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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>% m+ k, ^( {1 y3 {& [' Z5 S5 Y
<>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>, j- G# @: {0 W0 B
<>//---------------------------------------------------------------------------</P>
) n! g7 r8 r- c* O* {<>#include &lt;vcl.h&gt;& g; G( a% N* s. d
#include &lt;windows.h&gt;    // Header file for windows
3 G8 O4 H6 W9 @8 c! O) s- o#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library: ?- X$ P: \5 x$ N9 J
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library
8 b7 U! z. l3 {( {6 e#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library8 [1 Y. J+ s- d+ {6 Y/ N4 W: ]" O
#pragma hdrstop</P>; y; O0 l! s2 Q& S
<>//---------------------------------------------------------------------------
' h' n$ k4 l+ y7 {, v#pragma argsused</P>( z& \2 s' N/ H0 ~
<>HGLRC hRC = NULL;               // Permanent rendering context
- ~# m! q+ }" o% {HDC hDC = NULL;                 // Private GDI device context
5 ~" |" _" q. g- |; X4 THWND hWnd = NULL;               // Holds our window handle
0 J0 w  D4 m, SHINSTANCE hInstance = NULL;     // Holds the instance of the application</P>" ]1 A: N! V$ P7 Q
<>bool keys[256];                 // Array used for the keyboard routine
$ }: N2 x3 q! ]( c6 r0 ]$ e/ Tbool active = true;             // Window active flag set to true by default
, n7 a9 x9 h# L; w& D1 q2 g, ubool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>
( ^+ ?9 G4 F% I: M" _<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>3 q3 g6 q# Y4 ^, h( @
<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window/ S4 T* Z2 ]( ]+ `) V' G- b
{( ^! D# H5 W3 ~: ]5 G/ C
        if (height == 0)                        // Prevent a divide by zero by6 M5 I+ ?8 U% W* w) a& X
        {
+ P, q$ m/ y8 A3 z% Q( R( n5 T                height = 1;                     // Making height equal One
, F) A1 [1 a. P( i# t' @* f  @& k        }</P>% m& e" T2 m7 r2 Q' K
<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>2 F$ q1 s) ]" X+ f/ b, h
<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix
  ~1 w, `8 O& N9 Q" O4 q% M% _ glLoadIdentity();                       // Reset the projection matrix</P>. a; j9 {; D5 q- f) e) ^: S& J
<> // Calculate the aspect ratio of the window# I, r8 }) a0 @% P; T$ P
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
% v5 q/ Z6 E  M& }<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix
1 a& M8 B' A- ` glLoadIdentity();                       // Reset the modelview matrix
- \# ]( |5 }5 d& K1 P# W) R6 O1 |}</P>
. Q3 ~6 L$ i! Q2 r7 I<>int InitGL(GLvoid)      // All setup for OpenGL goes here
# r; x$ r7 f6 [5 T, B( M: b, V{! [6 N! z& B4 V. x4 |
glShadeModel(GL_SMOOTH);                // Enable smooth shading! e2 S$ W& E# A" z* R
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background; n; i" Z/ s) F' z9 y4 `. p
glClearDepth(1.0f);                     // Depth buffer setup" h/ W6 o, K$ p7 |8 G
glEnable(GL_DEPTH_TEST);                // Enables depth testing
. Y' r# b" u) s& v glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
4 J8 f8 E" [# d9 P6 d glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations
8 B9 `% W+ O- c return true;                            // Initialization went OK
; Z! X* @1 S6 ]6 q) @}</P>
0 b! _% }# I5 \<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing
5 `' H8 D9 ^6 T) y4 }, L# I$ \{
( \" N7 i6 e' b1 {5 A glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
6 l3 I6 R2 Y8 y glLoadIdentity();       // Reset the current modelview matrix
) `# e/ D! \, U& n3 e7 ?        , {9 ~$ A: k4 J+ n6 I' S
return true;            // Everything went OK
* Q+ [% M7 I  P2 T}</P>
, t' M3 i! O- a; \$ Z: U<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window
7 W6 j' l- s7 E2 Q{6 S2 C$ g4 h9 A, C2 O' T0 |
if (fullscreen)         // Are we in fullscreen mode?
  y- k# i) \! t& N {+ S) H! `; ?0 G2 }0 _# I: _
  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop, y9 C) r' c! n5 a  A+ P
  ShowCursor(true);               // Show mouse pointer
* g8 W# O0 j" U  n }</P>" @1 D6 P+ m$ a* Y8 O
<> if (hRC)        // Do we have a rendering context?. a7 h* X* N( [, X2 p
{9 s+ x8 k  U9 x- s4 P1 Y
  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?
* g& l  N& R+ n$ _$ |7 o  {
! y. ^" d$ ^- p7 P) e3 L   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
, ~  \& H( U% S) h( c+ O5 V  }</P>
5 W8 G, T3 g6 v4 L& @- R<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?! @) Z' z* D' z8 E& Z
  {
5 a2 B8 Z7 ~: P+ g5 O! q5 R   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);; N. Q; p- y+ F9 A
  }
1 U$ p' U' u; @' i8 @4 D1 P' K$ M! z* B  hRC = NULL;             // Set RC to NULL
( F' U+ Q" N1 D }</P>5 C9 A" R# J5 _- Y
<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC
6 I: q( R9 N. b/ O9 H {* s- o& n9 F, c" p0 S, J4 r
  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);; k' c7 j) _9 N+ A4 Q
  hDC = NULL;             // Set DC to NULL
9 \. m" u) E- A! f, X) _ }</P>
$ a9 X# G6 a' z2 g7 `3 t<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?' p5 e7 Q5 v4 R* N
{' r, u, L; \& {. }! g1 ^
  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);$ V" G! n; m: m5 Z) j( \
  hWnd = NULL;            // Set hWnd to NULL
" w- v% g+ K4 s# @0 [ }</P>9 J$ _8 E  v$ |" q; }
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class& y) h; s! u( z& [% l
{
5 A, X3 k. k' e; N" ]! \7 M  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);! f% E6 m4 |; I
  hInstance = NULL;       // Set hInstance to NULL
4 t9 }! N& ]. G# E }4 X! ~0 K* d/ B* I9 v
}</P>7 F; V, R2 d9 r' g7 g' f
<>/* This Code Creates Our OpenGL Window.  Parameters Are:  Y7 M  g3 \, F; R2 U9 R' u
* title   - Title To Appear At The Top Of The Window
1 Z. X8 c3 i4 u' |! i) F+ k) s% l) g * width   - Width Of The GL Window Or Fullscreen Mode0 W% z9 g6 R4 U8 X1 w7 X
* height   - Height Of The GL Window Or Fullscreen Mode
; i, S6 ~; R4 {7 G/ W  t1 Z7 b9 b * bits   - Number Of Bits To Use For Color (8/16/24/32)4 H6 T2 R/ Z: T- Q  _
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/+ X/ G6 N! X1 C

. x9 C$ A$ B& {  C$ L) V. Obool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
- V2 l4 A" ]0 Z2 A, X0 U6 X/ \( L{; G; a5 [: V6 ?1 k
GLuint  PixelFormat;  // Holds the results after searching for a match" U# J1 P  H) q
WNDCLASS wc;          // Windows class structure
7 y. [, n" y* y DWORD  dwExStyle;              // Window extended style
8 Y- k  D; }* L/ B DWORD  dwStyle;                // Window style
* n( \; \3 h3 V% Y, Y/ }8 A( P, N RECT  WindowRect;             // Grabs rctangle upper left / lower right values
7 Z( _" N( R2 ^$ h WindowRect.left = (long)0;              // Set left value to 0
( q7 x  E& n5 w WindowRect.right = (long)width;  // Set right value to requested width
/ @- _: F- t* x$ w/ b WindowRect.top = (long)0;               // Set top value to 0
) w' ?; @) Z- T2 h' V1 f WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>
5 T  I8 L% T& c  K# d0 v<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>
' ?( Y, o5 }3 D4 z* l9 h  E<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window
$ i7 ~  M0 [9 I1 T4 ?5 d% q) x9 T wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window
& I7 O% a7 C; X wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
3 L9 p6 z! Y. p/ e$ g7 E1 m) s wc.cbClsExtra           = 0;     // No extra window data
4 Z2 s, |% }4 q& u; Q; T. N wc.cbWndExtra           = 0;     // No extra window data5 U7 Y  o& S. i, \
wc.hInstance            = hInstance;    // Set the Instance& U+ _0 P: J! o; I( m
wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon, `* B. U2 d0 W3 J4 q
wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer
5 L+ s9 P8 w6 ^! {( ?" z wc.hbrBackground        = NULL;     // No background required for GL/ m/ K/ W- U, n8 e+ w# x
wc.lpszMenuName  = NULL;     // We don't want a menu
6 q3 y* Z/ w1 `" E$ Z wc.lpszClassName = "OpenGL";    // Set the class name</P>' \! d9 ~* k0 m) c
<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class5 {2 J( i/ W" v% Y7 N) P* ^" m
{9 ~& i! E8 P" Z: A$ w. }4 q
  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
% p$ _! y* p3 _. m- A! c<>  return false;   // Return false0 l0 }0 e+ l! J9 E4 O) r, r
}
. ~7 |) t9 i2 A) h0 } # I7 T1 r) J4 z& W
if (fullscreen)         // Attempt fullscreen mode?" U0 s# Y" I  R
{/ Z: }; C0 |% o/ o: r( [
  DEVMODE dmScreenSettings;                                       // Device mode. m; j$ }5 y1 K, P& U8 I6 E1 A
  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared- |6 j) D# D0 }
  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure
2 r: [. J! `2 `" M5 a5 H2 Q  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width
& c( m  N7 J- D* M  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height2 e7 @1 Y- r0 ?) }% `; ?# `
  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel
* K" `( e5 w* r7 I) T: U( ^; J  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>
3 Q7 B) M7 c. D: j. I<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
) |0 B6 U! u1 X$ h' `  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)' [" _$ J# F/ k( R* l
  {% C0 I& m/ f8 [4 w! J# j, f- d
   // If the mode fails, offer two options. Quit or use windowed mode.
1 |7 I  @7 d9 e$ k   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)
5 H) w2 W- X' L( L   {
0 z1 d/ o9 k2 Z, @; F# j, Y    fullscreen = false;       // Windowed mode selected. Fullscreen = false
! p+ Z/ _2 o5 W* P4 t5 k   }7 M# R9 p6 Q6 p. I+ a
   else
& p1 L; ~$ |+ N( g7 W7 \   {+ W/ ^' T' K5 U, h4 o1 L
    // Pop up a message box letting user know the program is closing.
3 u7 ~4 N- V4 l! n    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
9 [( b2 K$ Z& Y  V  R9 M" U# W2 {* P: R    return false;           // Return false* J! a3 J8 @) s; n' ^
   }
& ?) U' R9 e5 }- W2 a6 _  }& j; e2 {8 `6 ]. A4 \
}</P>
' ?. ]/ `; J& l- m, b<> if (fullscreen)                         // Are We Still In Fullscreen Mode?# D3 s$ k6 h2 w4 F# d
{
; ^8 K8 A* {& q( t4 }3 v6 ]  dwExStyle = WS_EX_APPWINDOW;    // Window extended style
) Q, x1 U8 Y, J! l, O: j" `  dwStyle = WS_POPUP;  // Windows style! K5 u1 b% _* N! b1 b
  ShowCursor(false);  // Hide mouse pointer  a2 u9 M" k0 }5 W
}0 P- D3 A4 b! O$ s$ a+ ~- D- r
else
8 @+ e9 d6 O* P/ Q% D, N {9 c1 v; }5 R4 e  V: ]' M# Q
  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style7 W! f4 ^$ _0 n4 [7 n  M
  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style
) l9 K0 S$ V6 `5 n$ D- p3 j }</P>
  t( j3 q9 K. }7 @6 e3 h9 }8 j/ {% Q<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>1 o! F: \6 B" [( ?7 [* v! O
<P> // Create the window
# _& r* v2 r' w8 ~% {. z+ r if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window
" r6 [4 x5 I7 J# [  Y3 w3 L, ~                "OpenGL",    // Class name
6 \0 k8 w" ]! h  title,     // Window title
0 k5 j2 ]% Q. r5 m; s& O  dwStyle |    // Defined window style5 X& T6 o) N1 W- G8 k6 v- k. Q
  WS_CLIPSIBLINGS |   // Required window style9 P  D6 T: Q9 n2 c  n! Q8 E7 `& q/ ~
  WS_CLIPCHILDREN,   // Required window style! ~. p, D2 @3 U/ J+ z
  0, 0,     // Window position+ g/ l2 p( t% v" \. ^$ q; @! M7 P
  WindowRect.right-WindowRect.left, // Calculate window width
& ^* Q) }8 I+ m: @- T6 s: k  WindowRect.bottom-WindowRect.top, // Calculate window height9 V1 G: V* R$ ^- `. u3 P( |7 T/ J
  NULL,     // No parent window
  \+ V& S8 b8 C" b" d4 V  NULL,     // No menu
; y3 V3 o0 \( q4 D8 r  hInstance,    // Instance0 }; h, D4 [0 P( V: {" N5 d$ c
  NULL)))     // Dont pass anything to WM_CREATE
. ~4 I2 O7 b9 s! D( k1 f {
7 O* w! K( s1 {0 O  KillGLWindow();                         // Reset the display
) {: a2 O" J# c$ k9 Z, X. `  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);) D/ I0 R. N/ _# }0 N( H# M2 c/ y
  return false;                           // Return false4 P9 @  N$ B$ _" [7 P2 P
}</P>$ ~4 c: f# `2 `1 y5 O7 q
<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be
) ]) n  D" i3 c& V {
3 V- u# A7 }. d8 |* C+ t& M  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor! G9 v) G2 u& a# F, u7 [  u* @; \$ ?8 u
  1,     // Version number# v" O  S. ]! b5 T- K
  PFD_DRAW_TO_WINDOW |   // Format must support window/ U) M( I0 g" X! y7 n1 ?
  PFD_SUPPORT_OPENGL |   // Format must support OpenGL; H" k+ p! o! X* d2 M9 y3 W' C
  PFD_DOUBLEBUFFER,   // Must support double buffering6 G% Y1 `; X9 P' q
  PFD_TYPE_RGBA,    // Request an RGBA format) G$ D2 O% N3 L6 t) z; \
  bits,     // Select our color depth
4 G6 S1 z: {$ {) Z! v6 W4 S  0, 0, 0, 0, 0, 0,   // Color bits ignored
" I/ ]5 l3 g4 w# F; s  0,     // No alpha buffer
, c% y: c% d, T2 o  0,     // Shift bit ignored
( ^# T3 k$ O# m  0,     // No accumulation buffer
1 m# \1 |+ h, ~3 Q9 Z; q7 A  0, 0, 0, 0,    // Accumulation bits ignored$ q% W8 o2 W5 j* a5 h
  16,     // 16Bit Z-Buffer (Depth buffer)
3 x' m0 R$ n* U5 C0 Q8 e  0,     // No stencil buffer0 L8 F/ ^; [2 K. f6 R0 L, p/ [
  0,     // No auxiliary buffer
$ R& H  R# Q5 |1 p: ~  PFD_MAIN_PLANE,    // Main drawing layer, Y( T3 Y- L9 K  V3 v% ~& ]3 |6 q: v
  0,     // Reserved4 \1 t: i9 R8 h* w/ I" m( x0 F
  0, 0, 0     // Layer masks ignored
+ o3 [6 Q' @7 E# K };" w8 P, J+ O1 f! O
0 A+ U( x( f2 v9 ]3 p
if (!(hDC = GetDC(hWnd)))         // Did we get a device context?. i2 Q  }) f+ i9 K3 R, @% [0 L
{+ K* Q, \0 }7 l( V+ ?3 t
  KillGLWindow();         // Reset the display
& P- n# v  n- z: G6 U, c  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
6 J/ y) S) {: v4 _8 V  return false;           // Return false
* ?( A4 W5 {4 i$ U5 f; ?3 D! R }</P>( F* B5 d: _! t
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?) K3 K8 M- u. ~# ~
{
8 t; N( K% X( H. ~  KillGLWindow();         // Reset the display
5 A/ m" M& L! B- P0 s0 ?( W$ S. @- B  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);$ G4 K5 I% F* g7 i7 Z
  return false;           // Return false
+ G$ W! K; c2 F, ]8 H }</P>& b% `) N  ?" v& v/ z# i
<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?
  U8 Z# ]' e5 q! E1 L {
3 K7 l8 P) u' T. O& J* T$ J  KillGLWindow();         // Reset the display
9 R- V- e; w7 ~$ ?# U' J+ N! }  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
3 r8 i1 ?7 K7 h2 F- J, b9 i  return false;           // Return false* w- |6 o& I: x2 Y6 ~6 h% j0 k
}</P>0 R: a0 Z5 x, f( j- O
<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?% u* T0 @* i2 {
{* o) i: A8 S' Y# K2 C5 ^' h* p6 u
  KillGLWindow();         // Reset the display+ W$ R0 Y9 N& I) l. Q- f) |
  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);' c, }5 F6 g. J8 G. P8 R0 D! s
  return false;           // Return false
3 }7 M! ]7 l1 I }</P>
' [5 ?  G& J9 {) J<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context
5 _8 W  f6 D* n {
+ F* j' l4 A' U  KillGLWindow();         // Reset the display3 g" O0 }6 c: o8 o. ]$ j# k
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);: v" ~6 F+ r! d% l+ p
  return false;           // Return false! }: o, I" K% G* E9 G9 J8 r+ ^8 e
}</P>
6 \" _9 \, D! C* \8 u, \& Z; I& s<P> ShowWindow(hWnd,SW_SHOW);       // Show the window
/ u) |$ C! l6 a( ]5 { SetForegroundWindow(hWnd);      // Slightly higher priority
, ]; O3 i6 P; k SetFocus(hWnd);                 // Sets keyboard focus to the window
1 `0 @" G" \) Q; w7 S' q ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>
; ]- E3 [7 l: O6 X0 w% Y! E<P> if (!InitGL())                  // Initialize our newly created GL window% u- r: B/ W6 V8 ?
{& R/ U& f* U& B4 x
  KillGLWindow();         // Reset the display
1 L3 d+ a0 @( [" F1 F  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);; I2 K0 @7 L$ ^- N, P
  return false;           // Return false
0 G9 h. l4 P! {- I) s# B* y }</P>
, T2 r6 z6 x8 P, ~. A' {( h<P> return true;                    // Success( H2 m0 b/ M, w2 M7 w! Q; t# S# M
}</P>
1 ]8 Q  k; t( a9 W7 Y, r<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window7 e0 H& B; N' |
                        UINT uMsg,      // Message for this window9 j  Z& C6 T- p) a* ]
   WPARAM wParam,  // Additional message information
7 i7 L* ~2 R6 H3 z  l   LPARAM lParam)  // Additional message information# t  o. u9 u- S/ H( h
{
7 o# X2 ~1 }6 |  u switch (uMsg)                           // Check for windows messages$ @$ B% n- j' ]3 a* h4 l8 }- q
{
! V$ v8 n) b% S% ^  case WM_ACTIVATE:               // Watch for window activate message+ e! x& _4 G( L. [& t) x
  {
7 {5 n) l3 A: [0 S: u" e   if (!HIWORD(wParam))    // Check minimization state
# E! n6 S# Y/ S' K   {
+ H0 c" R5 S: n2 V$ l    active = true;  // Program is active# J0 W/ \% ~4 f$ _; b' u# v/ Y
   }
( Q% ^* `7 e3 ^   else1 @* p) K+ a! E0 E$ S% O' b
   {3 |# S" y4 r8 c6 p/ j
    active = false; // Program is no longer active
; z0 x- z+ ^1 A/ I9 j' m% P7 Z3 @   }</P>
) M" M0 {0 k+ s' H4 Z7 ^2 b+ {<P>   return 0;               // Return to the message loop9 R8 z# D, _! w! c! T
  }</P>
+ ~4 ]0 p- `: P' U9 \<P>  case WM_SYSCOMMAND:             // Intercept system commands# M2 f9 F: ^, ^) w1 j  J9 @
  {
0 ]: _7 b* _5 D" u, n7 E- n# ^   switch (wParam)         // Check system calls- k0 w- q) Z8 B- F9 k* h
   {; s- k; z7 [3 i- v7 _0 ]- R9 S
    case SC_SCREENSAVE:     // Screensaver trying to start?" n& N+ d' X1 U8 }) x
    case SC_MONITORPOWER: // Monitor trying to enter powersave?3 [$ O; h9 A( d3 J
    return 0;       // Prevent from happening
+ m- H$ H8 ?' ^   }( |4 `3 [, a! n0 B; ^8 w# b
   break;                  // Exit% A2 k+ ]& e7 S; \
  }</P>
: ~% x; e3 [, l" l, _, \, S<P>  case WM_CLOSE:                  // Did we receive a close message?
  j$ p. b/ v. \- u* B7 [2 }! X8 h* N  {7 a) D$ N& K- |/ H
   PostQuitMessage(0);     // Send a quit message& \; \) l+ t" G* G9 p
   return 0;               // Jump back
  b4 H7 @2 C3 U6 F7 V* n) w  }</P>
1 J8 W# r% y# w! s; O( [: _4 B" V<P>  case WM_KEYDOWN:                // Is a key being held down?% ^% O1 h5 X& y8 Z% a5 t0 k
  {- H" Z, t  F. ]. y
   keys[wParam] = true;    // If so, mark it as true
+ [, A1 \  Y/ z4 V( B* V   return 0;               // Jump back6 i' H) i  i9 Z
  }</P>+ T: m# Y0 g7 X; e0 @
<P>  case WM_KEYUP:                  // Has a key been released?
! J) S: _3 S6 k8 {6 K$ ]  {
  y+ q3 P1 a9 F   keys[wParam] = false;   // If so, mark it as false& M' \% L9 z' Q% L  [. u
   return 0;               // Jump back/ c2 \# N8 O" H
  }</P>% D+ k+ t5 Y7 y7 O' ~3 f. i, [* w
<P>  case WM_SIZE:                   // Resize the OpenGL window
8 k5 V5 J+ _* M1 f* \  {
" v# A3 i4 s6 }/ e; \% Y   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height: J* e" M. Z! L+ z' [$ j4 D
   return 0;               // Jump back
& }7 w0 |8 I) @3 I5 U  }
. `" j% m$ z+ `1 v" t" ~2 o }</P>
& t4 ?; b: s  W( b: Q: S<P> // Pass all unhandled messages to DefWindowProc4 _2 i. p* V* Z* }# d$ m+ z
return DefWindowProc(hWnd,uMsg,wParam,lParam);
" p+ T8 ?! G9 y) J% n6 ^9 t}</P>! b5 W% n4 l( W  R5 Y
<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)6 f8 K" k6 r. G
{
( V& d$ r+ Y  o; {- u! q        MSG msg;                // Windows message structure
* k' n9 v0 C, s5 `; e% r bool done = false;      // bool variable to exit loop</P>. r; x, ^* Q( T0 D8 ~# R9 P1 }) P
<P> // Ask the user which screen mode they prefer
( W. g$ V3 r7 m0 o; V) E if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)  o  V9 c! V8 J* B
{
7 N2 w. d" z7 L) h7 I- q+ y  fullscreen = false;       // Windowed mode
% p" G5 o1 ~; y* _5 l( T }</P>* `+ u0 y4 z0 z. D  ?
<P> // Create our OpenGL window8 a9 w3 E8 S; S$ w
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
" j  |; T3 s$ j1 u0 d {
$ c! S8 v+ o) R: K+ P8 X  return 0;               // Quit if window was not created
3 _+ k, P% b$ n }</P>
5 P1 F5 u, z2 y. U<P> while(!done)                    // Loop that runs while done = false
7 e$ P4 w7 v5 X) P$ e, C {
0 i8 {" [/ w/ n% L/ q/ T  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?8 d* F( N2 S0 Q
  {* I! o, Q# l9 F( j- Z/ c; U
   if (msg.message == WM_QUIT)             // Have we received a quit message?0 Z( @( Y2 {" W  Q3 R- S
   {" {2 G7 J- l/ M& ^: @% w
    done = true;                    // If so done = true
9 C! I( [. W% }7 r6 {- R& `1 Q6 W   }
. O& G6 a. X) T8 a1 s8 Y  S   else                                    // If not, deal with window messages# Y8 N, |! U* [; E6 z3 p  x  M) Q
   {  x* G( H/ b( @3 k: h4 j0 E' U
    TranslateMessage(&amp;msg);         // Translate the message6 q. i& `7 J6 I. ]0 R: @
    DispatchMessage(&amp;msg);          // Dispatch the message
' {4 b# _$ p- {* q# i; J   }( V' a# W1 y2 a- v! }% L
  }/ r1 _# K1 Z8 W) z; W7 p
  else            // If there are no messages
! X. e) K" ^8 h; z! O  {
0 T. j! ^+ S- B* j   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()# V5 O) z6 N, ~& Z( o5 ]
   if (active)                             // Program active?
! ?0 M% e3 T" o3 j, \4 Y   {
! [+ N. e  c( ^1 W) `. g- A' R: c3 `/ r    if (keys[VK_ESCAPE])            // Was ESC pressed?0 m5 m; A/ l  W3 A
    {" v( X4 v! a! Y2 S# m* g$ w) W
     done = true;            // ESC signalled a quit- {' Q& y1 E* f! y! K/ W
    }6 Y" `+ F4 R1 W- L
    else                            // Not time to quit, Update screen9 [, d) P' o% X5 |
    {, Y5 }! [; B/ [. V+ S
     DrawGLScene();          // Draw the scene! _/ b0 Z9 p7 |5 c( Q
     SwapBuffers(hDC);       // Swap buffers (Double buffering)
- k( O9 s& `$ y' z" C    }
4 L+ }+ c. X$ Z! s   }</P>) E. d9 z  {3 K' V! w
<P>   if (keys[VK_F1])                        // Is F1 being pressed?! c$ W6 {4 ]8 d, b$ @' M
   {
: q0 `' y; L; ^2 s! l    keys[VK_F1] = false;            // If so make key false6 D  C5 E& U) V6 ]4 B; M
    KillGLWindow();                 // Kill our current window
+ X/ k" L" P/ H; e5 C: v    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode
: b% y% F* v) r* Q    // Recreate our OpenGL window
5 P" R: Y7 J2 O' L, p8 {    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))$ N8 O2 ~0 r& ]/ a4 v
    {
, Y' s$ ~$ n2 P  i     return 0;               // Quit if window was not created
  n+ U; {$ G/ c    }
2 O. P$ X/ V# p  u# @/ P" Z, n   }
4 t! O4 k1 |# V( D& L7 L  }! t5 d! d5 V" G7 H- k
}</P>
4 F& K4 y5 ^7 e& Y+ U! U5 e( y<P> // Shutdown; ?  Q# Q4 W& b' D. I1 G
KillGLWindow();         // Kill the window
% I/ V3 W" D' U. V; m! \& i- o- b return (msg.wParam);    // Exit the program2 C4 k5 n: |4 {; s5 f5 Z& L; o
}! z5 {/ J  i0 ~3 I0 }1 g0 _* \- V
//---------------------------------------------------------------------------</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
% I7 N6 q4 R5 v& dOpenGL API,使三维世界的"平民化"已成为必然。8 ~1 {9 e4 |  j1 G' q# B
----Windows操作系统对OpenGL的支持
) l& r% e2 t6 T7 E6 P  K; F1 r0 h----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:
; `! C, }! S& d" }* w----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& ^) B6 c1 ^: d2 t/ ^- P1 _1 z+ g0 b5 [
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。
0 k3 k5 I! m/ C7 `1 S----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。" V; y% K/ h! o% j$ l, n0 y
----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。7 {9 K# ]* b- X' b) W
----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。
& w! T* {" [' W( }9 `----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。! b* O4 Q% e, L! i' f+ z. I
</P><>----用VC来编写OpenGL程序
6 Y9 F; {% m8 ^' _. Y. k6 X  W/ i3 b# T. F. {
----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:8 E# u! R. c" @- Z* \/ K' x  f  X

- U5 N4 n, D& Z8 V1 Q5 g----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3 j% e1 k- ~# _8 b0 m9 K2 I
# x1 d3 w$ O) N7 v+ d( V) A
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4 E: r: C4 Q( ~, A7 [

: Q& g: |  z' X7 A& |" t4 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
( y  Z" \2 `' |1 Z) n7 H/ A1 Z# N- @+ \
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
8 K2 `7 o2 ]7 u" @1 Y" v, V  C% T* x2 @% ^$ B5 H

, O! [6 j7 s' l3 e8 x% r8 Z3 W6 ?1 S# [9 W
----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)。' u$ W6 m9 N8 I7 C# f& A, `

# N- T8 m& ]$ R; }) d- T----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)0 c# C/ U' d) X" X5 @" J

( S' W) h) }0 E  O% |( X----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+ R- q( a9 I- d) q( ?
+ v" ?' b* N6 G. h& u5 |
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(  y4 T; V) E# D4 b4 Y5 X; B5 q8 q0 I" o

7 Y7 t& X  T" H4 q8 W/ ^if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC
: y& i1 Z5 M& E9 ~7 v: p, x4 n! h/ U  y* A: G: ^( Y4 p. ^
----所附程序说明, M9 k0 E& _8 {7 h* U5 q
" w% g1 r- q: ~4 b' R
----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$ V' r6 J6 a: E$ A
6 V6 N7 {  F9 I, ?: S- l- V
MFC编OpenGL时需要注意的内容做一个简要的说明:
/ H+ B3 w3 Z5 o9 `8 `# o8 a8 n% T/ p1 K7 x6 c! B) Z
----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
! S1 t. A' H+ U) y# f
# O7 m" m2 N+ v5 b7 L) p& @" X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
' w" k: P. I9 e' S  y9 g5 m  @2 |9 h% q6 ~% y% V5 P5 Q) x
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$ S4 T5 \2 O+ }" l
1 F: V" B9 C6 {" J! G* ]
格。
7 r4 ]! S8 U: W# x9 ^/ z* F  f  V4 _2 L' t+ a$ J" p  w' y# F7 p/ r4 L$ u
----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
8 N7 p2 I! _3 L. @3 r. i+ [( ]9 B7 }
。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
- s; Z% S5 v* O6 N& a4 c/ C5 L$ ~" D* U6 h: J' M
、鼠标处理函数都应该由相应的Windows处理函数来响应。
9 M5 Z% B; }. @/ {
  r0 b5 k) T$ H( s----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
. {& O, Z' k5 R* h& h: x+ L2 i2 D7 y" f3 E
,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
2 f3 I1 t. |( y! Q
( Z7 P, B" M+ M. F5 ]7 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。
& O3 p, L4 ]# H4 c, D  B+ M" u
) L, H5 D2 ~4 M9 Z! \. U' _4 x9 Q----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
! J3 ]6 f* H4 _2 f
" r: U6 ~" I9 U( x. oGL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
: K$ ^; f5 Y7 Y$ D
( M% ~" W9 ^4 a2 O0 U----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。+ [5 V' D0 T, U1 ~- P

; i5 E5 p  W) w0 L7 K/ a! {----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++
, A) d9 q3 z( I9 T2 H7 g6 t- Z: r  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
, J, O! F$ ?0 s/ H1 |, J+ B$ r- `: }' _; Y
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: s4 U" a6 g* G/ @! ~( ?: L: N
- I% R" Q& d, T+ L( F: C
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。4 a+ l! r, o+ i2 o" E! `6 z# u2 p* |; b

; y  B' ~2 L/ m5 H* z----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
+ b, `3 i/ z3 p7 g  f/ l. P% ?
8 s- N( @1 y- Q7 f. Q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
3 E  ]0 m: Y; |
" O% ^. }7 G$ _+ d8 {8 \9 s/ I0 @函数应当非常小心。& e) x  ]$ P" |0 J2 G

5 v# g  ^* s+ A/ g----参考书籍:6 T8 O7 a' Z- J8 T! A' E
  l: k8 ]6 f* f
----《OpenGLProgrammer'sGuide》SGIinc.
* i4 r. k* R. M' \% r' n" Z
0 G7 v7 T4 y/ Z----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
* f0 R3 Y! D, W. [0 O
) X# ], y0 |. }( ?----《VisualC++5.0联机帮助》' F* F. o3 b& q/ e$ z8 t$ N

7 Y" M7 V0 b& c- O8 H----附程序:
* @7 t. q- p! t% I: a% Z5 w; t7 \. O* [/ W: \
----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. [5 j; f: L* b" d, W3 ?. [

3 c+ s5 c# L* N1 V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  c: f0 v7 f& r& M, {

2 W6 O8 }8 v$ i; E: R# uOpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。. \# s$ u8 U; w0 O* ?
, I3 M( W# H% l4 M  m. P
----主窗口类定义(OpenGLWnd.h):! w2 u8 b' W$ O' Z: m

% D$ o$ x1 `' @/ h" p0 ~8 s( ds#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E707 V+ Y  Z$ h/ D& \
_11D2_9ACA_48543300E17D__INCLUDED_)
# X: P, P, L" S9 V; f3 N#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2% f* w4 s8 B& Q: I8 e* C
_9ACA_48543300E17D__INCLUDED_
: _' ~5 @% ?* M" O' n- Z) C7 E& ?# v4 j# G1 V$ s! @1 {
#if _MSC_VER &amp;= 1000
/ q% f7 E0 k2 J( w#pragma once' t+ t1 \3 p, e! m6 j8 p/ E
#endif // _MSC_VER &amp;= 1000
! F1 ~+ T+ S9 A7 p! q6 @9 `1 H% C) `0 v# h  w* [$ x
#include &amp; afxwin.h &amp;
+ X6 Z3 V+ k+ {9 ~# T" J7 v( S$ U#include "SimpleGLApp.h"
! ]) E: @  l- d( K; ^: t#include "resource.h"* Y6 Y! S5 w, V9 P
// OpenGLWnd.h : header file
( o0 K1 T4 A  r//( `  ~0 E- f# n7 m+ k& `9 j  m
///////////////////////////////////////
% F* k+ C( W+ j" Z# c//////////////////////////////////////
/ I& C% w$ r+ P4 j// COpenGLWnd frame5 D5 {/ C4 s7 R2 N- c# ~
1 f0 K* v- q7 O, s$ I+ q: k
class COpenGLWnd : public CFrameWnd6 b9 C- d" h& Y  X$ A9 M' v
{9 A8 c7 x$ K, B9 X5 L) S
DECLARE_DYNCREATE(COpenGLWnd)  i% \; c% I$ M" ~) V
public:
" o3 }8 Z9 M7 Y; cCOpenGLWnd();&amp;&amp;3 g' X' e' W* a3 N8 r5 ^" H$ j+ c' Q1 X
// protected constructor used by dynamic creation
. ?1 v' g: j9 O2 I% {9 Gprotected:
# M1 h' ]/ e4 D+ b" tHGLRC m_hrc;5 L& i; @' G3 l' h
CClientDC *m_pDC;7 I9 O0 P9 {/ _* J0 ]" p; M
// Attributes
& C' Z* F" w9 hpublic:
) X# |0 k1 {: v  U5 _0 Q. x* V0 Q% N5 \, M) D" ~
// Operations
4 d4 B2 t: Z1 K4 b6 j, Tpublic:
- H3 e! d3 z1 L  c& v9 x# q/ M# X' {% ^8 x2 g' ~3 _* k. {! n
// Overrides- N& m0 g6 P) X# y4 C# u$ Z
// ClassWizard generated virtual function overrides8 U; o, c. p' L6 H" I( ]$ g
//{{AFX_VIRTUAL(COpenGLWnd); v! O! ^6 c  v$ ^2 \
protected:
/ d: h3 q" n( F3 ^) W. Vvirtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);
6 L* Z/ q, y" A) S- e& ^//}}AFX_VIRTUAL" g6 Z7 ?" D- d) Y

) o" t: w! P. q9 l// Implementation4 |2 G( e+ K# l+ h
public:
, F/ a! H  i, C- tvirtual ~COpenGLWnd();. r! \! i! x; [: v) C7 D, t
* I- ]0 l9 x4 T* ~1 m& m
// Generated message map functions+ W- d! ]7 h" x2 K; j! @5 @1 `
//{{AFX_MSG(COpenGLWnd)
1 }, W( B4 u/ O; d2 k# s- L/ oafx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
& Z( ]2 g0 k( |8 o4 Cafx_msg void OnSize(UINT nType, int cx, int cy);; Z. s$ u9 o+ Z. _
afx_msg void OnDestroy();& ~' k2 S2 D/ j3 t- O5 r& X  O+ t* E
afx_msg BOOL OnEraseBkgnd(CDC* pDC);1 U8 j% Y' g, O$ m# i+ v3 r7 O. S
afx_msg void OnPaint();' |* L' C9 o- l9 u
//}}AFX_MSG1 b. V0 f7 s0 [( X
DECLARE_MESSAGE_MAP()
% K6 E; u, z: _: L: N9 `& F; _' q};
, W! T4 h& K# E2 l8 g$ ^2 H3 v, s/ w; O: t* M* e, {0 ^
///////////////////////////////////////
7 B4 t5 R6 u! ^7 D9 i0 `//////////////////////////////////////: `5 V8 ]& `( U& e0 r

* c4 y" C- }4 {0 d//{{AFX_INSERT_LOCATION}}# }. B& j5 F' N* e" R/ t) A
// Microsoft Developer Studio will insert
" z  f/ z% E8 K" _additional declarations immediately before the previous line.  v" z. D. \- T8 Z+ i6 t

# `5 ~( w5 z* F4 P; ~#endif // !defined(AFX_OPENGLWND_H__3FB1AB28_
8 i: ~7 [1 k$ R: }) a' C0E70_11D2_9ACA_48543300E17D__INCLUDED_)
" h% a& e2 E& U9 `4 U5 j7 T) p主窗口类的实现(OpenGLWnd.cpp):2 K% D! F. H% [! ~1 C  u0 r
// OpenGLWnd.cpp : implementation file
' ?( N/ O' }3 X//
/ s. m  h$ a* @$ ^2 f) b( l+ D1 H/ d
#include "stdafx.h"% x+ V! f; b- h+ z0 ?2 Q+ [* Q& V
#include "OpenGLWnd.h"
+ l+ o5 r9 U' Z5 W. O$ \#include "SimpleGLApp.h"
: p9 k1 v, K5 Z' w#include "gl\glu.h"6 s# I8 s% b" U/ ~- O  o
#include "gl\gl.h"! p: e7 F' C  A* A4 t% u9 F3 F; V
#include "gl\glaux.h"
7 I. N- x7 b8 f' b7 y" U$ y( F, d& ^
#ifdef _DEBUG$ k! G3 x1 W8 Z# C+ Y
#define new DEBUG_NEW) _0 A& W5 u) I/ S, t% _: q0 g
#undef THIS_FILE
" s! n( L9 k: d* e5 P+ o# g  W3 {static char THIS_FILE[] = __FILE__;
% G9 B; C! }2 j, c#endif( n7 e0 E6 X2 b; f

( _, m+ b& l: X7 p9 h" p5 `///////////////////////////////////////
! |) y1 B0 M! Q1 w+ ~" Z2 K//////////////////////////////////////) R% X7 `/ W! W6 ?) b" ?
// COpenGLWnd
3 j! {0 u4 Y0 L3 w7 z" S. g. B5 D$ ]6 e; H4 e* L4 t9 i
IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)
" I1 g( U  c( {
$ y3 @' m+ V" ~; d( QCOpenGLWnd::COpenGLWnd()
: X; o5 s) Q" R! A$ g{0 L- n6 y9 F/ m% M( u3 S
m_pDC = NULL;5 j  Q+ \$ A- `: S' B
m_hrc = 0;
3 ]  _1 L; C/ j1 f# \LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
, P7 L$ b- G! p+ a5 ~| WS_CLIPCHILDREN | WS_CLIPSIBLINGS& e8 x9 ?& `9 A. y* D
,NULL,NULL );, F( f5 R+ Z) r8 p9 J2 H* B
}# C/ y' O( C/ x, y9 c1 m+ u  G
) f( }5 W5 a! L' X) ?% k7 T' C2 z, [
COpenGLWnd::~COpenGLWnd()
! d( m6 d7 U! H+ z" M; i{
/ ~9 B# r9 Q  r, M}; k3 S" T8 e0 d! e6 ^- J( q
( H; N8 ?1 e- P9 `5 o+ T( M& k
$ q! I0 v) Z8 v* |& K; r  |
BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)
0 h# _% O+ F' f7 z' ^//{{AFX_MSG_MAP(COpenGLWnd)+ O: t5 Y& e6 ^- M2 _& e! h" j
ON_WM_CREATE()
# W" Z5 e0 j" L6 l; @6 RON_WM_SIZE()
7 j5 ]& Z, }0 L- ^0 W1 N) kON_WM_DESTROY()/ P7 p  y- d( {! Y" O6 M* o, R
ON_WM_ERASEBKGND(); _) g2 i7 }: D+ s$ c
ON_WM_PAINT()- T2 L  M. a+ o2 G
//}}AFX_MSG_MAP
: H5 m4 b7 z4 c$ T) VEND_MESSAGE_MAP()
' I  d7 c! z( W+ t
; [! A. {, z$ w# B
0 W% s# `4 J) A* T: s" E6 X0 n  c' c2 l- n; a
BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) . Q! N  B$ M2 r1 c, {/ m: f
{
( v; t. J- T( J3 z: S  m// TOD Add your specialized: C. O# r1 \  l1 V
code here and/or call the base class. c/ v- {) Q2 r
cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
& z% t, x& B$ X+ C" K. k7 b# wCS_HREDRAW |  B5 x2 `1 ~2 d. A7 U
CS_VREDRAW |% z6 |7 z7 _5 \7 J9 O
CS_SAVEBITS |
3 m0 ~) I2 s6 @2 PCS_NOCLOSE |' ~- I/ F0 m, O* R# ?
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
4 c2 S2 R  u6 k, b3 X5 a; x8 Q+ y" j* ~,AfxGetApp( )-# {9 \( `6 y1 K/ e
&amp; LoadStandardCursor(IDC_ARROW), 0 ,
2 ^! m; d1 D& uAfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));  L* z& t/ ~% T3 X
return CFrameWnd:reCreateWindow(cs);
9 q9 W: k7 E7 T; Y; S) d1 d4 u}
+ T8 N0 F  b4 R) X! M5 ?6 D3 ~3 c3 H3 `, T% p
! r* @& A/ p( r- E. _# O' p
int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) # U* N( k+ F2 [5 R8 O; C
{
3 c, q0 y6 S. C" Q9 i, xif (CFrameWnd::OnCreate(lpCreateStruct) == -1)2 @7 t- n. `* s& _
return -1;7 v% z" g& [# D# C$ U

2 R- ~. m1 g  P5 D&amp;&amp;&amp;&amp;int pixelformat;
; ^" @" i( B0 o
$ S# K; B- V8 y6 i- \- N&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图
* V) P- ]4 W/ u1 t# hASSERT(m_pDC != NULL);
) ]: \6 `" m, _% h5 c' f  \- J8 W( x0 i6 p% [3 l
static PIXELFORMATDESCRIPTOR pfd =
6 m" D: q1 |1 @{6 D, b" }2 m. M8 X9 y- W, V( l
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值- M, @" B) W2 q3 H/ a' r
&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
" d9 V) b/ ^: u1 T8 P# p5 v, b&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
7 [( P$ [6 X! x. S  N6 M7 g8 k&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
  r+ a$ `0 U8 g+ Y&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- X3 @( U4 N6 K+ |3 r! s6 D
&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
0 @% o* d5 C# B6 ^! k&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
& O7 ~+ G: D" q7 |&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
$ l9 R+ c( E- U& [# j&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 ignored0 v, h- ?% H* n; M: h0 a
&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
4 B3 C1 s( V2 i0 I" c&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# H# h) c  y- ^" R
&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-buffer6 n8 g  _3 q0 n8 E0 ^
&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" t: E* i8 ~- W7 d
&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
- |* C, h* x# n' ?. }, i4 |5 o&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 layer0 c. h! k9 ^1 W, S8 k6 G1 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;// reserved
0 l) H% H( a* q7 G: t, W&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 ignored4 w7 j( w+ ?1 g/ M! l
&amp;&amp;&amp;&amp;};9 J% @$ e$ u+ F

  u' ^, ~: ^. I/ I8 c1 _
8 I9 _6 T; C: o* b/ M! y' i& b+ Qif ( (pixelformat = ChoosePixelFormat
4 b) `' [) V( Q: f/ U2 s# Z(m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )) Z$ a1 y2 K( ~# M3 m, N3 X
&amp;&amp;&amp;&amp;{$ Q, r: C5 V3 ^% O& j
&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");
; n9 F; l6 N3 D4 b&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;5 M# S- v' Y4 F! Y- E! W" e/ I
&amp;&amp;&amp;&amp;}
6 S, J3 i: \7 n! U  W/ d
. q1 X& M6 @' E( bif (SetPixelFormat(m_pDC- &amp;
; i# e) f+ }# q3 N# z5 sGetSafeHdc(), pixelformat, &amp;pfd) == FALSE)
1 }" D+ g# m3 D- t&amp;&amp;&amp;&amp;{
: j# O' E. o9 R: r+ M8 k&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");+ t8 j1 d* P3 y+ ~
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;" G! b3 e0 K/ N6 ^
&amp;&amp;&amp;&amp;}& X9 d0 d& @" j% M5 X/ k3 R9 f  ^
&amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
) o9 T" Y; W# M" ]$ o; I! K# Q&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
0 T7 q) M  q, I! M7 x' R9 A! v  Y; _. F/ w/ U6 n! o" _& t/ u
&amp;&amp;&amp;&amp;glClearDepth(1.0f);! U: a' g9 g0 \1 q/ P! E. s) D
&amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);% D# ?- X8 [5 q4 [( _
1 S) u5 a3 f8 G5 T3 b. }
: a3 j; Q& z3 X' B# F: p9 F0 z
&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);/ F5 y" r, O5 i6 B5 z
&amp;&amp;&amp;&amp;glLoadIdentity();% T$ s9 l/ M2 S" |
&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);- m% _' R- F# U5 V- h

: Y+ @1 v/ H5 k, R( `! nreturn 0;//OpenGL窗口构造成功9 n1 u) I) }* J' d1 r5 w
}# Y$ Z7 J+ E6 ^! s. ^
) b* B+ x9 @$ E! |
void COpenGLWnd::OnSize(UINT nType, int cx, int cy) $ r  h3 z& F" m* b5 W, [
{
5 l3 z& r  V% n" {: k4 WCFrameWnd::OnSize(nType, cx, cy);
( O# n2 e/ q. D3 D: ~  o3 i3 c- ?% M$ O& I7 S* i& d+ y
// TOD Add your message handler code here
' Y' R: K2 d2 ^7 V4 W&amp;&amp;&amp;&amp;if(cy &amp; 0)& W# @6 |+ H- h5 a' g0 K
&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;- x" c+ B2 Y* w: L
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);3 z$ w5 `2 K2 D' j6 K, e0 X9 R
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
( \# q& {0 N  s8 a9 }* r&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();9 L2 |7 |6 Q' Q6 T' Z3 ~9 w# J$ Y
if (cx &amp; = cy)
/ ~: T, m3 g9 l" `&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,# k% \' u; |( O6 ]
3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
% \/ P2 s- H- O. x' I' j7 Y) xelse; V% X- C3 s0 S% M9 M4 Z
glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,2 |1 h' @2 _1 [7 J0 a1 H) h
3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
6 e1 g. ~+ m. n, h% K&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
7 \) R4 J, [& b2 F" f# e&amp;&amp;&amp;&amp;}4 F1 y4 `7 N5 N1 {" w2 h
}
' D$ U5 N6 g( h" z3 ~& S1 H' ?6 V  e
void COpenGLWnd::OnDestroy()
5 U+ {8 U7 ]+ I# M+ C. N{+ h) t& D' A4 J! N  g
8 f) e1 O; E' W6 S
CFrameWnd::OnDestroy();& c# y. H  M4 q  y9 U
&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);: ^8 X* ]  r. V* Z" L4 K, A
&amp;&amp;&amp;&amp;if (m_hrc)
, ]2 a1 s4 l" }4 Z/ z&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);9 ?( h2 J4 b$ j) _
if (m_pDC)& ^5 y2 _/ t; V" s* l2 i  m
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;; j1 v( u& v" j9 y
// TOD Add your message handler code here
+ U( p2 v, e# x0 O! n}
) C6 \2 W4 S& o( O* S! a% L2 |6 P# F# I9 d6 e7 Z3 z) a* n/ O  z
BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC) - G$ T+ w) }  ~5 X- s$ i( P
{. q& F! G3 ^4 x
// TOD Add your message) F3 z) L# V( B5 N8 L0 k- o* E  F* x
handler code here and/or call default
$ O3 E/ H9 a  y5 F0 I& ~3 Creturn TRUE;+ {) z  M. C: U7 O* R) n( P* z
//return CFrameWnd::OnEraseBkgnd(pDC);6 w5 d' @. Z3 Q) v+ s" u! X
}1 I8 p' N" c* Y( ^+ B
6 ^6 ^6 T, `$ ~6 }& s
void COpenGLWnd::OnPaint() " S" r$ Y" z6 f; u( v3 h: V
{! a# y) j1 C. T
CPaintDC dc(this); // device context for painting0 n) U( X* G# C2 v: h: q
# ^7 X0 F+ O, e+ _9 }( }# U, ]
Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};; ]1 U& C: |! g5 o2 d

# _' @# z( E/ G1 ~+ P9 N8 S// TOD Add your message handler code here
+ E& Z$ \, n* U7 }& t7 D# r! @# l' l& O" b/ y) A* Z
&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);" a$ Z; j+ h/ d8 \+ Q! u8 f* [
&amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
5 j6 C* F: h2 F; E- t. N1 @( B  m$ M* C) a4 ~
&amp;&amp;&amp;&amp;glPushMatrix();. Y2 m/ R4 |& i& [1 I" t# W# \

5 a$ ^0 E/ H. l* T( \0 ]&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);
6 m9 v3 l0 g; D  U, K% B; R; A1 FglLightfv(GL_LIGHT0,GL_POSITION,light_position);
) I; ~/ a4 f6 ?0 S5 fglEnable(GL_LIGHTING);
1 S1 I5 q( u/ P3 MglEnable(GL_LIGHT0);/ c% w4 ?1 h( Q
glDepthFunc(GL_LESS);6 a3 @2 f0 B( _: T" @
glEnable(GL_DEPTH_TEST);
5 i7 S( c' H: YauxSolidSphere(1.0);
2 y* h( R" o/ A! R- e8 L- x$ N7 {3 G  V3 |
&amp;&amp;&amp;&amp;glPopMatrix();6 }" K% C9 Y6 |
' T8 r  z% p# v% _( b
&amp;&amp;&amp;&amp;glFinish();* O4 R/ ?5 x# H! k  t, W
* ?. k2 F  ^+ v0 d, ]
// Do not call CFrameWnd::OnPaint() for painting messages1 ~' c2 `6 m" p9 b
}1 P# G. v2 r3 D7 v, O. S4 f% b0 N
应用程序类的定义(SimpleGLApp.h):5 o, C6 O8 J1 D6 R6 Z/ m! H* L# T, B
#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29# [2 C4 Z4 I. Q: B  t0 \
_0E70_11D2_9ACA_48543300E17D__INCLUDED_)
* k* c+ i- L" j2 ]' g4 W- w#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
4 f# O& O- `" C& f+ x! d8 u2 e' k_11D2_9ACA_48543300E17D__INCLUDED_6 X1 n  G' W# J  x
7 m& A- z& w5 M; P8 H) z! ]
#if _MSC_VER &amp;= 1000
; j2 Q  |. g' V: V3 Y6 G#pragma once
' e2 d7 R5 Z- M: Y$ ^" a6 }4 s9 k#endif // _MSC_VER &amp;= 1000
4 P" Y9 H9 [0 N- f+ [. M// SimpleGLApp.h : header file
% V" l& g) w/ [$ v3 z$ f//
3 h+ e% T, N  \7 m# d" b) L) e#include &amp; afxwin.h &amp;
( h+ b8 T' f# S) S! D! \#include "OpenGLWnd.h"
6 o; }4 a" K8 ?4 F3 x2 l. i#include "resource.h": T3 i2 M' G6 c8 F

, }) |9 R7 Y! G///////////////////////////////////////8 N9 j- J* d& d  l) {
//////////////////////////////////////, |6 J7 {7 q* M
// CSimpleGLApp thread/ S/ X  g& [3 g& L. `5 w0 c

% s& k9 _- u# d' Q% Fclass CSimpleGLApp : public CWinApp8 V. D, R! L( S' s9 l( E
{
" ~& t6 A  W* Y1 _! O0 j) \5 ~$ Y' HDECLARE_DYNCREATE(CSimpleGLApp)$ f( Z- i  Y/ W. Y  \
public:
# t! _0 p. f, o  {CSimpleGLApp();
( i2 v1 @: s, _( H) E. ?1 ]9 N; T- Z&amp;&amp;&amp;// protected constructor used by dynamic creation) M. o) n' j* U1 O8 P

5 x( a& D! H0 h7 X// Attributes# t+ F. M; ^# ~- }* h( Z8 t1 P
public:
" s- `! @* j; v1 r& ~! g
1 {1 E! J/ E( e// Operations4 E/ a2 d: M3 h. [9 y" R, F
public:% S9 C  i3 t" g

1 O6 H; p' ~3 r3 N// Overrides) h6 E- H9 X' }% _/ Q
// ClassWizard generated virtual function overrides0 _0 a! v& p% z! V: A% Y
//{{AFX_VIRTUAL(CSimpleGLApp)
; @; t1 t, w6 Ppublic:
  h2 {, X1 ^4 A  kvirtual BOOL InitInstance();
( t5 ~3 i5 ^3 m0 w' x) T; m1 Mvirtual int ExitInstance();
8 _2 g/ H5 o9 J( t  P' \//}}AFX_VIRTUAL- ~& y; |: g; ]/ \3 e" ^7 l4 f
3 U7 ]3 v, O. x( G0 o; @
// Implementation# c5 t' ^* C* H* R/ I1 x
public:
7 {/ N2 o$ _" v' ]: jvirtual ~CSimpleGLApp();
, u4 l" _% o+ `/ j6 S8 P# e* z# n& n& H4 ^# M6 V, ]7 }/ u) ^
// Generated message map functions4 Y/ X# r$ e* n$ d: ~
//{{AFX_MSG(CSimpleGLApp)
8 I: O1 @2 H* B+ u( m: k' ~1 wafx_msg void OnAppExit();
) A$ ~% l1 f+ c# W3 G//}}AFX_MSG
0 s; ~& U/ @% p. |8 |: j
( r& S  _: s+ K8 lDECLARE_MESSAGE_MAP()
6 J6 p% ^) \" D" E( @};
' {' T. w: I1 w1 O7 P2 E
9 O2 t% E7 Y. S3 K2 z///////////////////////////////////////* q2 y6 U! g6 ~: e* H
//////////////////////////////////////
' _6 k  S6 N) b8 b& ?+ F
( L& _$ ^2 @: J- `+ A//{{AFX_INSERT_LOCATION}}
8 \$ `" Z- z, V' f// Microsoft Developer Studio will insert 5 n7 m4 k0 m9 `' L) p4 S
additional declarations # n% g; F1 y& P7 C4 o
immediately before the previous line.% t' Z9 g- b  U/ Q5 K5 r( d

  p6 P. y9 O  l& f#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
: q$ q$ F5 y# h' x# G2 o& A0E70_11D2_9ACA_48543300E17D__INCLUDED_)( J. C  l% ^6 W) o' |& F# h
应用程序类的实现(SimpleGLApp.cpp):
/ h! {1 A" c1 o/ K1 K6 z+ n5 |// SimpleGLApp.cpp : implementation file
* k: q0 G1 ]' Z+ [//6 Q. _! A- k6 q  Z6 m
( K: n8 I# u. e# r: a+ P, Q
#include "stdafx.h"
/ O; I+ Q" W8 L, J#include "SimpleGLApp.h"0 V. O- {  `+ i" N4 a- p
#include "OpenGLWnd.h"- f- {" R3 K9 O4 c  T8 K
. ]9 ~% _9 P. L9 m; k8 }" w6 U- j
#ifdef _DEBUG" f# n, {; j) b% B1 }6 G
#define new DEBUG_NEW
0 A0 F4 e. a7 E" A#undef THIS_FILE6 o6 }5 e) P2 c7 I3 n
static char THIS_FILE[] = __FILE__;
: K9 E( i/ ^4 I; t& A#endif! H/ D- e5 B5 _

  g6 n" @8 [. s' i& u///////////////////////////////////////$ _% c. n$ e- x
//////////////////////////////////////
. t% d0 {, J$ S7 t; m// CSimpleGLApp6 A3 V. [" _& Y/ _
  f7 i5 X6 T$ n9 F3 D
IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)$ e% P, h  a* E

# w) f' v- r1 yCSimpleGLApp::CSimpleGLApp()3 Q7 }' h2 ]. J1 T  J4 J
{
3 A) x- N$ i2 r1 S2 O}
- {" L' d  a3 i9 n+ b, E( [# f0 o4 Z: V0 t3 S: p, o: |" A9 N
CSimpleGLApp::~CSimpleGLApp()
+ i+ R; P. q" L& U! o{
- h) g3 u0 U5 q7 C( t( O0 G}. ^. L; C$ K  C% A& C" K

# z; I6 F6 Q$ c9 s' ]BOOL CSimpleGLApp::InitInstance()
5 |: V3 }5 W0 J5 o' g{
$ ~( c8 ~) ?. g  B0 Z4 E' P// TOD&amp;&amp;perform and per-thread initialization here
8 _3 n2 w# B2 B0 Hm_pMainWnd = new COpenGLWnd();
2 W9 P( d) X. pm_pMainWnd- &amp;ShowWindow(m_nCmdShow);
- U% t. Z" n% f8 C! [m_pMainWnd- &amp;UpdateWindow();/ _( }$ b; f5 t' Z
return TRUE;
  q# ~5 [3 e" k! a}
" D- c+ ?' X# [
! ]  S: E3 u! [$ u% p7 X' j/ sint CSimpleGLApp::ExitInstance()1 I' m, H3 b+ V
{! Z# A" r2 M; Z. Z4 G
return CWinApp::ExitInstance();2 F* d. F8 g# Z, ]4 E% ~( o, T$ B: p
}1 s: A1 A: U# N4 M) J' q
. ?8 V3 B5 @3 t! V5 G
BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)8 A: D0 e/ U& P% \- G- g
//{{AFX_MSG_MAP(CSimpleGLApp)" p5 U6 U" Y3 Q$ o1 d6 W
ON_COMMAND(ID_APP_EXIT, OnAppExit)
8 H3 U- b/ x' \//}}AFX_MSG_MAP4 t* y& u& j+ J
END_MESSAGE_MAP()4 U; T9 Z: N$ ?& G- r

0 x, Z/ T+ |( P& F! h4 f+ }///////////////////////////////////////
) f" o; c6 ]& W2 G//////////////////////////////////////
) a% k; W! ~  C# F9 W# z// CSimpleGLApp message handlers6 ~+ w' M, R- I, U" P
void CSimpleGLApp::OnAppExit()
# e' ?. v/ k1 r( _! o8 R) a1 ^{# w8 O1 V8 C3 t# ?; k3 c1 M7 z2 U
// TOD Add your command handler code here
( G2 y; G3 @$ ?) FCWinApp::OnAppExit();
' t# c" b. Y- k% ?, l3 U}$ w1 D" x9 ^$ P
% G2 O  _. t$ t
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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