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发表于 2004-10-15 21:27 |只看该作者 |倒序浏览
|招呼Ta 关注Ta
<>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># V, X5 L) D  U1 h2 ?
<>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>! N( C* j5 F: }+ u
<>//---------------------------------------------------------------------------</P>$ u2 P0 Q. f9 \% B: A1 a9 K1 `
<>#include &lt;vcl.h&gt;9 h; a" {6 [' S2 n
#include &lt;windows.h&gt;    // Header file for windows: ~2 ^( a3 L' j8 \1 Y
#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library  Q% i, k& G: e8 M# _# F4 r2 e
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library
  v4 h  _6 A) N) h#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library* S3 h  ?, w0 y- y
#pragma hdrstop</P>
' g# `/ E% j9 \: d7 `<>//---------------------------------------------------------------------------0 ?) R: {0 x8 V. L% _
#pragma argsused</P>8 ~( o0 }, g* H" R( y6 O
<>HGLRC hRC = NULL;               // Permanent rendering context3 m( q0 |% C% b& }: z/ o( f8 Q5 Z
HDC hDC = NULL;                 // Private GDI device context; {: \, W5 X9 L; \
HWND hWnd = NULL;               // Holds our window handle. d' c/ B% M9 r5 x
HINSTANCE hInstance = NULL;     // Holds the instance of the application</P># I& K/ J2 Z8 Y  G# B# k' v7 _+ r
<>bool keys[256];                 // Array used for the keyboard routine6 n0 ]# g& k4 N* w
bool active = true;             // Window active flag set to true by default
# T1 X% g/ i% Gbool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>. Z# t, m  A" x! b
<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>
, c4 i! K& \1 S8 O- I# f<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window
7 L. J4 L4 z. K/ r3 N* H{* _, |% v  U% b* H4 {
        if (height == 0)                        // Prevent a divide by zero by
0 B- v* ^# x4 ]2 H. t: P9 R4 X        {
/ k! \4 C8 j5 A                height = 1;                     // Making height equal One
! K, A0 k" g3 W# [. U        }</P>2 N( [* T0 }3 q( F
<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>/ C" `) S; U4 F" `* [$ ~
<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix' K# b0 N6 ]6 Q& @
glLoadIdentity();                       // Reset the projection matrix</P>' H! C9 ]. ^6 f0 I, o2 q% {( F; k
<> // Calculate the aspect ratio of the window
. t' N& s1 w7 E2 z+ M; m8 i gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
' d2 L8 s% M. S5 Y+ g& Z<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix6 E% D5 J& w3 |/ t7 h
glLoadIdentity();                       // Reset the modelview matrix
% V3 t3 z( S+ Z' C" O$ i$ S/ r}</P>: q5 p9 e6 E- O) v( L
<>int InitGL(GLvoid)      // All setup for OpenGL goes here
2 r4 P6 }; F9 B0 s9 X+ z0 k{
, {5 m. A9 ^( s0 c4 `$ e$ E, A9 S glShadeModel(GL_SMOOTH);                // Enable smooth shading
) e. O$ J9 u+ t) l: V! O glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background, ?8 z+ \6 {8 L0 U3 F- Q
glClearDepth(1.0f);                     // Depth buffer setup
* G% V) H5 q, [1 |) ^& D. ] glEnable(GL_DEPTH_TEST);                // Enables depth testing
) [+ u( ]; x) c+ H glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do+ u6 x7 Q- b- I/ Q+ P5 `* }
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations
! h! O2 B8 p$ o. c0 L& x return true;                            // Initialization went OK
: A# J# c* t' w5 f$ j}</P>
4 J: A. Y1 K3 N& }1 G$ M<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing
) x4 Y8 o+ u4 J/ Z7 f0 L{
  M) y" f$ @6 J) T6 c* X# U glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
# c* n2 x6 `$ P, p0 A; Z. v glLoadIdentity();       // Reset the current modelview matrix4 G' X/ G) E; D, r2 J
        
8 ~& N) z3 k5 K9 j return true;            // Everything went OK
& y) m" b4 A* V4 f}</P>8 f" s% R3 H) W
<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window& ?) B% \1 p4 C/ S  b# R
{6 H3 B) o0 g/ J, T
if (fullscreen)         // Are we in fullscreen mode?
9 B. l% y$ @4 B {
! W$ ?% K' v5 T8 T) d* x  S- J  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop
6 z) v6 T4 C' P  ShowCursor(true);               // Show mouse pointer
! Q  O" U" x4 [# {" @$ V) H3 c# [ }</P>, G1 G+ Z' f* A1 Y
<> if (hRC)        // Do we have a rendering context?2 s8 z. ~1 ?, _
{+ _: H! V% v: j, y% m9 D: t* }
  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?
6 o* I" \# ^  U' Y. o& @+ `9 `  {, i7 f: s% P3 E/ Z, h& R
   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
9 [8 ~: P; ^" l8 y1 m  }</P>
5 C; T0 `! g9 S7 Q& f3 v<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?( j: Y5 o+ M* e1 w" y, i6 j) Q
  {  e9 l6 n: g. Y( F! Y; f/ L
   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);& m" j/ f4 T- K, J  ?
  }& z8 O8 P  ~' ^* {
  hRC = NULL;             // Set RC to NULL7 x+ t* B; b- @# o, P& I' P
}</P>
2 n$ h8 j2 o* Y$ q<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC# G9 m9 G1 I' e' F5 E/ V  w
{3 k: X5 `( w2 w& ?5 c* l" z; C  D
  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
8 x3 ]) v! _) S; o  hDC = NULL;             // Set DC to NULL
& S1 P" E' G: U0 R8 @# z }</P>4 M4 k3 ?: r2 J- P
<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?/ r: H- N4 k0 W0 q
{
) N, K0 q2 \& z1 x: S; o* B  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);; G$ r5 N: `5 U- |+ x% E9 I5 `
  hWnd = NULL;            // Set hWnd to NULL+ U& u5 X3 C1 @) x7 X) C# R- v
}</P>
- b# H8 h5 q- H& N- V1 z$ j! E" e<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class
/ e/ M; ?5 e' ]. S+ M+ U {
" g3 @. C$ f8 r7 I+ R. {  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
: F. ?+ I+ [  H7 v2 X+ c# d  hInstance = NULL;       // Set hInstance to NULL
2 A- s5 @' r' `, |- Z0 B$ w }! _3 k3 f! ^2 V& m: M0 L1 U% W
}</P>) D0 l. Q: f( U1 R5 C( H
<>/* This Code Creates Our OpenGL Window.  Parameters Are:
& r% R' p: V7 q: b1 F; g* r& E" j * title   - Title To Appear At The Top Of The Window! U  c+ E1 O% U1 k- Q8 D( Y+ d
* width   - Width Of The GL Window Or Fullscreen Mode
# K1 U% q# A. y& y/ `2 a8 y; c: n * height   - Height Of The GL Window Or Fullscreen Mode
! W' L( ^( H3 i * bits   - Number Of Bits To Use For Color (8/16/24/32)/ l) j) F2 [* g- D& c
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/: m5 ^) j7 E. x

6 }4 u  K; t9 H3 l, }+ B9 Rbool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)# S1 g" X6 T; v: N' G; N- `
{6 `3 d" u* H2 V( ~# }
GLuint  PixelFormat;  // Holds the results after searching for a match
$ m7 s8 R* T/ _; J WNDCLASS wc;          // Windows class structure
6 C; M# s2 U5 n& M% z3 w DWORD  dwExStyle;              // Window extended style  p$ C/ M* m0 |, x2 a- r0 V' g
DWORD  dwStyle;                // Window style6 M4 o5 c. v3 Z; D/ k
RECT  WindowRect;             // Grabs rctangle upper left / lower right values
# v1 U. ?* N# _; w# [ WindowRect.left = (long)0;              // Set left value to 0
+ M8 r0 ^' Y  r* @* L* @ WindowRect.right = (long)width;  // Set right value to requested width
$ _% U! s) S: P WindowRect.top = (long)0;               // Set top value to 05 _4 r3 Z" W9 o; ~$ q, h& o
WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>
& q' r+ Q# b" g7 U( b$ Y# Z<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>
) G" q8 W9 }8 ^# [7 z<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window
5 R) w4 \1 D' W wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window6 }2 r6 g7 n+ k8 r- H$ f0 z
wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
( v* e/ m6 X5 D, b/ d) {  c wc.cbClsExtra           = 0;     // No extra window data
/ {) M. O4 W0 L. R wc.cbWndExtra           = 0;     // No extra window data' E' j7 i% `# f
wc.hInstance            = hInstance;    // Set the Instance
" N+ ]$ M* t  N( E0 J  `; j wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon
. k; Q& y( {5 [! S4 o; r" @ wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer
+ N4 B$ z" R8 m/ ?6 f5 ^ wc.hbrBackground        = NULL;     // No background required for GL3 O. H. C) N3 _
wc.lpszMenuName  = NULL;     // We don't want a menu! Y. w6 e9 W" `5 c! z3 ~
wc.lpszClassName = "OpenGL";    // Set the class name</P>
) L5 o5 u; g0 @$ B* U' ^<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class
! z% W  q4 V+ ]+ s, z# T& G/ R {
: r4 ^! }( M8 J; Q  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
3 J" C- T8 B6 d; a) _) l( Q! O; O- i<>  return false;   // Return false* y+ O$ f# i) f9 o& O
}# t' r* d6 W# u& u6 x4 Q5 d

9 s. [1 e& k/ b, l. f6 P if (fullscreen)         // Attempt fullscreen mode?6 g, q8 u8 X  o- s3 J
{
0 t6 k, g$ i% u- R# t  DEVMODE dmScreenSettings;                                       // Device mode) I7 W2 j( D+ e# K! Y# S$ U! _/ o
  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared
1 C) k' }) l' z7 e  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure
! }/ E. W. [2 Q! N) a' X; d3 Q% ]$ _+ ^  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width
& @. X" U2 U( i  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height. [: e, z* S0 E! D
  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel
  |  O! ], j) y. u# q. w  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>% G' m! g4 k, t. W' ~1 ?) e
<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
) J, q+ f( y: Z! D* a, w- @  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL), w" T' {4 r( ^2 ^. E
  {
& {1 I* @1 R$ p5 Z* d! d' }   // If the mode fails, offer two options. Quit or use windowed mode.
# z0 m; m0 j8 ]6 R   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)& k: d/ n- X2 ^& ~" l' B  m8 z
   {1 M, _. R+ `$ D; C
    fullscreen = false;       // Windowed mode selected. Fullscreen = false
8 t* k) l8 G" W: r8 L   }6 p% O( p0 \! V6 s/ Y( ^
   else- S4 K& L& _( \) D* r
   {3 h+ p, ?2 v! M& z
    // Pop up a message box letting user know the program is closing.; |0 q  y. ^  h# z5 }3 V+ o7 s/ Y, @/ `
    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);% @; T' k) u) ]
    return false;           // Return false
, v4 p' M+ }* Z% m* I6 [& x) S+ _- J# K4 r   }" g: ^: U6 p8 n2 }
  }  i5 D3 f( o$ {+ D, J& C9 ~
}</P>+ s% K+ V; r+ {
<> if (fullscreen)                         // Are We Still In Fullscreen Mode?7 k4 _, x& R5 X0 x9 o
{( @$ `" H/ `4 V5 j
  dwExStyle = WS_EX_APPWINDOW;    // Window extended style
1 V9 c* `/ ]  b, }- R2 c* T  dwStyle = WS_POPUP;  // Windows style
8 v6 T' h8 C- X- a! a0 D  ShowCursor(false);  // Hide mouse pointer9 k* _% R1 c' m& X& Y- ]* c
}
' U  T2 h4 ^7 e5 K8 h7 F0 F$ t* e else: h) @& \0 b7 I! _) _
{
, W) o, S3 u" L/ s  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style7 d5 _8 c$ w; z+ z; q" p4 x
  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style
+ o7 Z% e/ x* g+ e! ~$ V5 ?" {0 F5 T$ x }</P>  s/ a/ K  Q5 n* R- Q5 d1 Y% k
<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>
8 x% {5 U" i( g<P> // Create the window5 w: i7 Q1 W% Y$ n- c/ [0 S% D9 z
if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window
$ O+ o" E, ~2 @                "OpenGL",    // Class name
, Z- R  k% t( [1 I1 f0 p  title,     // Window title
5 g" c. W/ H. R) m  ?  dwStyle |    // Defined window style
5 B0 w( `+ T. G8 O# M+ z; g" o  WS_CLIPSIBLINGS |   // Required window style
9 X6 W; H' v$ o+ a& }  WS_CLIPCHILDREN,   // Required window style
6 G2 q  i; g- C. d  0, 0,     // Window position0 Z) _* S  I% E5 |5 R) u  t
  WindowRect.right-WindowRect.left, // Calculate window width
% t3 {* Q0 L1 I/ ]% y+ c  WindowRect.bottom-WindowRect.top, // Calculate window height7 Q+ c& x. b, G1 K& C8 z3 u1 e
  NULL,     // No parent window6 i. M" ~1 T8 q2 M& Y. l5 o2 X( f
  NULL,     // No menu9 g( j) _% o# ?% B' p
  hInstance,    // Instance/ G+ P/ Z, x3 c7 R, g. T5 l0 u: V; [
  NULL)))     // Dont pass anything to WM_CREATE0 Z3 S, p( a! x6 C
{
  \9 l- X8 p. }  y5 e" s# {9 |  KillGLWindow();                         // Reset the display
, ?: Q3 \2 h' u1 Q  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
6 k1 j. d$ H& L) a% ?- N4 A0 d/ E3 p  return false;                           // Return false8 m- v- ^: I/ ^6 ]! k# X$ P; v
}</P>) {9 s$ L3 Q" `4 P
<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be
1 j: D' z8 z' _ {1 G  w* q6 s  l
  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor6 r. z* o; }9 m3 k  H, @
  1,     // Version number: ~5 p+ g3 g/ ?6 G$ H" W
  PFD_DRAW_TO_WINDOW |   // Format must support window
. T% S- N0 S1 ^2 ~1 [9 L( Z8 b9 h( u; D! g/ m  PFD_SUPPORT_OPENGL |   // Format must support OpenGL7 e0 Z: T- Y% d" x1 L" S
  PFD_DOUBLEBUFFER,   // Must support double buffering
# g* {" K% j4 K9 h& D% I6 S  PFD_TYPE_RGBA,    // Request an RGBA format$ \4 e' x, v2 Y7 S; ^+ M
  bits,     // Select our color depth) ], a  V3 T, z% W7 n% o
  0, 0, 0, 0, 0, 0,   // Color bits ignored7 j) H( Q4 Z( |% {6 ]
  0,     // No alpha buffer6 r8 b$ h/ D4 `4 W* Q; j2 }
  0,     // Shift bit ignored9 s, p/ S: l* L$ ?* J; o+ `
  0,     // No accumulation buffer
* v" n5 x( E; n# K  0, 0, 0, 0,    // Accumulation bits ignored/ J" g  |9 e" j8 @' E
  16,     // 16Bit Z-Buffer (Depth buffer)
, T. q& S* c8 U9 g" _  0,     // No stencil buffer( k; V1 V& z( h6 b) M* ]* n5 @" |
  0,     // No auxiliary buffer3 [% r: `3 N* D1 z
  PFD_MAIN_PLANE,    // Main drawing layer; |$ n1 w$ y  l* p
  0,     // Reserved3 d1 P1 b0 w: @3 Q; y6 [
  0, 0, 0     // Layer masks ignored$ _  R# H  L6 m; S
};- `0 J; B5 g) i8 V& {
+ ]9 f. C/ ^, \5 y% {5 G! `
if (!(hDC = GetDC(hWnd)))         // Did we get a device context?- y$ @& {* h. S: S  \; R  a
{
5 J' Y; b% H+ x2 M/ a) _" Y: ~8 _  KillGLWindow();         // Reset the display# H5 l4 y$ V4 `; x( G
  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
" N( C9 J% \. [9 P! n  return false;           // Return false: }; P/ ^- ^! V3 e& ]+ W
}</P>, m! E( m# [) L: E
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?
6 m# L+ y, u. I5 S2 O, u {3 o  y/ D; k- I. J) y- N1 H
  KillGLWindow();         // Reset the display; W4 Z. G# K+ a7 x  s
  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
9 `; O  g9 q) I3 |8 {. z6 g  return false;           // Return false$ z  ]. [2 ]6 |$ H$ n* ?5 s
}</P>1 F8 A8 u( C$ S! p  G
<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?
0 B: G( [$ a: `$ y" F8 _" w {# [/ \. q1 }4 g
  KillGLWindow();         // Reset the display& P* l) v/ Q% S8 c  M) Z# s' r
  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
# S. x) `# S+ p. G; _  return false;           // Return false
9 L' o& J/ k/ W0 o7 a% R! A }</P>
! @, N$ s* B2 x<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?
* ]& s0 e/ C: ~" V8 p9 |! C7 U {
. d: x" \8 Q, \0 R/ y7 ^  KillGLWindow();         // Reset the display1 U* l5 j: D0 K
  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);+ F5 d$ }+ I3 e/ }
  return false;           // Return false
' x3 i5 i! U/ p }</P>
5 U( W7 x# C  T! l; U/ V8 R; Z<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context' \' x1 }" G. G7 @  f$ ~
{6 h$ Y, |0 H5 `, s
  KillGLWindow();         // Reset the display6 w7 a& Q- m, Y
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
/ R; T) n* o' s4 C# r' O  return false;           // Return false
1 u7 c( U1 [6 e1 V1 F- z }</P>
" {' T0 n$ |0 W0 N4 C<P> ShowWindow(hWnd,SW_SHOW);       // Show the window
9 |  f/ \5 @9 E: k% e& d. c SetForegroundWindow(hWnd);      // Slightly higher priority5 f$ K+ \- A  Q8 J1 F1 s( l
SetFocus(hWnd);                 // Sets keyboard focus to the window
: x. M9 u1 B8 X8 @ ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>
0 {* C8 ?6 d5 @. a4 Q, m<P> if (!InitGL())                  // Initialize our newly created GL window) I- u( E1 I6 c7 C5 m5 l  s) k7 ?
{
( @2 m: D) O9 z- _7 D( d8 S; Z  KillGLWindow();         // Reset the display% i1 `  Z' q/ e$ m( Y
  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);' c7 S! v! y0 o
  return false;           // Return false
# w1 H. q; e8 j0 o, a% Y8 h! {& N& T }</P>
: v" W9 P" y  T<P> return true;                    // Success
# I2 H1 C, m" z}</P>" |9 x- Q8 U. n5 H2 u& i$ b
<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window3 |6 T8 `5 p! j5 f. z. X
                        UINT uMsg,      // Message for this window  `2 s! G0 c7 }3 G
   WPARAM wParam,  // Additional message information: W* u. q$ n8 D
   LPARAM lParam)  // Additional message information3 N; [3 ^& p5 |9 s# u
{
" r2 ?* I$ Z  D; U+ n6 a4 l switch (uMsg)                           // Check for windows messages
) K& l, Z' d; [" U {
* Z9 {. x) S5 d3 L( c  case WM_ACTIVATE:               // Watch for window activate message2 m4 n% c9 {& }5 N; B5 s) E$ N% c
  {  n" Y) U+ l- h5 W) K
   if (!HIWORD(wParam))    // Check minimization state$ j' P; d! i9 D3 Q- ^
   {. \$ @0 }3 p5 `- ~  L
    active = true;  // Program is active+ ?3 X; ^7 m' H& T
   }
) n3 }7 P) w9 \. j7 Q* l! u  k/ n% q   else6 ^. {/ Q8 C( S( t" I& g1 X
   {
- M# @7 y9 b9 L7 E; m7 L3 ~    active = false; // Program is no longer active
4 j2 _3 t5 E0 i" ~; X8 r   }</P>; d, d& S5 h* u: W( S3 x9 ]# T
<P>   return 0;               // Return to the message loop; O+ ?9 m; f  u7 b3 Q% ?
  }</P>
+ m; h$ l7 ]0 M<P>  case WM_SYSCOMMAND:             // Intercept system commands0 q4 o( G/ o$ L# `& J; c
  {
3 K: ~* l/ Y( |* g   switch (wParam)         // Check system calls1 O1 M4 g) W: ^& |% |8 I
   {4 |0 K# O) L  r
    case SC_SCREENSAVE:     // Screensaver trying to start?5 Q7 S5 ~7 u& b7 N# N( x* K
    case SC_MONITORPOWER: // Monitor trying to enter powersave?" ^# G5 v4 I( P( ^$ O  L; |2 [9 W8 h  F
    return 0;       // Prevent from happening
  q. E7 S+ W: i/ ]6 Z  L& W( I  l# g   }
% S( @- B( H: K/ |, M6 Y   break;                  // Exit" Z* U1 d' r. t, ?
  }</P>5 T# Y, E9 T: x8 ~& l% D
<P>  case WM_CLOSE:                  // Did we receive a close message?5 U2 \3 I. h( T0 r
  {
& d0 c0 O7 \1 J   PostQuitMessage(0);     // Send a quit message
2 N) Q0 W! H* `, h$ o" C   return 0;               // Jump back
. O0 M7 m" g7 Y- p% ^  }</P>* J2 {/ U% G6 ~) k
<P>  case WM_KEYDOWN:                // Is a key being held down?& j- z# k/ P) T5 [
  {
% A3 `6 r, E. G9 h: K9 F   keys[wParam] = true;    // If so, mark it as true. r# N% {7 g: |0 A! _% N! G' n1 i0 p
   return 0;               // Jump back
6 _7 Z) b7 _0 I/ u+ H  }</P>6 |" l: p0 |) L8 m
<P>  case WM_KEYUP:                  // Has a key been released?8 q6 x+ g5 J7 T9 b# n) k$ j% e
  {! Q  g0 I# r0 C: Y5 l$ n* L* U
   keys[wParam] = false;   // If so, mark it as false
' o8 W, H' P) W- E# {3 ]# m   return 0;               // Jump back
, B" p# J4 B- j3 K  }</P>- ^1 G% D9 D9 Y9 c4 E# b
<P>  case WM_SIZE:                   // Resize the OpenGL window
0 }8 d% {: S/ g  {* N" z8 G- [" e/ U2 Q
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height
$ n) |5 m  i8 t8 r. m- N   return 0;               // Jump back
6 u1 |7 A& G4 M4 n7 Y& e) X  }. G1 v+ o0 V1 n9 E
}</P>9 ^: ?7 P( P2 c/ c) z& L; y* O
<P> // Pass all unhandled messages to DefWindowProc
! {$ T2 _9 T" |0 D4 |2 B! } return DefWindowProc(hWnd,uMsg,wParam,lParam);( A! N1 o7 \$ r- T7 \
}</P>
- L; P: h1 x2 B! `5 ^9 s<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
" Q# ~9 o! T  ^+ L7 d# ?{: O/ z# ?3 |" x2 N6 [3 O( F
        MSG msg;                // Windows message structure/ O" a6 E) E% c1 X5 ~, @
bool done = false;      // bool variable to exit loop</P>+ w5 v. L/ b+ O
<P> // Ask the user which screen mode they prefer
( @" y$ _9 p* S2 N1 k3 ?4 V) n& ~ if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO): j) T% f. m, j8 D- \( {2 I$ u
{
, f3 ]5 q: M7 K6 i: p  fullscreen = false;       // Windowed mode" f2 K/ K: _& j) T1 _4 p( s7 \
}</P>
. b" R* n2 p4 u* E0 s8 a3 ?4 k0 c4 `<P> // Create our OpenGL window( G$ S2 e* d- W9 p: H1 d5 |/ S
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))6 q4 x5 d/ [( Y* [+ L5 E3 O# `6 v
{
7 H) w# E) L: [- t& p  return 0;               // Quit if window was not created! H6 h9 x* A6 c
}</P>: x" P- @. K+ {$ C
<P> while(!done)                    // Loop that runs while done = false6 [! D! j5 l1 K5 a
{' Y' P$ T" J* W# Q1 q9 ?
  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
) _! M8 u* ^9 K# }! \  {) c, Y( O( l- @: ~! k) {
   if (msg.message == WM_QUIT)             // Have we received a quit message?; o; `  p% @- ~$ c, ]
   {6 s: j, K7 J! E! D: V% n9 i* k
    done = true;                    // If so done = true( l6 t2 {0 \1 s8 f6 n
   }
' ]% k5 Z. }* F1 ?   else                                    // If not, deal with window messages
+ Z7 r9 S$ ^; g   {+ G7 p7 a6 s( v7 i0 _
    TranslateMessage(&amp;msg);         // Translate the message
  L2 c  E" e1 r6 ~" d5 ]9 z    DispatchMessage(&amp;msg);          // Dispatch the message8 Z, F; M. I  j" v, ?% J, F3 q$ c  j3 X
   }0 f, t/ B0 ^' n% D& T9 K( C9 I
  }
5 O- }/ j" y+ m4 E9 M" _% h  else            // If there are no messages! z: \# Z! W) n) s% K! y; ]1 P
  {
, a8 k2 f3 I$ W" X   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()
  G* P. F7 @7 O7 N" G2 z0 {0 L, u   if (active)                             // Program active?
: @/ G7 I7 e- C   {4 O1 e1 N' y. k
    if (keys[VK_ESCAPE])            // Was ESC pressed?1 `+ ]0 H: O7 D- R# y+ t
    {
$ i' K/ K7 B! k8 v, ~3 d$ [0 X     done = true;            // ESC signalled a quit
* |; }% O+ Q9 f6 `    }
1 i" f# I1 `- j1 O1 |6 B8 N    else                            // Not time to quit, Update screen0 |% R$ u1 R$ w! B3 |8 D. i
    {
; C( w) c0 S" }% d. l/ a2 J     DrawGLScene();          // Draw the scene
8 {! J+ Q: m, I0 T1 D     SwapBuffers(hDC);       // Swap buffers (Double buffering)
8 ^6 m) z9 g0 R; P1 N" ]2 b5 q. Q    }' p. v4 U4 \; r% w7 _- c4 d
   }</P>
. k# w' e, |% C+ X<P>   if (keys[VK_F1])                        // Is F1 being pressed?# Z" `0 f4 P- g. r9 o1 [( t
   {
/ K7 _1 ~) Z/ ^5 w: }# [    keys[VK_F1] = false;            // If so make key false
8 j# x3 n( U' G$ H1 F/ M    KillGLWindow();                 // Kill our current window- t8 z' n3 a; y+ H; y
    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode% _' M/ h& F* |- W4 c
    // Recreate our OpenGL window
! P0 t3 o- ], H3 p7 R; B! y    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))6 c9 ~5 A* z4 u9 W. l' d
    {7 u, ^9 y2 G! |4 s6 M
     return 0;               // Quit if window was not created& `- G/ c& N6 w  O0 z/ F
    }
, F2 o1 I1 G+ ?! [   }
5 W2 @2 g; E- M. A% Q) ~3 O7 q/ q  }
" ~, l, ^/ o% X7 w! R( o }</P>
  H. l6 }3 i5 c! u5 J' C<P> // Shutdown
$ R6 x% A1 w* E! i KillGLWindow();         // Kill the window
7 n1 B: B# Y/ F  e1 Q return (msg.wParam);    // Exit the program
0 O9 r+ f3 k% p. ^2 E3 F}* y2 @  t- P# b; Z7 v. R
//---------------------------------------------------------------------------</P>
zan
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    ilikenba 实名认证       

    1万

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    49

    听众

    2万

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  • TA的每日心情
    奋斗
    2024-6-23 05:14
  • 签到天数: 1043 天

    [LV.10]以坛为家III

    社区QQ达人 新人进步奖 优秀斑竹奖 发帖功臣

    群组万里江山

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    <>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
    % R9 |, n" k% |% \OpenGL API,使三维世界的"平民化"已成为必然。' d# O3 e0 \/ A- I3 j
    ----Windows操作系统对OpenGL的支持
    * Q3 \+ `; P. U- I9 M' m----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:5 [  D( k% \+ c, y4 j0 N7 J6 {) p  E
    ----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; d7 h9 z# C( ?3 Y# J* O
    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。: w$ k8 [2 m2 F# @. J  [( ^
    ----2.设定DC位图格式等于设定了相应的窗口的位图格式,并且DC和窗口的位图格式一旦确定就不能再改变。这一点只能期望以后的Windows版本改进了。
    3 v, b: [1 I! |* M# G+ G----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。/ @' [1 k: G& b, ?  H2 }  q7 S
    ----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。
    6 R' l2 y+ b. Q" X, ~- S----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。1 P3 P. j8 y$ W) V$ a& v- o
    </P><>----用VC来编写OpenGL程序9 z2 s/ u5 s% N. {* T3 t
    3 c' j3 }! i  }7 M) o0 y- c% g
    ----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:
    6 V: F" }$ T& J8 K
    $ b! s0 M2 Q" Q' d----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& a7 G6 J" d! i7 K# |  ?
    / S' N' r* ?; s- ~
    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- c, h% w6 b. s
    + Q9 d  b) P% W, v9 V
    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
    7 o+ E- F1 P& L' w. `3 d# R7 A6 {
    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
    3 L3 k2 e# b  Y4 y
    " w  y+ k% M8 W) }- J8 D5 C4 F! U  y8 K3 h' l! S0 X+ t3 C7 C5 [

    1 t2 {% u" ?! e1 I3 p) ~----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)。
    1 \+ M% {# j" j2 I) n
    * }* G. {1 z, j# \; U----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)
    7 C# b4 M0 F1 b& Y* X
    * g3 f4 ?; G4 p0 g----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& e3 E8 Z( D; o( v* s0 w
    , G& T/ G. [5 Y- d
    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(
    " Q% \5 T, n6 _" A
    ) d. l( K- y% H7 R7 Jif(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC  j! U4 n- H( B7 Q1 l2 y& J

    - R8 c: q* e/ r! ^3 S: i6 d----所附程序说明
    1 j: N3 g; Q% ]4 E9 ]" @
    3 L) H* L2 k; @! j. c. ], n----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7 w9 L0 B) a: J/ B% R, ?2 k5 U% Z

    8 t8 o3 Q) {! }: r8 C- }$ gMFC编OpenGL时需要注意的内容做一个简要的说明:: ]& S: S; N* ^: n. `

    5 `- M  d) N! g! d- B5 b" b2 X----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- X9 z7 ?& Y" R) c" N

    ) h9 V: m. [8 ]7 E9 m( @: C9 X: ^' k; C* |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
    5 _+ E5 J' ?: }9 |9 V) n- r1 l; B4 i
    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# _% ?' T7 E1 [$ W/ _

    ( l. t5 `& s) E8 ^( s: l5 E1 I* e格。& f9 O' H( z: s+ c2 B# {

    * f/ A( N0 p) @- Z; |3 r+ }----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
    & |& R; d# U4 B5 G: A  _, k" ]& j9 f
    3 ]( E% w, h! H2 K0 w5 n。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
    . Z( f, Z: _/ ]9 e  s! y  x" f; G; t5 J1 l
    、鼠标处理函数都应该由相应的Windows处理函数来响应。8 C/ J: z+ x: p, o" e! w
    5 K$ b9 m5 C! g1 |
    ----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_ERASEBKGND3 ^8 I& z& Y/ |4 n0 x

    4 y  ~5 P+ u, x* _# [) P1 [,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
    0 ], g6 f  M1 e6 _! f5 ~! M4 f* b* g' c8 s9 O; z4 O. G3 P' }# r2 L
    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。! J  l; V( I3 k( D8 ^

    + o% O: z$ {& W& n$ p2 }----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8 w% H0 R3 w+ d/ h
    5 _* x2 O' Y$ {
    GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
    - F. F$ m4 A7 z1 `" s
    % q2 [& k% \. ]" S4 q----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。3 A9 D3 k0 K/ V7 }) S$ y

    . A' G& p) ]8 }) D----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++
    8 B* W: y3 p5 H+ g3 W/ F: n3 b8 I2 [/ F
    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
    0 `( ~# T% C; J8 Y8 h! D: r
    4 D9 S2 Q4 Q4 `6 ECS_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
    ; C  W% _8 u' Y2 u  M8 p# v
    : f% f! B/ ^3 K+ d" w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。. m0 k3 }( v, r7 _7 _! {

    2 x" P9 w- u$ J5 }, M( b2 V----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" f% U/ u) U( m4 `9 W" m' v

    9 }  F% X# m8 U" S" I. x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
    ' h1 o. ]1 j: N! }3 i$ \, H( ^0 {6 x7 o
    9 j  s/ P' ~3 `$ Y函数应当非常小心。
    5 M+ Y  M& j  n3 i9 [0 ~/ x  j' }
    ----参考书籍:3 [! D( q2 m/ B1 l0 v
    ( C+ R% @& |" l; y
    ----《OpenGLProgrammer'sGuide》SGIinc.9 f; F/ I1 Q) Z+ O! R" R- ]& J4 }

    7 C2 |1 O' x3 ?& u7 o7 s----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
    - _5 N  N! r+ j1 K& {  i
    1 d0 ^9 n" c) ?3 d4 q----《VisualC++5.0联机帮助》  [' C. R6 u: l) l' {+ [. h) W

    6 R, l! ]1 b8 G9 {/ h----附程序:
    2 J3 k( w5 a% V* L# y1 S" @& f3 L% Z( y" @
    ----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
    1 I0 P' [; C/ m) b3 }4 X; }9 k2 J4 S6 ~5 K! r) P1 R
    将这些文件拷贝过来即可。OpenGL运行不需要注册库信息。在VC的STUDIO中运行程序时,工程文件中必须加入OpenGL.H、glu.h、glaux.h以及
    ! S4 J$ w5 ]% r$ m) f8 l7 ^9 \1 L: G6 ~% i' q' V& ^+ o0 J5 ]
    OpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。
    3 }3 J% K' I; v8 Z9 G$ b
    ! N$ g8 d5 ]# S3 f$ _----主窗口类定义(OpenGLWnd.h):6 a- T5 O( f' H8 u: a( L
    , `- u- f& F9 e3 ~
    s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70
    ' f% T4 [8 P/ j& y( d2 _6 p! X_11D2_9ACA_48543300E17D__INCLUDED_)8 c( s3 F( l; \) D2 \" Y. i
    #define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2: Z# L5 u+ N$ D0 j6 V* D4 q
    _9ACA_48543300E17D__INCLUDED_) L3 \6 }8 f, K; C

    - I* B1 U" |' P/ w) w% w( Q' O#if _MSC_VER &amp;= 1000
    * |) B* n( V0 p" }# o/ ^#pragma once8 h7 ]% @7 A6 ^
    #endif // _MSC_VER &amp;= 1000% d/ T" \8 k  q$ U3 N
    + J2 @4 E. V) K9 p8 ]
    #include &amp; afxwin.h &amp;
    # q9 U6 p1 i: x5 _. @6 {( X#include "SimpleGLApp.h"( {$ a0 K7 S. T& U8 B3 X  L0 Y6 h
    #include "resource.h"
    ) k: g  g1 N6 X// OpenGLWnd.h : header file
    $ }5 h: w1 Q8 o! c4 Z# x//
    6 k! J- e+ U0 ?; E- S0 @! M4 O8 R///////////////////////////////////////
    8 {/ N- I* Z: G$ ], B8 V//////////////////////////////////////, \9 Z* {: r2 D- x1 f
    // COpenGLWnd frame
    ) ^1 }5 f$ m! y+ I
    $ I6 \, Z9 ^2 u* K& p1 W4 wclass COpenGLWnd : public CFrameWnd2 j! H9 R0 b, [/ z3 c7 q
    {
    - I; M4 i. U7 t5 ^' F9 GDECLARE_DYNCREATE(COpenGLWnd)# M- H  c8 h7 C# r# \
    public:' x6 R9 n& R' x# |% B/ i8 J
    COpenGLWnd();&amp;&amp;$ j2 h8 u8 [  x/ a5 O0 T
    // protected constructor used by dynamic creation
    2 m7 t- i; M* g0 C% ~$ g0 p4 uprotected:. T9 u; H9 i  H4 G
    HGLRC m_hrc;# n! K/ Z: g4 j) K: A3 z) P
    CClientDC *m_pDC;
    " a, D4 {' Z& t: [6 ?. q+ ^& W// Attributes
    + k$ B; k9 h) b4 O+ Fpublic:, Y2 P: U4 P9 Z2 W
    & P( {% r0 @: T! j) I3 G  m- v
    // Operations  r$ W$ C% G, D- t5 q; s4 P
    public:
    ( k/ X5 L0 f6 k4 D8 u7 R, `
    # l- h4 w' \7 M0 a) _2 N+ S1 X// Overrides
    & h3 t: j* K% z! K' D// ClassWizard generated virtual function overrides
    1 ]; A! x/ T/ ~* }//{{AFX_VIRTUAL(COpenGLWnd)4 V5 W9 r* t% {; j4 c- P  h0 \
    protected:
    $ q) P% F; C( ]( g7 Fvirtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);; Y' X. e# [9 [- B
    //}}AFX_VIRTUAL% @6 M4 C1 L0 N, w; ~& U: `. F

    ( E) J! d- K/ W$ {4 p( p+ ~! `5 _! m// Implementation3 Y1 o8 G9 W6 p
    public:
    / U' J3 V3 f2 gvirtual ~COpenGLWnd();
    - c5 t) B2 e/ i: |" Q8 |) Y/ m
    0 A% W  Q9 z+ b" K' B, D// Generated message map functions
    * Q* E9 O; k: h- ]' z. p9 Q//{{AFX_MSG(COpenGLWnd)2 {0 N! w9 J, ]8 ~3 \1 t; Q7 g
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);' z9 J$ e" J4 G" z: g. P" R
    afx_msg void OnSize(UINT nType, int cx, int cy);
    6 P  t# G+ O  t. K- D- Fafx_msg void OnDestroy();
    # F# [  f: d5 ~: uafx_msg BOOL OnEraseBkgnd(CDC* pDC);
    ! ^2 C2 B9 O+ q) iafx_msg void OnPaint();. q3 L& v* V7 F5 e8 V1 n* D* d
    //}}AFX_MSG5 q# N  Z* l+ q7 F4 o4 E: ]; z' p5 g
    DECLARE_MESSAGE_MAP()
    ( q7 i9 }! u$ p+ i* C) g};
    * R& G" V5 L# i5 ?. g! K; z9 r& Y2 K+ I6 q1 y
    ///////////////////////////////////////+ T3 I: o) n1 O
    //////////////////////////////////////1 j0 ~$ _4 A* f4 S7 W. E: a8 _; I
    / _+ E9 V! f9 a: K0 E
    //{{AFX_INSERT_LOCATION}}' H* t: R: ^3 a: K# q9 D9 w0 `
    // Microsoft Developer Studio will insert 1 W! G; v* e4 j1 O0 m0 i% q; D
    additional declarations immediately before the previous line.: j" a- b1 U( ^( a
    8 B/ j! `. x# F4 {! X4 u
    #endif // !defined(AFX_OPENGLWND_H__3FB1AB28_$ f) @  W% K% U7 v
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    + a  \4 S* i- D( ^3 k1 k- ~+ S主窗口类的实现(OpenGLWnd.cpp):) w& h: {( ^4 k; T8 x. ?" y
    // OpenGLWnd.cpp : implementation file: P5 ~& @! u% S( v: U* o6 X% |- m
    //: B) K9 h2 @0 V+ c  y, K% l1 g" @
    2 |7 k% J* |- z* [& ]" ^
    #include "stdafx.h"
    # L4 k& `8 [4 R#include "OpenGLWnd.h"' p8 u$ `' Y. \
    #include "SimpleGLApp.h"2 M1 B7 _; v8 N: P4 C; e: e
    #include "gl\glu.h"
    : q$ Z/ m$ ^2 x- {7 J9 O4 |# G#include "gl\gl.h"* ]. u; Q; U1 w
    #include "gl\glaux.h"% u! S! X' i2 q! X& ?" N4 m+ {( Y
    " u! I) d1 \1 n% E
    #ifdef _DEBUG# @! e! d8 e1 ^' |) V+ X, I% k
    #define new DEBUG_NEW8 r0 I- F. Y1 A6 {9 j- D# Q
    #undef THIS_FILE
    / k6 L( N& U$ H2 L  L" ]static char THIS_FILE[] = __FILE__;: I7 S/ v% \3 y& o: y9 Q0 U
    #endif
    0 E$ L6 L, O5 U/ Q3 k5 ?
    / ^* G4 F  i- r, D# p% Z///////////////////////////////////////
    ) E8 p) {/ F/ Q6 r9 b( ^; n2 l3 K9 X//////////////////////////////////////2 f1 `9 p' t* O- g
    // COpenGLWnd% M2 s. Y0 I2 q, ~1 A9 E5 ?( m
    $ [, ~+ g& K4 q' o# I9 N  o. D
    IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)
    7 i) K- H# {; B' Q( V7 B
    8 d0 s! z3 w* K6 A! {COpenGLWnd::COpenGLWnd()
    . g+ H" g) B2 j4 b1 o: H8 X0 m* L{
    # L. P! [7 V6 w# b  Z( X9 R! Y; C) |0 Gm_pDC = NULL;& S, D! k1 o2 v. ]% T8 T/ \
    m_hrc = 0;
    / q1 O" q+ C8 M6 |8 i& }6 VLoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW; `$ v+ j- s/ Y/ P
    | WS_CLIPCHILDREN | WS_CLIPSIBLINGS
    ) f6 E* q6 I& T3 [' P6 c,NULL,NULL );% T  p  T! m' P1 w' F% w; l8 o
    }. p* |+ b8 _" l8 p/ H# N8 }
      d; ]: O& m. z0 z& U/ W
    COpenGLWnd::~COpenGLWnd()* H. i% y% t$ }
    {
    5 {0 R( T3 M* W}) p; J, ?9 h' [! D3 `1 Z

    & I* d# L" m. m2 Z2 _4 T
    1 c  E0 _! _0 jBEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)5 n: `( D; v$ P
    //{{AFX_MSG_MAP(COpenGLWnd)
    2 L9 {0 W, m, AON_WM_CREATE(), C3 M6 m( X: w, l, o
    ON_WM_SIZE()+ ]( E% s4 A8 ~% t0 y4 a
    ON_WM_DESTROY()
    4 ?, \0 T, ?3 t4 |$ xON_WM_ERASEBKGND()% k$ g( F9 x( V  m5 S' x' C0 j7 |
    ON_WM_PAINT()
    * b# d/ Q) ^/ H+ c//}}AFX_MSG_MAP
    : f0 Y( _/ T+ gEND_MESSAGE_MAP()
    0 C, d$ z4 F9 S) r6 x' }$ S2 u% G! Y2 Z3 i

    2 F- r' z6 C+ K2 Y, l$ J% P4 u7 \( s: Y8 ?$ d# M
    BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) 4 ]6 {: _9 O. S  A  R6 d
    {& z- m. n& ~& |
    // TOD Add your specialized$ v' D' M; |. f" u/ q
    code here and/or call the base class' ^; o: ~  K/ L* x. {8 E& U4 q
    cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
    ' j# z/ t# ^) ?2 Q; TCS_HREDRAW |
    # }- t' q, q) q! DCS_VREDRAW |/ h6 K9 F& M' W
    CS_SAVEBITS |
    ! T& y  e- q) [CS_NOCLOSE |: L3 B7 |% K& I1 E4 b: _0 @
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
    " X+ Y- r$ D, W2 @* ?,AfxGetApp( )-- m" j* h' O( }) N9 {/ m
    &amp; LoadStandardCursor(IDC_ARROW), 0 ,
    1 L+ P4 _9 K3 V" w, FAfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));  y& u4 _* {9 b( Y! P8 Z! O) X
    return CFrameWnd:reCreateWindow(cs);
    ! }5 U* f$ y' L8 G}
    - g3 |7 l3 y, T! s, O5 s* F3 Q9 T' s& u! M$ l3 X% P/ c

    ! r, u. V: g* mint COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
    & `+ p4 R2 [6 R1 |{7 f# D; V, c" i" |& G+ {& c9 O
    if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
    " ?8 M% v% p- w; G- Lreturn -1;# Q/ F  q6 e( r- D% ^5 A

    , a; ^1 \/ w6 p0 h&amp;&amp;&amp;&amp;int pixelformat;
      N8 Z. T! X  {  w
    , _5 Y6 q% \& v&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图
    $ H- G3 y1 `* H$ i0 [ASSERT(m_pDC != NULL);8 p  Z# `. a) O- U  N0 N2 P

    1 Y9 _: }" f8 e, K6 Z/ S( \static PIXELFORMATDESCRIPTOR pfd =0 ]! N% [4 E2 k1 H( i/ _2 s( Y
    {
    ' j! {, U0 C8 l&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
    : o- N5 Z9 }8 D1 t! G7 C  T&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8 d  a. i9 E4 ]0 _6 `( E
    &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 M3 Q, i! T0 y' U( y! n* f2 w&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL& L8 e! _: Z+ j/ f" i8 W1 r8 |
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_TYPE_RGBA,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// RGBA模式,不用调色板$ {/ e! a2 e, E3 z
    &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
    7 Z  p7 t8 z; I( L- S&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& j) b" E) M- X5 E: f# C4 ~' 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;// no alpha buffer8 C- a- n' B. e% q' P
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// shift bit ignored$ H# l+ I% p# P9 N* r
    &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( Y, u  c: O; c! t& t( u
    &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
    : F+ {4 w* |. F/ ]&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: U4 C. _7 c; [8 m  f
    &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
    ! r- R$ X+ E5 _: R% Z9 h3 B- A6 y# P&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no auxiliary buffer
    1 S/ f0 ~( q, @4 t6 Z! p9 e&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
    $ }7 R1 t; A" I$ W. 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;// reserved
    : \1 j3 i. H# _$ I7 y&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// layer masks ignored
    9 X6 F7 u1 j4 q&amp;&amp;&amp;&amp;};$ q# ]1 X2 {: @) S+ m

    * Y' ~/ O' \" C! N" a. C+ E  |* i+ r. z+ X( G% I
    if ( (pixelformat = ChoosePixelFormat
    ) Z; q% l, |8 h6 q0 Z. F(m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 ), r, G; N0 a1 T, T/ `' v
    &amp;&amp;&amp;&amp;{
    4 A3 M; h+ M8 d- S&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");
    ; X! i; P% P& N9 y: J0 J&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    ; ~; ^+ j* ?# v7 ]" ]+ a&amp;&amp;&amp;&amp;}9 O: }" \& X  P9 r- Y
    ' ?5 f' ?6 z2 U. ]' x
    if (SetPixelFormat(m_pDC- &amp;5 M' l  H7 v$ T
    GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)6 h$ ^( v/ ~2 `3 u* Q
    &amp;&amp;&amp;&amp;{" C$ b* j( i& R$ O: n1 G
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");
    ; q% i& _7 _$ i: Z, h&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;6 W; \% [0 G9 l7 J
    &amp;&amp;&amp;&amp;}
    " b6 _& V. g  f9 I* O&amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    ; R. M/ m5 n* i- m; k) J6 b( ^&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);* U2 F( ]  M/ @7 Z& G2 B7 V7 Q

    " K7 w/ `5 m- Q: n% `( @. ~' _&amp;&amp;&amp;&amp;glClearDepth(1.0f);: ~4 u+ ^4 y: i
    &amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);- p0 z8 f4 |: s" \. h& {
    ) ?& N* R! R% R) L% C3 Y

    6 \8 K' S" \$ y$ O) ?# o- {&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);: M4 y+ R3 p( p
    &amp;&amp;&amp;&amp;glLoadIdentity();
    $ Q# C2 J% I- Z3 `$ ~/ U; y; V&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);9 I5 h* F" H; ^, V1 _, K8 v

    9 x$ e/ N8 Z+ w' @( ?2 xreturn 0;//OpenGL窗口构造成功1 M$ h6 ~5 [4 G" s5 N
    }
    1 G: M1 C9 d/ E, [2 m! \+ q( a
    ! C" O/ G* \8 G8 Pvoid COpenGLWnd::OnSize(UINT nType, int cx, int cy) # f3 u& e1 t+ e0 `/ X
    {6 i( ^  Q0 W4 c( a9 |0 f
    CFrameWnd::OnSize(nType, cx, cy);; F- y' Y( R4 e' Z& x

    . S; F0 b  e7 W3 c+ H6 C9 g// TOD Add your message handler code here
    1 N+ E' y5 f7 P2 L; L( C$ W&amp;&amp;&amp;&amp;if(cy &amp; 0)! g) ^6 W3 u! U8 v% M
    &amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    - \( ?& ?1 ^$ }# W&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);, m/ N( u* ?, m' @% I
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);( R9 V* \( ^" o: S
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();% J& b' J9 b* o) H
    if (cx &amp; = cy)
    7 ~, U0 j! p6 P- \&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,9 n% A4 G# x( H/ U8 [9 E- @
    3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
    * Y) _% F/ n' Lelse
    ; W" U+ Q$ O6 l. _& W9 KglOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    % |. s. C0 k, b3 B7 |- N3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);8 y0 G9 Q) U; I# {  I0 Z- x2 s
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    - M( e1 A6 {( ?% Q4 u. p&amp;&amp;&amp;&amp;}
    ! F5 J+ T0 K2 R3 \}5 }5 [! _! C+ ~5 q
    4 E8 [5 V9 W% H, N/ N; X, s; q
    void COpenGLWnd::OnDestroy()
    # j& E" R- E$ _0 D* e* V{
    1 x6 ^% C' r1 {' {' I2 K( Z5 U4 c2 q0 D4 s
    CFrameWnd::OnDestroy();) b* O3 s' a; f! u% w- E
    &amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);1 o5 d- o% E1 `; B* B+ J6 t
    &amp;&amp;&amp;&amp;if (m_hrc)+ F0 q$ Q- g1 }1 \, E+ g
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    ' q8 H0 d7 {0 S; d! M2 ?# F$ Yif (m_pDC)
    # J" T0 q' l; @&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;
    8 S6 K2 ?/ c; N! o1 ~- g// TOD Add your message handler code here
    1 Z7 O" E  H* J2 R( R  `}3 M% D2 d2 }7 |( a$ O4 C, H

      g* R! ?; K. T9 x( v! D4 |7 DBOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)
    7 ^% ~$ V2 U3 `; K  l{
    9 }' }7 n4 n) s, J: Q" f// TOD Add your message
    , s/ h5 `/ V/ Y& g2 `) C  s: rhandler code here and/or call default
    0 m8 H9 ]+ T) Z2 mreturn TRUE;$ [, ]/ ^' @) O1 l7 ]' R
    //return CFrameWnd::OnEraseBkgnd(pDC);. }& u$ z" L- g
    }
    6 j* t- M4 P1 h6 \) |5 k% ^( C
    0 C$ c: D; f4 [3 U: K( Cvoid COpenGLWnd::OnPaint()
    . M8 v$ O% ]& d{4 m8 T1 h) k) Y1 B' ^
    CPaintDC dc(this); // device context for painting
    . S$ `  c7 }8 z% o
      A! S8 ?3 E. p) `  EGlfloat light_position[]={2.0f,0.0f,4.0f,0.0f};
    " `! h1 E$ S4 M) @- ?; J4 _
    ' P* @; J4 U; Y" |: }# I+ G// TOD Add your message handler code here
    6 {' K7 t- E6 f# O! I0 j3 S9 F5 Y/ X3 s
    &amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);# O' Y+ _( J+ ~( W4 A) ^! B
    &amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);# x! _. T, P1 w; U

    , m5 v" [  B* Z, _8 m4 |7 o7 u&amp;&amp;&amp;&amp;glPushMatrix();
    # A1 _+ H; J! D
    2 D. M" M' @7 K2 l9 f  {9 F&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);
    + p: `- Z3 U) U1 E5 c* l, M9 r* S- ~glLightfv(GL_LIGHT0,GL_POSITION,light_position);* `; V9 @6 m* M- S. `
    glEnable(GL_LIGHTING);' X, L; K( R% I& F; K
    glEnable(GL_LIGHT0);+ Q- G" z+ W9 K+ s6 x$ R. b! b% s. }8 }
    glDepthFunc(GL_LESS);1 Q! N4 ]  z; V% q9 h& }1 S
    glEnable(GL_DEPTH_TEST);; f4 E$ L$ s# ^
    auxSolidSphere(1.0);
      I* r  t6 c! o% O  e3 _, _1 P
    * e; g( g# o5 K8 x0 Q+ B1 ^&amp;&amp;&amp;&amp;glPopMatrix();& O; |0 t# [- U: t6 G) a9 m
    . ^/ l% d* `; k, L
    &amp;&amp;&amp;&amp;glFinish();" Q. L' r7 G# m4 {& g' L

    # r5 O5 j8 }, X6 [// Do not call CFrameWnd::OnPaint() for painting messages& K/ Y  ^, w7 ]& f9 C; y7 y
    }
    1 J" o" }% M" L3 P* C; E' D应用程序类的定义(SimpleGLApp.h):
    2 T) w9 N( o8 f0 G; o( }7 b2 M#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
    9 B. _* c- H1 }& \+ g% U_0E70_11D2_9ACA_48543300E17D__INCLUDED_)2 l; _% F. E8 I8 G
    #define AFX_SIMPLEGLAPP_H__3FB1AB29_0E705 n. u( `' D; l% _' r* M, \0 }
    _11D2_9ACA_48543300E17D__INCLUDED_
    % Y8 e. r/ p, G! k- b1 V3 Q( U: W4 E3 i' I" B+ s
    #if _MSC_VER &amp;= 1000
    ; e$ t$ P4 v- U- k, v% r2 @#pragma once1 F5 C4 q- w3 @% N" h7 Q+ ^
    #endif // _MSC_VER &amp;= 1000
    ' p) y& ?/ Q( ?6 j, R. C6 f// SimpleGLApp.h : header file
    ' q- u7 `! X& v8 E+ k) z//% M1 w% V3 y# f* S- s8 ?3 Z
    #include &amp; afxwin.h &amp;3 G1 |* D. V) o
    #include "OpenGLWnd.h"
    ' b! a4 v+ ]3 o6 T. |#include "resource.h"
      G  I/ Q3 U4 X6 O+ y3 W1 r: s! [  G  [4 i+ P+ ~  C3 H
    ///////////////////////////////////////, N7 h% O% ^) T  R6 X4 X2 J4 |% k, R
    //////////////////////////////////////
      y" W4 z( t0 c6 A- [) J// CSimpleGLApp thread' [! H. h/ `4 S7 E, f6 V
    * G/ \: K% J3 t# Q6 J/ ~
    class CSimpleGLApp : public CWinApp/ f9 Y) s, M' F% w5 `7 |
    {
    7 H9 p: @7 z# k* ^7 p# ZDECLARE_DYNCREATE(CSimpleGLApp)
    9 h* M% [% o5 ~: b0 W, gpublic:
    % ~% b4 x/ P5 p, l5 u6 fCSimpleGLApp(); 2 B4 O  S3 U* X
    &amp;&amp;&amp;// protected constructor used by dynamic creation
    8 J8 R: n1 e2 q5 I5 a
    6 F1 e7 F$ N2 o# G4 r// Attributes' L) N2 F* A$ G: |' U3 O
    public:
    ) \+ O' y: |, ]1 y% Y, k* J1 a  O; T& I
    8 B! t. E# O! F# p* s0 ~! C// Operations) F' D( Y8 n3 F* f
    public:
    5 {+ u0 a- l8 j  R. _: ], G) W+ o7 J( Y8 }* l( M9 r- F
    // Overrides
    - ~6 P5 r/ k& `// ClassWizard generated virtual function overrides
    ( V! E# `4 @1 x2 M" ^. W, G! G$ ]//{{AFX_VIRTUAL(CSimpleGLApp)+ [8 E5 @, T# @, G  A2 D& t' s* {
    public:
    . [/ S6 a+ N" V* Hvirtual BOOL InitInstance();; s( u, h9 f( ^; v' n
    virtual int ExitInstance();& Y* w7 J2 \2 E) T+ k3 O$ Y
    //}}AFX_VIRTUAL2 [! a, ^: J" s! R& K0 R
    ) b, S! A) a: t1 w4 l1 g% M! h
    // Implementation' j5 H: ?- v* ~
    public:
    9 A; `9 J+ h; j; Yvirtual ~CSimpleGLApp();
    . A, o/ Y- ]# }# T
    * {5 b  Y- |" A. o* y! W// Generated message map functions5 K" o  B! V  U4 z
    //{{AFX_MSG(CSimpleGLApp)
    ; a1 U' y& {, ^$ ~9 d5 P6 E& O) ^afx_msg void OnAppExit();
    5 n$ v% A5 J1 C& G//}}AFX_MSG
    ; t2 Y# i# M) ]( p7 |& o
    - }( \0 n/ j2 [# u; ~DECLARE_MESSAGE_MAP()7 D" R: @0 S4 |3 G7 Y2 v8 o
    };
    : t9 Z+ y' r1 ^. i' d0 t
    & }* `9 K/ E  k+ ^6 H$ x3 o5 f; i! [///////////////////////////////////////
    5 B2 b7 g$ r6 y+ `; E5 X6 r//////////////////////////////////////
    8 N" j) n' j' T/ M8 {+ C' Q9 q
    ! B  T/ f" ?0 e6 e' y- r# R4 o4 I//{{AFX_INSERT_LOCATION}}
    ! g0 @4 t1 N/ @9 Y( m4 [: V// Microsoft Developer Studio will insert ! u+ O' T* O# L7 u$ u" u' L
    additional declarations
    / \1 D1 _0 @% X& {7 _. himmediately before the previous line.
    ) W. A% z" h# h9 F
    + q: `7 _/ k0 c) I6 ^$ h+ j#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
    1 P! c7 \+ s% W! W4 ~% q0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    9 W" u$ ?7 P, [7 X7 T' I应用程序类的实现(SimpleGLApp.cpp):+ z/ T# I9 A/ y' q7 S, L* W
    // SimpleGLApp.cpp : implementation file# N7 o: r$ M. L) ~- @& ~# b& H
    //' z. i2 e( R' x' M, B- ~% ~0 m# p
    : o$ b  V8 Y# G: [9 U
    #include "stdafx.h"
    ( Y$ _6 [4 y) a/ p" i# d- o# ?/ {#include "SimpleGLApp.h"# M6 y* P3 h! z1 k+ W9 p
    #include "OpenGLWnd.h"9 A8 r/ O; Z/ C% T
    % c% G9 ^& E, W" v8 j
    #ifdef _DEBUG5 l8 G8 Z1 s4 K) T* o  }
    #define new DEBUG_NEW
    ( L7 t/ A( @$ x- y#undef THIS_FILE
    . Q6 [" r& h1 Y  B1 {) ?static char THIS_FILE[] = __FILE__;
    6 {( ^. F4 \0 c* P2 T#endif. K  s8 D) Z/ _- z, k/ G

    1 `5 R$ p: n. g* \# O///////////////////////////////////////
    9 t( f- f4 G5 p1 {//////////////////////////////////////
    , J9 t- ^+ w8 n. i3 k6 V3 {// CSimpleGLApp
    9 B$ a! n! `/ B. m" P' u4 `! W  p* b7 J  @9 L$ ?+ v  b
    IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)  E& f# G5 Z- K! n& P

    # N  t) g- j( i" UCSimpleGLApp::CSimpleGLApp()
    % @9 S! C& ]( ?. [, `{
    " J( O& C# }) G8 _}! Q; l/ J# n* V& k" d- m: F4 W$ D( x

    1 t# b! g* I  Q2 H  H0 Z& `( l3 [8 xCSimpleGLApp::~CSimpleGLApp()
    % l) @; H# D: x. j{
    3 C. [4 H6 t. P}
    / [  v* g" x6 @& q- S3 C/ C& L* g4 o" g. L" [( m6 q- b3 t( m/ H
    BOOL CSimpleGLApp::InitInstance()) s) |9 O; x  I  C
    {8 a5 t2 n3 w& V" a& Q5 w0 l
    // TOD&amp;&amp;perform and per-thread initialization here
    8 u7 e- |; [) [' tm_pMainWnd = new COpenGLWnd();  D' M' l: v* o# l; X
    m_pMainWnd- &amp;ShowWindow(m_nCmdShow);
    ! B$ I# j7 _& x5 n1 k2 U5 Mm_pMainWnd- &amp;UpdateWindow();
    5 b1 ]2 \3 s3 k/ P, j8 A4 |: }return TRUE;
      s4 e" _% x$ [, J}6 j3 u/ T4 T1 K) V2 j: W

    ( r1 i1 S, F1 oint CSimpleGLApp::ExitInstance()8 e7 j1 N4 |! @8 ?0 H8 A
    {
    1 R% ]: N1 t: B+ K" w  kreturn CWinApp::ExitInstance();
    ! F3 l5 Q4 k# i- J3 {2 z# C; q& N1 z" \}
    ( i; c& H( [7 E1 s7 z2 j! s- }5 Z8 v: n6 h5 E% `
    BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)  X) e2 z. m# s7 ?! s# Z
    //{{AFX_MSG_MAP(CSimpleGLApp)
    3 M+ W1 ~1 B" y( UON_COMMAND(ID_APP_EXIT, OnAppExit)
    , s! c9 _/ S. @" d$ L( `//}}AFX_MSG_MAP
    4 E2 J! L) A. C* E4 ?2 \' SEND_MESSAGE_MAP()
      S/ D8 F5 k( r, P' z
    8 k0 R6 k+ G; R$ r///////////////////////////////////////; g. y7 i: V+ o8 o, q
    //////////////////////////////////////
    4 R3 ~2 D/ A( |& ?: L0 x// CSimpleGLApp message handlers( n; i8 J' b, H$ B
    void CSimpleGLApp::OnAppExit()
    ( a/ q; S% d" J+ b/ Q{
    ! x3 U, I: g8 G8 |+ E// TOD Add your command handler code here: }2 p( e. v* t! ~6 C+ Q
    CWinApp::OnAppExit();4 M7 B8 ~7 Z7 L# S3 W: N; b
    }, `8 L  C) t5 a8 l7 F

    " x2 Z$ C+ L9 d" ?% bCSimpleGLApp SimpleGLApp;</P>
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