数学建模社区-数学中国

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>
8 @3 y5 W5 [% k* b6 n  F0 s8 B4 g<>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>
$ s: Q( X7 T2 T<>//---------------------------------------------------------------------------</P>
% J! u; ?; O4 h% v$ [' ?( _<>#include &lt;vcl.h&gt;$ {* R) H/ [4 Z4 x% m: ^- y
#include &lt;windows.h&gt;    // Header file for windows
  Z+ ~. s1 A, P3 o% t2 T#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library
4 T% |% Z# n: Z0 \% c" {/ `0 t0 b* Y#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library0 m) H6 {, X: g/ }0 J
#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library
3 J: s6 m. @1 O, G, n  ~+ u9 x5 [- k#pragma hdrstop</P>
! |$ B& Y  |" U4 H5 m7 h<>//---------------------------------------------------------------------------5 V# a4 c1 }9 `* M4 O" L
#pragma argsused</P>
  R/ R* w3 v2 b9 Y: a3 x$ M<>HGLRC hRC = NULL;               // Permanent rendering context7 v! ~. D. I7 v6 `; |& ]7 d; B. L3 [
HDC hDC = NULL;                 // Private GDI device context
8 _( r, Z8 a7 `9 i. W( aHWND hWnd = NULL;               // Holds our window handle* f0 u" K$ e7 i$ j
HINSTANCE hInstance = NULL;     // Holds the instance of the application</P>9 b& @) u- {" [: [
<>bool keys[256];                 // Array used for the keyboard routine# f; O" E8 H. A( a, q6 j5 L) x
bool active = true;             // Window active flag set to true by default
$ ^) T- b( y- [* k  E" N  R. ^bool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>1 K5 v+ F  X4 x! ?; P0 A$ B2 X
<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>/ l$ e# M, ?, k- @  p0 ^7 r
<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window
$ N! Q' Q. W5 p* Q: E" C: N{. e; Q. ?' p3 j6 X
        if (height == 0)                        // Prevent a divide by zero by& V# q- {6 l3 |: T* u3 ?
        {
( [! Z& z2 }# E4 W# N                height = 1;                     // Making height equal One' T* @0 B- W7 Q: V1 p) t
        }</P>; E. d" m" B  K$ L" m+ Y
<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>
6 q+ f/ u2 Q' q' s7 h) i<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix+ P* z0 f1 l0 N) L
glLoadIdentity();                       // Reset the projection matrix</P>
' \# Y4 V5 u* R8 m- `3 \1 t( k3 r* I<> // Calculate the aspect ratio of the window* N) u; ~3 K' Z5 [. G
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
$ T; ?+ n% _( t) |, M) Y$ x4 Q<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix6 v& i5 D" @  V+ h
glLoadIdentity();                       // Reset the modelview matrix
3 d; l  ^$ q# I6 L  ^1 y}</P>" t  W# B: g7 S2 v) |* _# q
<>int InitGL(GLvoid)      // All setup for OpenGL goes here
3 v! w8 d0 y8 J" H5 q{
; M! c5 A7 J& u! t0 K2 Q/ }9 f: W glShadeModel(GL_SMOOTH);                // Enable smooth shading1 k9 u) E- [' n' s+ K/ b
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background
; U" p% ?' X9 ?9 n+ |4 G$ X( c glClearDepth(1.0f);                     // Depth buffer setup% Q! M1 ]2 A9 ^/ \0 i6 e
glEnable(GL_DEPTH_TEST);                // Enables depth testing( t0 P9 k4 Z& d  s
glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do; W; Q% k: c: z% J; K, w) k6 @
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations
9 C7 l$ H) U8 _1 t' G$ } return true;                            // Initialization went OK
/ f' i0 J( [1 n. i1 g- a- p}</P>
0 G9 k% N- e" i<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing0 P1 i: o* ?6 |5 |
{
$ G  o" b( ?, H( q4 { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer$ F& s7 o7 Y1 V- S! C. h# A. v- S% N3 r
glLoadIdentity();       // Reset the current modelview matrix
1 n7 n, m; H! l& @        
) `. `* S. m8 d0 b' a/ L$ b. m2 r return true;            // Everything went OK
4 N# Q9 i$ z0 M; d}</P>% m3 i4 B" j& q! j. l
<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window
' e5 W+ a+ I. W9 d' t. G1 u{" C( w4 |) ^# ?- P0 K$ J
if (fullscreen)         // Are we in fullscreen mode?
! W/ }! N# c% P: D. |! {' X' x {- k: ~) {9 [6 R- }: w2 Z" l3 e
  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop# e8 |: O1 V, ]! Q9 `
  ShowCursor(true);               // Show mouse pointer2 g+ L  }; z. P4 O3 w( w
}</P>+ j4 d  d/ M8 D/ X* @5 G% [' B, E; G) o% i
<> if (hRC)        // Do we have a rendering context?
, N+ s8 X, {6 o {
/ O8 N2 P6 h" L- l  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?! O7 S6 Z( K, ?  J" C) f
  {
- A, E. D% N! X& `/ W2 j   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);, {& M* p7 T8 J6 N4 \; Y
  }</P>3 r$ i6 Z/ I1 h3 J
<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?$ j; K3 I3 c! l
  {
& P: d) X" Y2 N   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
% ]8 }4 B' I! _6 m! o, V  }
: ]/ L0 L( x  g2 y/ {  hRC = NULL;             // Set RC to NULL5 F8 B) d1 j& W, g* O: d# g& Y
}</P>: l* U$ |9 t7 o2 C5 G
<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC
1 f, p: ~6 D9 J$ q; x) M+ U {
2 w" ^) X' o# F  S  j  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);+ P: J8 {/ }# x* Z- `
  hDC = NULL;             // Set DC to NULL
# j  v# J6 k3 k5 x; U0 i- N1 S }</P>
: \6 H$ D  Z" M. f7 @<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?$ v6 j1 j- \/ h$ C4 S/ ?- R
{
7 A( `' ]8 H1 @9 G9 J  G/ ]+ t3 P4 y  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
5 p7 _7 y2 n& W- I; j. R# X' I  hWnd = NULL;            // Set hWnd to NULL
1 `: W& J& K+ a, ?* ^ }</P>+ R% c# m4 N- \. k0 ^  l
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class
" y  L% w) s; o! _% T3 T {
2 O/ S. W" ]1 H# y0 R  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
$ @( b, w" d! k  hInstance = NULL;       // Set hInstance to NULL
9 o! z' a0 X1 c* X9 M }
+ R3 |7 _+ J/ Y) f4 y" {}</P>
8 X! |/ Y! t; V& ^" F, r<>/* This Code Creates Our OpenGL Window.  Parameters Are:
# K4 {! ?9 z; L: y  A! k0 J; J8 n * title   - Title To Appear At The Top Of The Window" X8 }# D. U: _3 E2 M
* width   - Width Of The GL Window Or Fullscreen Mode
9 ^% d/ J0 `! D9 i0 J* k  l3 ~ * height   - Height Of The GL Window Or Fullscreen Mode
  p) e0 J& {1 s& F% a * bits   - Number Of Bits To Use For Color (8/16/24/32)5 J3 c8 U, F# s8 L/ d0 D
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
$ U- Z! |1 {* R+ r
9 G- C7 W3 Y7 v. t/ T( kbool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
$ `( m5 G0 r/ j9 o0 l. g+ b{6 S2 k7 q3 L0 B( s2 B- M  F/ u
GLuint  PixelFormat;  // Holds the results after searching for a match
: A! @( e) t! w" n: ?3 Z WNDCLASS wc;          // Windows class structure
) _) w6 s7 J3 f9 E7 b( c DWORD  dwExStyle;              // Window extended style
! N0 k% x1 ], K. i+ L, P DWORD  dwStyle;                // Window style# T* z. |: q9 G+ T/ {% F6 O
RECT  WindowRect;             // Grabs rctangle upper left / lower right values
7 c, h5 `* Y* x+ V- ^ WindowRect.left = (long)0;              // Set left value to 0
  ]) @% N( U0 X/ R3 U) z WindowRect.right = (long)width;  // Set right value to requested width8 y3 v8 P- r. u: l$ ^! P
WindowRect.top = (long)0;               // Set top value to 0
" ~: m5 n7 m" j6 E1 _, z WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>
3 v. ~# Q  s$ m  e( t0 h6 h- p( E<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>( k8 p1 E7 C2 r: w2 p# O
<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window
, {# A( H/ J5 _0 e6 u# Z& w% u wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window
$ g* D" U5 W) S" r wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
* D7 f9 [1 o0 H( G* R9 ^$ ~ wc.cbClsExtra           = 0;     // No extra window data3 M# l1 L9 i, o& z
wc.cbWndExtra           = 0;     // No extra window data3 ^& B4 d* D- f0 j' l3 k8 j
wc.hInstance            = hInstance;    // Set the Instance
0 H; l& E# ]. d wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon
+ Y/ @3 y. l- B' F wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer
+ G9 C+ Q7 Z  ?4 o1 V wc.hbrBackground        = NULL;     // No background required for GL, ]* [1 N, m* o
wc.lpszMenuName  = NULL;     // We don't want a menu/ S: `5 n* [, f5 l: n
wc.lpszClassName = "OpenGL";    // Set the class name</P>
4 m! ]2 W3 G+ a<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class
8 y6 U* G  l- w; U# d7 y* T' u {
2 v+ h# b) j5 C, B: A# E5 |  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>2 p6 u0 ~4 m7 |+ g6 D  J
<>  return false;   // Return false/ ]  [* z) ?, o/ ^1 Q4 \) x
}. N, v' Y. C" t6 I
$ N, X# N; O8 t5 r0 o
if (fullscreen)         // Attempt fullscreen mode?
0 v. x. \8 }% V# B9 t( q0 B  s! X5 Q {" E) A* H+ O  I# o
  DEVMODE dmScreenSettings;                                       // Device mode
) R5 }+ U" G- B# T  m% d  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared, c1 ~: L% ]- @
  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure
  S% u3 X4 v9 R, ?/ O5 |% E8 B  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width  x! j4 m! t* f, V
  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height! h# x9 W, b* ?% j1 _$ Q/ E
  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel
, t4 l$ B. u* B. O+ j  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>
/ a; ~7 k) z( e6 y<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
: O1 Y$ _" J3 {% |& ^6 n6 p  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)! j0 D. b; v; i( e
  {4 D: I* e2 B7 h2 w* s+ J) \
   // If the mode fails, offer two options. Quit or use windowed mode./ x, `. |4 t1 ^$ O) H8 v
   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): g; T( \/ G4 \9 V  u. Y
   {1 ~% C! [! ?; Y, l
    fullscreen = false;       // Windowed mode selected. Fullscreen = false
% N) q3 V6 }5 L  J, O   }
$ \$ V+ e/ S; C% \  u$ Z# W   else! m5 w7 ^$ {" y! `
   {+ t3 t* ]) D# K2 f
    // Pop up a message box letting user know the program is closing., m/ s4 q9 I, Q' a$ S' M
    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);- N2 V; |  a2 c( b, d( J
    return false;           // Return false
6 d; o3 u: u% O/ j2 n2 p7 u   }8 e4 _+ Z1 `7 b+ u$ C0 Q) `
  }
/ e4 ]9 ?- e  p3 X; ] }</P>& P$ d$ e& S9 ~$ p7 D3 g( m
<> if (fullscreen)                         // Are We Still In Fullscreen Mode?+ h* l! U7 t+ O9 p* I) l! Y/ N
{
1 Z$ [- X+ s  J% F% Y  dwExStyle = WS_EX_APPWINDOW;    // Window extended style8 b- o2 o9 S" H% Q0 F* O. `* a0 x
  dwStyle = WS_POPUP;  // Windows style9 K' ?" a4 Y5 u) T  Q
  ShowCursor(false);  // Hide mouse pointer; M  k6 i, w  o, b& {- K
}( E, `9 L+ @: {$ O! k8 G1 Z" F; N
else
; |6 }: G' A  S: ^% h- f& r {
1 N; Y7 A2 l2 V: _# H/ P! ~; x  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style
( y* N% M( c8 h7 Q" O  h  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style
8 z$ X, z, t1 f }</P>7 ?) a+ Z+ r, P1 }
<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>
% n5 u; w, l+ N! y2 A0 k% M<P> // Create the window
' b4 t* m4 Z+ |. @# Z" S; P! ^ if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window
, I; m' m" c7 h                "OpenGL",    // Class name2 Q0 ^' r! p; j( P( o
  title,     // Window title) q% F) A% V1 f1 {
  dwStyle |    // Defined window style  a/ X* K1 ~5 |
  WS_CLIPSIBLINGS |   // Required window style
$ t/ m( J$ t% B5 ~' `& X8 N. T& C. i  WS_CLIPCHILDREN,   // Required window style
3 Y) H2 N9 k; l5 s2 a  S  0, 0,     // Window position
4 a1 @( ^1 [8 D- l  WindowRect.right-WindowRect.left, // Calculate window width
0 [6 z' ?1 e1 r) _! R  WindowRect.bottom-WindowRect.top, // Calculate window height
1 b0 A3 u0 a. @6 S0 U  NULL,     // No parent window- x# C% g* l' `9 R" V! Q6 s
  NULL,     // No menu/ d9 c" s& Z- v5 O5 T2 f- H
  hInstance,    // Instance$ k  T3 P4 `$ U; D( Q$ Y
  NULL)))     // Dont pass anything to WM_CREATE
" x' p, v$ e# e9 ]! I- k {
! j5 N  n" k% y5 x# J" C8 e2 l3 x  KillGLWindow();                         // Reset the display7 P% U& p, m% d6 Y
  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  U2 n: l& _! ^  return false;                           // Return false
: L: C# I( S% z' A- ] }</P>3 N6 `1 N% W5 I6 k! e' L0 J2 e- G
<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be
4 d1 k/ C0 n- P2 t  N. u# z) ] {
7 v) ^- e. U# _5 t: D  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor
6 ?3 p" P* a, d8 L7 f  1,     // Version number9 `( f; Q2 a* X2 d# b
  PFD_DRAW_TO_WINDOW |   // Format must support window0 F5 d: M# s5 H7 [1 D: M2 M
  PFD_SUPPORT_OPENGL |   // Format must support OpenGL# N6 W- r! V% r! H( r5 e
  PFD_DOUBLEBUFFER,   // Must support double buffering
, ~' m/ l6 M% F: Y, f3 q  PFD_TYPE_RGBA,    // Request an RGBA format$ m. h7 ^5 C* W. B& k  @+ s4 j9 Z
  bits,     // Select our color depth% P8 K3 m) n. X4 i  }
  0, 0, 0, 0, 0, 0,   // Color bits ignored  O$ w3 n  ]* X; g  h1 B% _
  0,     // No alpha buffer4 [, B6 }8 |& r) ~& Y
  0,     // Shift bit ignored3 [$ T* R0 G, c6 e- @. k
  0,     // No accumulation buffer
# Q- z  T3 w& Y" ^0 r, f9 o2 f0 G  0, 0, 0, 0,    // Accumulation bits ignored6 p9 z* B' v# Y6 N/ J
  16,     // 16Bit Z-Buffer (Depth buffer)
* D* R6 K, O1 x9 z, \# P  0,     // No stencil buffer
# r' q3 w" u2 a0 j' z  0,     // No auxiliary buffer
* E. t) d* ~# z, R) I  PFD_MAIN_PLANE,    // Main drawing layer
% d1 L; J' z2 x' o/ z' Z  \  0,     // Reserved9 h6 j; W. P2 Y# s8 _1 V! P
  0, 0, 0     // Layer masks ignored1 s$ H2 X% \& L8 h6 Y  N
};
+ P' m& z% x  n8 C
! o* ?, Z5 K& i8 u2 i if (!(hDC = GetDC(hWnd)))         // Did we get a device context?
0 k3 }, w2 k8 i( l0 v) n {" F7 [+ G! X) M; o7 O, @# x! ~: r
  KillGLWindow();         // Reset the display
% C$ P6 V. h; ]' z8 I3 |2 v  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
! f8 i; \% k2 ^) F5 \0 n0 g: X7 C  return false;           // Return false* j9 \) b# z0 X8 I2 g
}</P>/ Z8 T6 t9 {: Q+ r
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?8 e. n( y& ]( Z4 K! m; x) I
{; U6 T( T" x  S$ h* z% w8 V: P
  KillGLWindow();         // Reset the display
. h2 Q/ _/ l0 I: N  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
8 J4 ^0 R2 v6 m: Z, J  return false;           // Return false- K9 ^% K2 T' j/ ?8 B
}</P>
# \5 R0 V1 K' ^$ n) T  L<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?1 `- R) G2 X- L. k
{1 u- n, C; t9 O# m" D+ x2 O0 D0 l
  KillGLWindow();         // Reset the display+ S: I7 R# J+ H4 o7 d
  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);$ W) Z5 N) Y8 t, q/ R
  return false;           // Return false
5 T8 x9 v, G, J5 ^ }</P>8 Y" t; Z3 G# ?4 {$ N
<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?$ Z9 a% L7 r0 |. ~1 P/ c5 P
{
/ R" e5 A* [1 t9 ~0 `) N; Q. [  Q  KillGLWindow();         // Reset the display" P0 Q8 I% w+ v; ]# z9 q5 x9 ]
  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
. h' w! M- O! t: Z" f* }  p  return false;           // Return false
( s& ^$ A7 F: f. K( x- u, A }</P>
6 ^0 @4 A* T  K& s% ]% O<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context
( T; f! Z* [/ ?  D {7 Y/ V7 ?6 |6 T6 X
  KillGLWindow();         // Reset the display6 d5 {/ j( s6 [$ a9 f, z" `
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
* {0 _# N9 t* n! e" u. m  k  return false;           // Return false
5 o) P( d( ~; C9 L }</P>9 D# n0 u; u0 s
<P> ShowWindow(hWnd,SW_SHOW);       // Show the window
* Z3 P5 j% W9 B" z, Q% L' \ SetForegroundWindow(hWnd);      // Slightly higher priority2 ^$ T' A6 q" C* c+ w
SetFocus(hWnd);                 // Sets keyboard focus to the window3 p, [2 {- r& E$ l/ W6 ^
ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>+ w" T) D  y3 M2 l$ V8 J2 W
<P> if (!InitGL())                  // Initialize our newly created GL window
9 S3 T* Y: l" F/ b3 D! ]: m' q {( _# ~: i: d* j& R; @
  KillGLWindow();         // Reset the display
8 T9 o* e8 v0 v- Z, o/ m" l  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);0 o5 C& D8 c! f8 O/ z' [/ \  F" s
  return false;           // Return false
" {1 F, E9 z* g' J1 ~' h6 ?! g }</P>& m" j2 B9 Q# a, O0 T
<P> return true;                    // Success
* [/ N- l4 z& P}</P>; b) T+ M0 g! H' w/ P" S& v/ x& q! j# ~
<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window
8 J9 v) [! O0 ]                        UINT uMsg,      // Message for this window
6 o3 W& P. t! ?   WPARAM wParam,  // Additional message information( w7 S, b6 a( \: M4 L9 t+ F" j
   LPARAM lParam)  // Additional message information2 Y+ ?  X: [& L8 J4 r* v
{
, x! i+ L0 b) ^2 [  w) f switch (uMsg)                           // Check for windows messages
  T. r0 t. W0 ] {* w% ?( l& w1 |9 _
  case WM_ACTIVATE:               // Watch for window activate message
% p9 H1 M9 L- J2 g; [4 ~+ l7 y  V  {7 C2 k, G& Q$ M0 y
   if (!HIWORD(wParam))    // Check minimization state
* i: q+ n. @- c/ h/ w! Q   {) O$ @6 q. Q' H% `9 Z/ n: l
    active = true;  // Program is active0 u" W1 S/ z+ ]8 o$ H" d9 f+ l# e% L
   }
$ Z1 B! ~, I  n2 v# n4 p   else
" M8 b9 s6 T+ F4 N! d! e   {& J) l& Q. _+ R5 A- Y* k5 U9 Q( L
    active = false; // Program is no longer active. h+ q4 C* {& P7 p( D) J$ N8 {
   }</P>8 I8 g5 _  Z7 s# @5 J! D: a7 Y
<P>   return 0;               // Return to the message loop) m3 ^+ x) ~  Y8 h- m6 C9 q
  }</P>4 a0 b* ~2 {8 B" }) V
<P>  case WM_SYSCOMMAND:             // Intercept system commands! \/ H( e- F2 z1 V# g
  {
, V1 D( E* Z  {3 L   switch (wParam)         // Check system calls
9 p5 F5 L, Q' V9 b) B" u  d   {
! u( u& K5 ]0 o( d- S    case SC_SCREENSAVE:     // Screensaver trying to start?4 @% D8 c" k! U
    case SC_MONITORPOWER: // Monitor trying to enter powersave?3 L1 C8 g* {0 h) |4 r& q
    return 0;       // Prevent from happening' x; j. j9 Z% |4 W' b
   }; d/ I1 g: N- r& X' n3 a) {% Q, d
   break;                  // Exit1 s6 F6 b: ]9 O6 d1 @
  }</P>" s& n9 U$ m3 N! S- N/ v
<P>  case WM_CLOSE:                  // Did we receive a close message?  [" |* o) m6 \! R5 L
  {3 P" T  ]% i1 Y; \3 I6 ?
   PostQuitMessage(0);     // Send a quit message
+ }4 w- }4 U# {" H   return 0;               // Jump back3 B% {, a$ B- e% C9 ~% W
  }</P>
, a1 V$ {: Z2 W% Q2 V- \( N; y<P>  case WM_KEYDOWN:                // Is a key being held down?/ y6 P- K% o: s3 V) s9 ]* F$ m
  {0 F0 ]- l3 Y- ]
   keys[wParam] = true;    // If so, mark it as true% H4 K) o% T, H  c4 J! l( J' o
   return 0;               // Jump back
% G8 x) [3 e$ b0 q  }</P>
* \$ V, b* v: a7 V7 T* _! ?0 V<P>  case WM_KEYUP:                  // Has a key been released?
7 }: T% L$ d4 S  {* }  e6 ^9 u! q' L* Y
   keys[wParam] = false;   // If so, mark it as false
5 l6 z; G+ Y6 B   return 0;               // Jump back
; Q% F( i! W! X& Y0 D  x. S  }</P>' Y0 ~. B$ A. q) }: g/ ^" N  _
<P>  case WM_SIZE:                   // Resize the OpenGL window+ e) q4 u& M7 j
  {* j2 \% `2 F% K3 V) Z" `( r
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height0 t7 u$ L: y' a6 ?
   return 0;               // Jump back
" C- P# l$ W" {: ~9 w5 J' g+ [  }
1 L+ N5 ?5 a8 G& y' R1 V* q$ O9 x7 _ }</P>% ~! o3 h9 _) D. ^5 C
<P> // Pass all unhandled messages to DefWindowProc
- ^- N7 V( k- `  u; U return DefWindowProc(hWnd,uMsg,wParam,lParam);, q1 K' }* U$ y, J5 S
}</P>
; X- b0 R- z8 A5 O! i<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow), k! o1 E3 g& S
{" _7 {6 G- M4 S4 B  ]6 b+ u
        MSG msg;                // Windows message structure
; J- `0 p3 y) A1 J9 W bool done = false;      // bool variable to exit loop</P>
9 L+ d6 d0 I5 E. x* L<P> // Ask the user which screen mode they prefer
* ^" [% p; J  J& o2 v  V if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)6 J. p( F  T5 A+ Z0 @  U) d
{1 Q9 I( w* Z- X& W
  fullscreen = false;       // Windowed mode( n' k0 l. Y/ J6 {! H. V
}</P>
0 Y1 B" v( ~3 {- f8 b, o<P> // Create our OpenGL window
0 d  n  C9 b! R6 K; T: H2 x if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
4 c% s" J5 d" H$ W& e, ?! ` {
. o- x; a. ^6 q0 G* L: \' L  return 0;               // Quit if window was not created% O- Z1 R% ~- G
}</P>( W9 d. W: {* V# n3 f$ Y
<P> while(!done)                    // Loop that runs while done = false' |& |8 P  T! D1 O
{
/ u5 `/ n6 x; I# \# {7 L4 E/ X. k  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?  q3 B! a7 X/ \: i- B* e8 i
  {: ~% ~% Y* |3 P' K) e/ X$ y1 s
   if (msg.message == WM_QUIT)             // Have we received a quit message?& @: f& [, u1 _6 ^5 J
   {2 R3 k+ ]; Z7 c
    done = true;                    // If so done = true
# a' B1 F2 Z5 i  \2 W   }
8 R4 x8 x" x5 m0 s& ]6 f( B! @% ?   else                                    // If not, deal with window messages
  Q+ g% j; r4 s4 i   {
: d' ?: {# f* f$ m: \: T    TranslateMessage(&amp;msg);         // Translate the message
: `6 `- [& r- }1 O, G- Q# R    DispatchMessage(&amp;msg);          // Dispatch the message9 N7 }; x- W2 h# p
   }
9 L" w  C$ f$ L' T: t( r  }
8 A: X( I; q) v  else            // If there are no messages
- N+ b% x$ X/ Y) J$ w3 Y/ t7 U  {
4 V! M* E' h& ~6 e   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()
" a" a' I" J/ O( h5 {5 ~   if (active)                             // Program active?
* Y" h1 t% o' G0 Z' |- d. D   {( {4 h/ W. ~6 A
    if (keys[VK_ESCAPE])            // Was ESC pressed?
. @" e8 C+ c( Z    {5 O. Q" W- v5 E$ r
     done = true;            // ESC signalled a quit' h4 }& J  k5 q4 y
    }" J$ \- z& n4 a9 h: O0 h
    else                            // Not time to quit, Update screen
/ y# r6 h, J* U0 r* C% J! m    {
6 ^$ N% n) `. Z$ Q5 e6 J     DrawGLScene();          // Draw the scene
, k3 m1 z  l7 z+ I& _     SwapBuffers(hDC);       // Swap buffers (Double buffering)+ p; |0 f/ o: t) m3 ^! i0 P
    }) ^4 q; h' `+ w+ Z" Z) T7 M
   }</P>6 Z( y. h7 U. R3 g  E0 q
<P>   if (keys[VK_F1])                        // Is F1 being pressed?
/ X5 m% p: k8 x$ Z! G8 `: D   {* ]2 n6 a8 T! g: l
    keys[VK_F1] = false;            // If so make key false2 G( |% x# T& W1 c
    KillGLWindow();                 // Kill our current window
& u! z3 g2 U) H  \& l2 ]' g    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode
. @1 l( k1 J+ M" V    // Recreate our OpenGL window$ ^) x1 m; @2 }& P! D
    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
/ t  k/ n- [% N  f. J    {8 ?% L( ^  K$ x0 ]2 V. ~# |! v, b. V
     return 0;               // Quit if window was not created5 J6 {$ Z1 Y6 N1 V2 }5 V
    }/ Y- Y3 d- Z8 S
   }6 l% N+ u% C  m/ j6 {
  }2 `: [4 y8 x9 P/ d7 Y4 ~
}</P>8 L( K2 D/ K  ^0 c. K  F
<P> // Shutdown
" n5 m) i3 l; s8 i+ D' K, b8 C KillGLWindow();         // Kill the window
" R0 X% ?2 t3 J* C; Z" C return (msg.wParam);    // Exit the program
5 I2 ?  y% n) [: s& B4 c}: {6 d- |0 Y$ }% w' 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
, Z; `) W7 N$ Q: |. Z! kOpenGL API,使三维世界的"平民化"已成为必然。
# W( J: j- ], C: I4 I" B# g----Windows操作系统对OpenGL的支持
, P+ s' y  O1 n3 [9 N----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:) a1 D* i* S, p( \9 N; G: {* ~
----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
/ F- R. [7 O8 Q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。
- e  C+ D1 g$ X, P. N2 o7 B----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。! m6 H% }4 m5 p  D
----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 S# @/ ?& q0 {& ^5 E; z2 }3 G" h----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。/ t6 u8 w0 [" A$ R* B5 w
----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。
+ _/ I7 j6 X4 V1 D7 J</P><>----用VC来编写OpenGL程序5 \' D4 }* l$ O/ w4 T$ `
3 i+ R, e* W, h6 p
----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:. a2 f( {9 L; w  }4 s

% ^0 m: g0 \2 I# _. y----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) ]" ~! G8 h* i$ p( q0 d' o
8 C3 I: a. o0 F: K2 Q: u
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! \2 _0 e& b4 m  l! ^; F9 K% F
0 I7 l# u2 t9 w' H$ k, ^
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' s# f! s' n4 H5 d
4 U* ^1 W* P! C- U" ]4 B4 M
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7 x# v& X: Y$ V. r& X4 u* F, B/ G) X

. K3 c# `% {0 w/ g# w0 \7 z9 ^, D8 f3 z。
3 X9 x* F; W1 n, _
) w/ P% [/ e8 [- X1 T----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)。
' o( f, F0 i1 p  Q3 w3 I" ^, l% r* e! ?5 t5 Q9 f4 D* S: g4 }
----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 _1 E% o% w5 O- W" |8 D% W# f
; M$ j, K% ~. ], o----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/ K1 D" N6 P; s$ W( C# y
. ?' f% h* A+ S/ ?
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(
' L- W( U- [; E1 b
! F9 G- U4 q  N: i7 Q7 l* K! H4 }% Tif(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC' j2 I8 P* x8 p2 x9 H) v# t' V; x

, _4 N+ H& O( a5 g/ P----所附程序说明
, b% _: r# i7 p& j6 u: M' B3 D2 M7 }4 g6 A9 k, A
----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
- _% i" y2 |1 v
- R  y6 d1 b! ^, OMFC编OpenGL时需要注意的内容做一个简要的说明:
" g2 _% J* K1 T) [6 b  @4 W
5 m# }+ R' D5 V1 U----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
; K) I/ Q5 P; v. L! r& |) M0 m! y0 W5 R
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  S' _: w% X2 |2 z) G( _, p! i

; y/ u. ?+ k8 r4 x( F6 f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
2 X6 a( _. P5 X2 a6 o& y( [* _  w# X  T3 C# O( @
格。0 Y: S# B+ g: j0 F% w  [5 U! K

& l5 `( P: C( F! l----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
) }' ?7 c5 E5 R9 w; i/ d( @$ j
8 G) o4 L+ [& n. Y3 J3 S" [。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- [& x1 u0 w; c- \. e& L

# ~, D% _8 l8 {  T* y# M、鼠标处理函数都应该由相应的Windows处理函数来响应。
, ?, z2 z1 q# K; j# B$ M$ Q1 C) X0 I
; w: Y+ J1 t: P7 L6 C. k. T/ M----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- V6 y. I0 v8 v% Q9 B
. z- D8 Q( }$ O3 R' q5 g) o
,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: \7 h" I- W8 i0 ^+ W- f! w

/ o  H0 F  I* i9 q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。
+ [, t+ V" ^; ~2 x2 c: V, L% u" {
5 {  o8 V9 F0 ?: Q, F# j( l; N% D----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6 x2 v3 I7 j5 S7 T' u& _

' R  C" Q4 L2 ?# b4 NGL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
, U& I* i* }+ C3 A8 Q. v$ ]" G# c
----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
- e* y6 C" f2 h  X
1 h2 ^8 ?  a. ?4 D: P----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++
0 e7 ~7 x6 a! S( K6 K6 H/ e( W% u6 M2 q0 v
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6 a7 a. [0 s5 U$ X, h0 M2 G0 v" G
' f: {& U# M- ]# 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
' {" S: ~( Z1 c# a+ [# T2 ?, [5 Q0 {0 L2 `
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。
% }8 t# T  h9 B
( O# J( n; A" l6 n% Q, g----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 p& L0 F, ]. {: r
" Y) A2 a6 ]( e1 v7 k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5 X. W2 s" n  Y9 l2 X( u

/ D6 _8 X! w6 d4 @1 w函数应当非常小心。
& t  B- D  I6 R& }/ O- A2 N6 W( s3 y% B5 @
----参考书籍:! Y) ]; w2 M" l$ ~1 t# s: r! y6 A% \
9 h( O" z; I9 K
----《OpenGLProgrammer'sGuide》SGIinc.
% _% L' O" A  m8 B1 G3 T) [* M+ R
# H5 T6 P* L: o6 C; f' m----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社$ Q/ J/ g" |( P

8 |+ T7 j* L  U* v: _----《VisualC++5.0联机帮助》
( i( h) Y. T; Y$ g; r, H& d! k0 ?8 |$ X( F; D( f; F' p
----附程序:
7 q) }& ?0 [! o/ l$ K6 l, x/ Q$ Y* w) L* U- M. J0 V: z
----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 ^% q8 I& z. a$ _
, O; l5 C7 m1 k2 q# ^
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
% u* o  _, ^$ ^: ?4 Q- G" ]% M) E: d
OpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。
$ p# t. Z: N: o* X4 m* w2 Z- t7 P( @% t+ p, F
----主窗口类定义(OpenGLWnd.h):
! }# ^; F' w; z& X  F5 s
' O8 K, Z# g5 q- Ss#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70
2 Z8 v2 j5 f  N! Q# n3 `_11D2_9ACA_48543300E17D__INCLUDED_)
, N0 s% H. l1 U  s5 ^4 _, ~#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2* j, M" a* A6 u# N3 L. H
_9ACA_48543300E17D__INCLUDED_
* a7 ^3 @: R& F  H' @1 @; E# }' j. n; y0 B, u. J
#if _MSC_VER &amp;= 1000) ]" K% |6 F& B' d  K3 i  b- O
#pragma once
0 H. z) S% n# J: c" f+ y#endif // _MSC_VER &amp;= 1000
1 F1 g0 ~. [) ^6 {
4 ~% `, v1 u+ [" N) I#include &amp; afxwin.h &amp;0 n8 A7 h  u/ |( ?4 R
#include "SimpleGLApp.h"
5 T- o7 |' d1 ^9 Y- E7 K#include "resource.h". c# K4 U+ u* {% Z! t3 A4 J+ z
// OpenGLWnd.h : header file
* ~& u3 p! k" y7 w//1 @6 g; n$ y' x
///////////////////////////////////////. n& n+ c; Q6 g4 b# I; U
//////////////////////////////////////& ~! H1 W; n8 O/ l
// COpenGLWnd frame
" r' r; y$ G$ g, X
& \; H& A6 u# F9 N6 L$ U, \class COpenGLWnd : public CFrameWnd
9 d6 Y9 j) a% S% |$ H{
" u. i0 w0 H0 s3 E. \' r. uDECLARE_DYNCREATE(COpenGLWnd)
; r  ^: ]4 D$ f! |. t; Ppublic:# T" n2 U4 b: d4 o" c% ~& X5 n
COpenGLWnd();&amp;&amp;
7 K( y. i1 V8 \- O0 j; ^& `2 C// protected constructor used by dynamic creation
4 J1 `- E8 }5 S# h9 W' `protected:
0 h$ l" x. R" w5 w$ FHGLRC m_hrc;) K$ d. h' q* }* F& o! l
CClientDC *m_pDC;) p* M( i) R4 M5 C: o9 C
// Attributes
: Y$ r7 e# [4 x/ h4 G. s; O7 e7 _public:
; C: z% S+ L+ u4 J5 W' O6 s7 Y+ ?' J. u+ ]3 S. h
// Operations
8 F  W5 k; c4 s  }public:, ?( D: I# R) \! N$ N2 V& B# V
% ?. Q0 ], B' x4 e. |# r
// Overrides9 h- |. C# J) i# f' `" F
// ClassWizard generated virtual function overrides% J7 A) o9 k+ z. d, X) N' P
//{{AFX_VIRTUAL(COpenGLWnd)
0 z' k7 J& I( R% ~- F/ dprotected:
) J1 S& |9 Q' m% U( n  v( ?virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);
9 Y! s; F& X, [! f+ c//}}AFX_VIRTUAL: [" m8 a1 t$ a- U; n

5 T, I3 c) A6 [1 u  E// Implementation
+ V8 b  X, p% ?, s4 m5 Hpublic:% y5 |& B) x, l! j) j  e
virtual ~COpenGLWnd();' ~: w3 x3 t9 N% U6 C5 O  N* I
" r( c' I" ~7 g2 O5 ~4 O/ [! B
// Generated message map functions7 }0 r& q3 D) D1 Y+ O
//{{AFX_MSG(COpenGLWnd)
% n8 L# K/ z$ b8 T( wafx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);+ \' r6 ~/ s: w5 T: ?
afx_msg void OnSize(UINT nType, int cx, int cy);& t) ]4 l; o( i# k8 M" V  J) @. Q
afx_msg void OnDestroy();
- f4 p2 t- y+ H  B5 V0 P5 pafx_msg BOOL OnEraseBkgnd(CDC* pDC);
, p: Z4 m: y% g! A$ oafx_msg void OnPaint();8 k8 c+ T$ y* V5 C/ z
//}}AFX_MSG* O- J8 C0 a$ o
DECLARE_MESSAGE_MAP()0 _. X% U+ J4 Y. U3 u
};2 C7 ~! a, H1 G; }
% @1 Y4 R$ y1 ]+ u6 a
///////////////////////////////////////
" u3 n# r& _) I4 c//////////////////////////////////////* h+ @" ^, T( Q1 L% i- h; G% x/ D

. `( e8 H6 L+ m0 f6 s8 H//{{AFX_INSERT_LOCATION}}
: m8 h2 u2 |+ I) K$ e// Microsoft Developer Studio will insert
/ ^" \: h7 C" j* k3 R: Tadditional declarations immediately before the previous line.
: u" L9 t3 q0 m2 g3 Z1 G: b3 [
0 m5 K; i  ~+ U* _#endif // !defined(AFX_OPENGLWND_H__3FB1AB28_) N, ?" Y* y4 s/ K6 f6 {/ U$ f, {
0E70_11D2_9ACA_48543300E17D__INCLUDED_)* m$ U# s: y. y) }( T  W
主窗口类的实现(OpenGLWnd.cpp):
6 g6 j& z! M& V5 j$ i5 L// OpenGLWnd.cpp : implementation file0 x/ l$ F/ j9 S  t
//- X) M/ w8 ^1 |. e  E9 G
/ ]5 P4 V: ]$ u' U: c( Z- ~
#include "stdafx.h"
$ [5 W% G, N0 h7 c9 C" N#include "OpenGLWnd.h"
4 t9 i5 Z% h( [#include "SimpleGLApp.h"
8 d+ J0 G7 b  \% P#include "gl\glu.h"
6 S5 ]( d* f0 h- S+ w; y#include "gl\gl.h"5 l# W1 M/ S! h4 u' {
#include "gl\glaux.h"; F1 t' Y# [' b& M3 W, ]1 Q1 u

- m/ t7 P: N' ~+ X: ~# c! {) S# T#ifdef _DEBUG
1 h! {4 J! }9 f- a0 v' a  T" S#define new DEBUG_NEW" D! o- Q  E8 ?# [7 b' _
#undef THIS_FILE
2 v% @) s6 N) k$ S2 M% u6 Tstatic char THIS_FILE[] = __FILE__;% B. O% ^5 B6 n1 m/ t( Y
#endif; N. E; q# z8 N5 N7 l6 E

) p6 d7 W1 }0 i+ c; [///////////////////////////////////////% U4 y# O/ @  k; p/ y
//////////////////////////////////////
: Y1 P- |, a3 K# e// COpenGLWnd
+ f" N& r; t7 S8 O3 b# c7 x8 D% W: Z! _- F7 l& x$ _% B
IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)  P1 N) h4 U0 B$ E. a- ?4 P' F6 `$ ~9 w

" o3 Y) k$ {' BCOpenGLWnd::COpenGLWnd(), u3 X9 _* y1 a
{
, m# L( i' G) g, L( ], ^m_pDC = NULL;
% A7 b& f/ o' ]0 s, jm_hrc = 0;, H* t$ M$ B/ f* |4 k7 y
LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW; z9 r9 l% F* T5 q
| WS_CLIPCHILDREN | WS_CLIPSIBLINGS
  C& G% T$ w/ a) ?) l3 N' q2 G3 {' m( G,NULL,NULL );
2 q5 s3 u" Q* \6 c1 K8 I}
: a6 \& d& ]4 V
$ A3 t0 X4 R* o, _) @. t8 g6 PCOpenGLWnd::~COpenGLWnd()
) ^& i8 q9 f: r4 y* _! o{
+ |" Q9 W" I# b% D/ L. R, j}
7 ^5 F* _' e# e1 S$ \- d/ n$ Q3 q: S' X1 r# C
. T' O9 Y* F2 o/ \* a, w+ y" W/ a; u
BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)  o# `" D) o2 F2 u
//{{AFX_MSG_MAP(COpenGLWnd)
6 @9 I! c) `, }, K9 L& V5 }9 s6 y/ HON_WM_CREATE(), U. E7 \; G' S9 o1 |
ON_WM_SIZE()
5 `$ G# P' j4 fON_WM_DESTROY()
7 X4 T3 R9 N# P  nON_WM_ERASEBKGND()
$ u& J6 _- m9 ^ON_WM_PAINT()# F* s8 w6 r" ?, S
//}}AFX_MSG_MAP* |0 y. I7 R# n
END_MESSAGE_MAP(); f6 x9 f" O) g
+ h. z' i, p  @1 S
) ?5 j( d" L/ r3 V# K9 R( L1 l- a: Q

" ~6 _& `5 b0 [; ]BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs)
5 `# S& A! x" t$ R{
/ N  B8 Q+ ]( ?. ]) q1 h" F// TOD Add your specialized7 g# G! f) s8 o& U* {
code here and/or call the base class% {* F: z& {' H9 a" m7 A% L# D
cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
% W# ]8 f( s7 o8 {9 T) U# t) uCS_HREDRAW |
- L; Y) G, }* X/ ]) JCS_VREDRAW |% z6 d1 q0 r; q( D2 Q. E
CS_SAVEBITS |. q9 d3 l+ R1 ~& [& o
CS_NOCLOSE |
5 q% Z- G' M3 d6 Z9 R& T&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
6 D# ~. Y5 F" [. e,AfxGetApp( )-& K3 G# v- N8 t0 ^
&amp; LoadStandardCursor(IDC_ARROW), 0 ,$ k1 T( w$ g& ~( ]
AfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));
8 I) K2 t8 L  [4 w  }% Zreturn CFrameWnd:reCreateWindow(cs);  r5 D' _: C# G& r
}, ^& W4 i! @9 c- M

- P4 M! [! C% ?0 b" k* _# D* o* t! D+ A4 B% n' B* F! S
int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
; b5 h" l/ V( c! D, a1 L' O{- W$ R" w. I& p" x, Y: g
if (CFrameWnd::OnCreate(lpCreateStruct) == -1)! p' U7 |' |& D" A/ m0 F8 {6 c$ L
return -1;( h/ ]5 y" b, o8 |7 U
( p  J9 y: r! Q# {% D
&amp;&amp;&amp;&amp;int pixelformat;
: Q5 I) N  l/ B- B# }& q8 r: [4 [8 x9 }0 ^
&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图( \2 K* t* r$ |) L
ASSERT(m_pDC != NULL);
( u9 r' b2 ^; C' v( C, G5 `
- G" Y, C2 D' n7 g' x- Y: Nstatic PIXELFORMATDESCRIPTOR pfd =
4 A6 M7 R/ b. N- L: ]1 Q{8 G& D" |- C$ Q& p- l! \$ j7 `
&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
! n+ s1 t/ i, i6 j9 W1 A&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* X7 d+ v! E" o7 v" k
&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
1 O+ O% z' `: F# O% e& Q* ?! F&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
: W8 ~  p" t3 E! Y- r/ j&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
4 e  m) i* r: a$ Y9 F- X# S&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
) K7 \" K  Y+ y# w0 o&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% G6 X( I  D% c
&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) y$ U1 N& r. g
&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 ignored/ f! q: W; a' F* y! V7 V7 m
&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
" }$ B# R! q1 `1 n&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
( ]# Y8 R$ B; W# Y8 W( e&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/ k7 i1 O- h% w  z) i& |
&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
* N0 @, C; r: ^0 l&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 buffer5 j" ^. a) G  F4 E4 \& J( f. A
&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 C& m2 c; p# H( w5 S$ s' e&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, s* X( G+ R3 i. o  s: ?1 \
&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
6 Z# g; m- S1 B5 N&amp;&amp;&amp;&amp;};/ n, t7 `3 ?, e* x4 v

7 l! W9 E# `8 i' j  ?1 V. c/ y3 d/ x' a: p+ z0 \, h
if ( (pixelformat = ChoosePixelFormat
" x  k, w. ?6 }, H6 f+ H3 M9 e(m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )
% t/ q. {- _! j5 _/ Y, N&amp;&amp;&amp;&amp;{
; V2 K! w+ T6 N: a- j% ?8 H&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");
1 U2 X! |" l- e( S&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
7 J* E. d! v0 g6 h" A0 `7 z9 S5 b&amp;&amp;&amp;&amp;}# S0 a4 ?" o5 ^- d9 U: ?! m

; L3 L9 u; I5 Aif (SetPixelFormat(m_pDC- &amp;4 f5 w$ Q9 d! m0 i# @
GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)
0 ]) ^% ]3 ^- Z/ ^% A9 G&amp;&amp;&amp;&amp;{
; W1 o2 }  W' G% Q* ]&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");
, r$ x5 Y; n: x, h( B&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
1 x" n/ J$ U! ]% N, O" F&amp;&amp;&amp;&amp;}& p  |7 j5 P' l  l1 f4 T
&amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
* q7 o4 \( @( }&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
8 `7 ?! t6 S3 {" ~' X' p' {$ N  Q( @6 }
&amp;&amp;&amp;&amp;glClearDepth(1.0f);
' |9 I. R$ l  ?$ n7 t6 A: s: \% p&amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);: c* c0 D9 R5 G

6 S" S1 N; K" ~2 I2 Z( m" r' g( G/ b  S1 Q7 {: W
&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
  d$ ~' h3 }: k; Z: d. z) C&amp;&amp;&amp;&amp;glLoadIdentity();
2 Y5 d* k) Z0 U3 g&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
/ t8 V. o- e0 Y8 z$ `" Y6 B8 p1 p1 I6 {7 L, N3 H  {7 S% J$ V; v
return 0;//OpenGL窗口构造成功
& I, @2 c% W' ^4 m  N0 s}
$ F- G2 L' v& _; m' @
; Y! }4 a6 p3 l5 ^( qvoid COpenGLWnd::OnSize(UINT nType, int cx, int cy)
* y5 z. F9 l) ~{6 z; b+ b# G. o/ l  L
CFrameWnd::OnSize(nType, cx, cy);
, g% J! V$ F$ R
# n8 e5 h$ f# ?; v1 o// TOD Add your message handler code here
( l, o4 l: G3 M1 q&amp;&amp;&amp;&amp;if(cy &amp; 0)
/ a2 K3 W$ {, m. C&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
4 W$ X* p8 {9 Z* K9 [1 O&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);
" ]/ F# N! b8 [- r8 X&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
% \& q8 N% _+ s! W# S7 u1 T&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();
, e6 n7 \; i7 l# E4 jif (cx &amp; = cy)
* ]) ^7 L7 ]4 q: \, z) e$ D" J  I5 N&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
0 A# @. f( a- i( g3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);1 \7 i, \6 j3 W: U6 g
else/ ?. Q) r2 s( ^! X4 U
glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,# E8 \( H) E  i8 h
3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
; t# e- I& u+ F7 W( w&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);$ f4 L( E9 [- l) }" m# h
&amp;&amp;&amp;&amp;}9 s- x+ K, h& Y: q
}
6 j, K4 Z1 |( a& p$ _8 K% V  _4 o6 h6 @' G0 k4 L2 P1 b* p' e
void COpenGLWnd::OnDestroy()
8 P, F1 L" P! h' s; C! P{* O1 m% u& g; S5 }8 p0 I3 I
& m6 z- u5 X. y# N8 {0 p3 b
CFrameWnd::OnDestroy();4 L4 q; h9 N6 }
&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);
) a& Z$ `! L+ k0 O0 }&amp;&amp;&amp;&amp;if (m_hrc)
3 R7 K# W$ D) u# }- P% m&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);1 U# H- w- d' X
if (m_pDC)
. p0 G  v1 }3 ~! _* x! d&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;! ?& L" A2 f7 u3 `; u& G8 F
// TOD Add your message handler code here# S  }' z5 H9 |# R. ~  m/ S
}  H7 H; P- t6 o, F+ \+ F

; j! O4 h/ u! g( @BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)
4 }5 G* D% h" v{
' A- K7 ^, c4 K3 ?( ^# g// TOD Add your message
+ ?9 l, P, b$ H$ i) C8 Nhandler code here and/or call default2 ^! t! Z; i, H! [* r
return TRUE;: O* k2 v. L+ J5 _6 Z
//return CFrameWnd::OnEraseBkgnd(pDC);
, l& ?$ H! j. e, S" d( \6 Z$ O9 X}
1 t  n$ b& v. R6 y1 H$ X: D3 k! O# f2 i, f& I- ?9 \) T8 x
void COpenGLWnd::OnPaint() 2 F( o$ ^0 d3 g
{! x3 W8 D8 w5 g! p0 z3 ?
CPaintDC dc(this); // device context for painting
5 V; I6 f+ v6 D7 H4 _; V8 C0 F2 \: _$ y7 {) d) p# ~
Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};# }9 f! O, A% c% c+ _) k1 m
* [  b" S; f% {1 R0 r" F% F; h
// TOD Add your message handler code here
% n) |# T2 U6 V1 p; G9 A7 p- y' b: [& D9 k& k+ U9 Y6 z9 [/ n
&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);/ o9 @( Z6 V3 f$ g6 s/ B
&amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
! E8 |9 O; G  u9 y# s
, Q$ P: T2 y) c  x( P0 |&amp;&amp;&amp;&amp;glPushMatrix();" j4 X) \& G4 e( |% I

9 ~) J# @* X: |( z6 Q&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);
0 U1 \0 m9 Z  ~1 ?9 _glLightfv(GL_LIGHT0,GL_POSITION,light_position);
: G, b' e) B+ k' v5 AglEnable(GL_LIGHTING);
" j5 c6 O8 s' [9 B" ^glEnable(GL_LIGHT0);
) @6 |, C: E- H" w9 z5 v4 F8 dglDepthFunc(GL_LESS);, C- T( y+ ]8 @/ `6 ?) o
glEnable(GL_DEPTH_TEST);8 C. B0 ?- i7 D0 G- e! E+ E' v  H
auxSolidSphere(1.0);
2 b5 ], c+ M, k# j: d: X( }) u$ \
&amp;&amp;&amp;&amp;glPopMatrix();
1 r3 o0 s* [) W8 ~, @
8 I7 O" h! `0 W$ U: [) A&amp;&amp;&amp;&amp;glFinish();: V: Z. H" \5 w
- T# ^! R6 c0 \( U7 E# R; d( D
// Do not call CFrameWnd::OnPaint() for painting messages9 P% u' r5 _1 p  X
}8 S3 V- ]4 B0 J/ c
应用程序类的定义(SimpleGLApp.h):
: ~% @1 x: V' a( Y. t1 y5 S9 x#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29; D7 `' w; I% i
_0E70_11D2_9ACA_48543300E17D__INCLUDED_)0 Q, X# O2 C" S! X
#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
6 c8 t, w# B4 r; `_11D2_9ACA_48543300E17D__INCLUDED_" ?8 {2 u0 w) z9 C3 |( v
2 j+ \# h( X, _% b# N+ ~
#if _MSC_VER &amp;= 1000
% |1 }: a; @2 g" k) v/ K#pragma once! R2 G/ t9 l# j* N& n' h5 G
#endif // _MSC_VER &amp;= 10007 U) k  m3 M4 B+ W6 z3 W
// SimpleGLApp.h : header file6 Y9 f4 W' o0 Q2 z8 k
//
, y1 O. Q) d  f! g0 r5 t1 `#include &amp; afxwin.h &amp;
! I; y8 s1 b( Q$ v- m' l- q#include "OpenGLWnd.h"
3 Q) L$ B! f& I. n% [: p3 |#include "resource.h"* A* X, Z& {2 [
2 i9 Z' B, Z& `& H" [
///////////////////////////////////////+ c* R) l- [9 E+ q
/////////////////////////////////////// P9 r; j3 s( \
// CSimpleGLApp thread
- T2 G, M. \3 K7 g
' b  j$ x" G9 M$ X6 F0 tclass CSimpleGLApp : public CWinApp
7 ^3 i$ T$ ^4 o, |, t{
5 S- `; w* i; bDECLARE_DYNCREATE(CSimpleGLApp)- l& e6 k, X. N  b! |
public:
% w8 s0 i) C6 y8 iCSimpleGLApp();
6 [# a$ B7 f" f$ O1 A&amp;&amp;&amp;// protected constructor used by dynamic creation
# A5 ^. H% @( f& c/ q
4 {* a3 P# Y( B' D// Attributes
  J) O0 t' c& F6 T; mpublic:
7 h& H  \& F$ U& S; r8 S, K. ]7 H! ]. s7 D3 Y
// Operations/ V4 }6 Z; I8 E( {" x) b- W
public:
6 t" A! M6 U% T
% r2 j9 l; R' P( ~9 W, i. ]// Overrides+ p6 y& Z: X. ]' y( d" d. E
// ClassWizard generated virtual function overrides( C2 D! }0 M# J* ]
//{{AFX_VIRTUAL(CSimpleGLApp)
+ h  D0 p2 {+ M6 i5 c/ M: rpublic:* |3 M5 E" r$ t9 s- o& v, D/ h" t
virtual BOOL InitInstance();" X: |1 \$ {# w% ]
virtual int ExitInstance();, u$ G6 j5 x6 W; c6 P- h
//}}AFX_VIRTUAL
! W% D5 P! b7 x! z
6 ]3 t% Y* W$ j" T0 O// Implementation) o$ ]: Q# O& ]5 q( E4 X& P- z
public:/ H- U3 E; J* p9 \. e- w
virtual ~CSimpleGLApp();
# [$ K% e5 a$ }" l" ^5 g
+ J% M7 v  O9 c// Generated message map functions
2 o5 e* \3 K3 m% Q//{{AFX_MSG(CSimpleGLApp)
! n$ g* [/ d, d8 ]afx_msg void OnAppExit();
0 E6 R" S  ~  A1 d+ j//}}AFX_MSG
/ D3 Q9 |) N0 j* Y
% q3 `- i" w* i" Q' G2 EDECLARE_MESSAGE_MAP()
0 t) J- J& N0 E; p1 Q# d" J};
' F+ P9 F5 N+ \
' v5 @0 f+ s4 k* I2 M///////////////////////////////////////+ N# L& G, N6 L! Q+ |
//////////////////////////////////////
$ W5 T* j# t# s6 u1 Z) J+ o3 H7 p9 ^" X
//{{AFX_INSERT_LOCATION}}
2 N) e9 ?, ?) P0 O% g  W// Microsoft Developer Studio will insert / q& |' A3 P; H) h6 ^/ `$ S
additional declarations
6 G7 n+ k% Y" I3 b" n1 Limmediately before the previous line.7 J! }% n# i; Q: D+ c# H2 A& t
' {, o) \, A" l
#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_& V% z; e% }7 g3 A9 z
0E70_11D2_9ACA_48543300E17D__INCLUDED_)
1 D; _; \, q+ R7 K* A+ S  ?应用程序类的实现(SimpleGLApp.cpp):
& L! W& z1 w" g3 Z// SimpleGLApp.cpp : implementation file
- w3 K* q9 m- e( n8 ]# b# @//
, S6 }: V- Y2 d& C- o; j7 H! c+ }  c' n6 y& ]. X  E& u
#include "stdafx.h"& C5 z2 p" ]" G& ~6 ]& M% v
#include "SimpleGLApp.h"2 w2 l9 N& x/ R/ J; w  g' {. n
#include "OpenGLWnd.h"
$ x' N: @/ u( j# a
# B9 @0 B/ C% b3 W, A#ifdef _DEBUG% A/ @* U7 ^7 N! _
#define new DEBUG_NEW
9 g8 G, z% T5 [9 I0 n9 z#undef THIS_FILE3 q' @$ w6 }0 @
static char THIS_FILE[] = __FILE__;
( A0 L9 Z+ _7 W# I6 x  o0 k' e#endif
6 o& `8 W2 G4 }& k( [) d, O# h) N& H3 c9 `& R2 i7 w8 @
///////////////////////////////////////8 t$ i" k! p3 o% p
//////////////////////////////////////  u2 X5 E& E( }% o! x+ ?( o/ J
// CSimpleGLApp5 {# F" q6 v/ x' D$ x9 T5 F
* P* p# A5 R- K
IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)# h, t( e) h7 }: l! l$ J6 U
* W6 d1 p' E# S4 Q
CSimpleGLApp::CSimpleGLApp()+ {" o% [: x7 `+ W) j" a
{
2 }6 I* ~) t) J) P& O}
3 {( M1 _8 J8 A% \: ^! A/ x. @, ]+ L4 c1 f1 ~
CSimpleGLApp::~CSimpleGLApp(): C4 C2 J. h  B' F
{: i) S" H2 }- Q8 ?9 z2 G' R
}
4 c& V5 h2 X1 b1 [, y, F& _" D, e* e
BOOL CSimpleGLApp::InitInstance()  A5 A; K' d# E( Z0 [4 G" A
{
7 r! `- N9 f! R+ j& g// TOD&amp;&amp;perform and per-thread initialization here% u3 Y4 K' L! j, V1 S4 O( E, `, r4 Y
m_pMainWnd = new COpenGLWnd();- o2 o  B$ q: R
m_pMainWnd- &amp;ShowWindow(m_nCmdShow);* g% G% t# B5 S* {. z, u  t$ H- j
m_pMainWnd- &amp;UpdateWindow();8 K3 P4 f1 ?3 y. E7 o8 q$ _9 V' ~
return TRUE;
/ h0 ~2 b7 ^1 o: p! U}7 [" v  _6 A6 O# p
) ~" e/ U) }. T
int CSimpleGLApp::ExitInstance()9 s6 I8 b7 q0 |% \6 T3 @! ?* t
{
/ u2 H8 B! `' k' h" }& A1 oreturn CWinApp::ExitInstance();8 J  N6 W- M' j0 D$ q
}0 h" ]. E) `4 p6 V6 c" o6 ]
  Z; I' \& j( k0 X* C3 t3 P
BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp): @1 m& f0 O) e: Q0 o
//{{AFX_MSG_MAP(CSimpleGLApp)( e' i7 c, \9 I
ON_COMMAND(ID_APP_EXIT, OnAppExit)
. L0 z. V2 |$ R1 p9 M//}}AFX_MSG_MAP
& @8 T0 M" k7 t  M" k# S8 `, SEND_MESSAGE_MAP()
( h+ h  L3 X* G3 x0 W1 k) _7 W6 |* A" J# ~) G8 H2 G: j1 n" y
///////////////////////////////////////# u+ r% v# `) y' c* z7 F$ s
//////////////////////////////////////
; P9 J8 G2 i% p, n// CSimpleGLApp message handlers1 O: \* y' Q8 S/ o
void CSimpleGLApp::OnAppExit()
1 a! c  X2 S# h  g! e{2 V' n' h6 _2 X+ m# T2 y
// TOD Add your command handler code here
7 |4 U( p2 K% HCWinApp::OnAppExit();
; s- V! z4 R+ K}
  R2 v1 k8 |! _! H2 y/ ?' {0 {! g
CSimpleGLApp SimpleGLApp;</P>
作者: xShandow    时间: 2004-11-16 19:05
<>你们都知道我在看OpenGL啊.</P>




欢迎光临 数学建模社区-数学中国 (http://www.madio.net/) Powered by Discuz! X2.5