX_MSG_MAP
/ V7 a0 \+ P: a& S( H, D( L" |END_MESSAGE_MAP()
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///////////////////////////////////////
- n7 v" r: G$ \4 z+ W- z# v" N//////////////////////////////////////
) A" c- X) }- E' I// CSimpleGLApp message handlers- w$ O& M: m: g  H: a( k
void CSimpleGLApp::OnAppExit()
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  S. J, q: }7 i6 @9 ^! ]// TOD Add your command handler code here0 U  b& K% ?! A7 f
CWinApp::OnAppExit();
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CSimpleGLApp SimpleGLApp;</P>
作者: xShandow    时间: 2004-11-16 19:05
<>你们都知道我在看OpenGL啊.</P>




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