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< >这是NENE的OPENGL的框架CB原代码,是黑屏的效果,最简单的。OPENGL我才开始学,很多不懂的,希望和大家交流,共同进步,我会把我的资料和大家共享的!</P>" `1 S& o& v7 N& v
< >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>
, ]0 Q" C& S9 B4 ?9 d0 H9 ?# Y< >//---------------------------------------------------------------------------</P>2 j, k! r# J' r; o, N, n
< >#include <vcl.h>
3 ~0 ` S E, i% e( J#include <windows.h> // Header file for windows
3 e. Y, W$ f' A- m6 y#include <gl\gl.h> // Header file for the OpenGL32 library
0 h9 j$ K0 @) F: I#include <gl\glu.h> // Header file for the GLu32 library' e! \ }) C* V7 x, P7 K# w3 b
#include <gl\glaux.h> // Header file for the GLaux library8 a, V: ~ s! H, w! n4 q
#pragma hdrstop</P>6 \4 r& k# C, Q* R% O
< >//---------------------------------------------------------------------------
4 O' p, J7 c: _' P& ]/ M#pragma argsused</P>
* G: x. ^! v: e( J- E< >HGLRC hRC = NULL; // Permanent rendering context: s6 e/ U, g! c0 j# R7 z( M' S( i
HDC hDC = NULL; // Private GDI device context
7 C" Y0 M" z8 ?# E5 d. _' RHWND hWnd = NULL; // Holds our window handle
6 ]- W$ k8 u4 y# rHINSTANCE hInstance = NULL; // Holds the instance of the application</P>; _0 ~" G! |) v7 e9 m5 x
< >bool keys[256]; // Array used for the keyboard routine" a+ p! I; _! v, w* P) w$ v
bool active = true; // Window active flag set to true by default
) D* S, m9 p' F% D) k8 Z8 J' gbool fullscreen = true; // Fullscreen flag set to fullscreen mode by default</P>
4 S5 r2 _5 K: u( {) e& E< >LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc</P>
8 r3 S) J( u6 Y, u: t: X8 Y< >GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize and initialize the GL window
: |& C- Q! |8 G" I& ^{
# H- T$ ]8 {( ?: a if (height == 0) // Prevent a divide by zero by
& L, d- |! E& X5 w$ ` {; x7 P$ D0 n1 K
height = 1; // Making height equal One0 O' A& x% l! c
}</P>9 J) _ ?# ?: Q4 m
< > glViewport(0, 0, width, height); // Reset the current viewport</P>
! p' b8 w ~, o" d( p- S& H< > glMatrixMode(GL_PROJECTION); // Select the projection matrix
1 y1 A' K) Q4 u" k4 k8 ]& z3 |' }5 { glLoadIdentity(); // Reset the projection matrix</P>
! X" @7 O8 H) H( ? U9 {. @8 r8 d! d< > // Calculate the aspect ratio of the window, S {; d) R9 F0 b# D% w
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
4 L6 Z; |, X9 l. b: G0 ~, M< > glMatrixMode(GL_MODELVIEW); // Select the modelview matrix- G% l# A- s: w
glLoadIdentity(); // Reset the modelview matrix
- T( h# H5 W" `( R}</P>" e n" T# r- x1 Y) N
< >int InitGL(GLvoid) // All setup for OpenGL goes here5 K6 C. |3 a* M5 \3 v2 }1 E' K: J
{
% `. S7 b$ ]7 ?2 J* C0 z glShadeModel(GL_SMOOTH); // Enable smooth shading
' _2 o" E% K& H5 T. M/ P8 G glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black background; \5 F4 W! h+ [' Y
glClearDepth(1.0f); // Depth buffer setup
+ \3 i7 k, `( t+ J. _+ W" h glEnable(GL_DEPTH_TEST); // Enables depth testing
7 Y3 ~+ `7 \- c8 F8 c4 S glDepthFunc(GL_LEQUAL); // The type of depth testing to do
* ^4 m) f1 t+ g/ W d( R glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations
; {' _& e$ I* \ return true; // Initialization went OK D* B0 C3 G$ w# h. x7 G7 p4 d
}</P>* X: P5 ?' A0 ^. N
< >int DrawGLScene(GLvoid) // Here's where we do all the drawing
: ~7 H% D9 L b. F Q+ h# N{
$ e6 V0 }; s. U' n/ S6 ^+ B! | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
- W& p; [; T8 `. w glLoadIdentity(); // Reset the current modelview matrix% W7 K. O5 y+ m0 V9 d
# D7 U9 ?9 p9 Z0 y7 {$ a, i
return true; // Everything went OK
$ w" n& t9 u) @- n}</P>+ D$ ?# T4 K0 K3 J
< >GLvoid KillGLWindow(GLvoid) // Properly kill the window0 q) p& H/ v6 E4 q* ?
{) x' E# m& c& `5 \2 U3 ~
if (fullscreen) // Are we in fullscreen mode?5 S: I$ v# b3 Y& C
{2 {, b% {; t6 j
ChangeDisplaySettings(NULL,0); // If so switch back to the desktop
' e U! q& K# A6 t ShowCursor(true); // Show mouse pointer
, i! _" S3 X( M8 Z$ [+ ]9 g3 Q( @4 | }</P>
- V9 H) D$ ~" ]8 R; Z3 J< > if (hRC) // Do we have a rendering context?
+ c, I! V& ^5 ]/ c3 p- \ {
) l. \- x3 z3 {2 P+ _ if (!wglMakeCurrent(NULL,NULL)) // Are we able to release the DC and RC contexts?
9 ^0 j# G4 c& k6 D+ l {
7 R0 [( q* t% R" J5 { MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
- x8 S( z! k3 T }</P>
* p- d* w) E+ G9 I* `" W7 D' Z% S< > if (!wglDeleteContext(hRC)) // Are we able to delete the RC?
. Q! Y$ G7 B( x% a/ A8 H, e {
* T+ z$ h1 O! H* E0 m' y; s5 Q! | MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);# b0 {) w) P3 k# D. |
}
' C3 q- g; S: t# ^ hRC = NULL; // Set RC to NULL
# O# @$ @9 T! A }</P>1 M9 r, K' B2 O# r8 B# t% e
< > if (hDC && !ReleaseDC(hWnd,hDC)) // Are we able to release the DC
; n0 _! H8 o( z0 W; c6 B {. X# Q) |2 v# ~
MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
- f# p6 Y2 ^5 K( ] hDC = NULL; // Set DC to NULL) F' a: s0 P9 ]0 J% I" v" m
}</P>0 _5 u* L! N+ i
< > if (hWnd && !DestroyWindow(hWnd)) // Are we able to destroy the window?
m& d* M7 y! A* H5 P. Z2 |( V) r {0 X, W7 N9 V1 T% U; G
MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
8 E2 @* Q, \& j8 | hWnd = NULL; // Set hWnd to NULL
. X# p& U+ H2 H: @ }</P>
3 Y& K! g8 O t; C. z< > if (!UnregisterClass("OpenGL",hInstance)) // Are we able to unregister class
5 J8 \8 Z/ B$ ~" c4 z {
5 [/ A3 b; b: D/ l& t( ~% b' @ MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);3 G& F# O+ K9 r- S- P
hInstance = NULL; // Set hInstance to NULL
+ [2 Z& m' ~/ [6 M1 v A) V }
5 x. f8 |% `7 \}</P>9 F, c/ h2 P i/ m6 D6 d
< >/* This Code Creates Our OpenGL Window. Parameters Are:
, v4 i: J6 f- p( b * title - Title To Appear At The Top Of The Window
6 X1 b/ g3 z/ E2 `4 \. e! A2 w * width - Width Of The GL Window Or Fullscreen Mode ]& O8 f1 c' r4 G, _ R- S
* height - Height Of The GL Window Or Fullscreen Mode
+ R$ ?9 E1 v( J2 p- O9 r * bits - Number Of Bits To Use For Color (8/16/24/32)# I: ^, @& E. f" G
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
( I5 g6 Q' B; `3 Z- U* x1 K2 _
' R% |3 l: y! W3 I) B' hbool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
; ?# ^1 C8 V9 `2 _1 I{ M! p$ C# n' R8 y- m4 g
GLuint PixelFormat; // Holds the results after searching for a match, r E" A2 B7 U
WNDCLASS wc; // Windows class structure# r" e/ x# i( X5 O8 d4 ]
DWORD dwExStyle; // Window extended style5 k4 P/ v; ?5 `3 `0 G; F( Z
DWORD dwStyle; // Window style7 m: i% T+ \) h# @# V. D- Y
RECT WindowRect; // Grabs rctangle upper left / lower right values5 V! Q! Q, P8 W
WindowRect.left = (long)0; // Set left value to 0+ M( C- U& a# g+ n6 q; k i
WindowRect.right = (long)width; // Set right value to requested width# N6 k( ^8 n* U. R% W% b% L' Q% n
WindowRect.top = (long)0; // Set top value to 0
" T# q* @3 o# O+ ~5 s WindowRect.bottom = (long)height; // Set bottom value to requested height</P>
) v' y0 \/ ]. Z1 O+ |< > fullscreen = fullscreenflag; // Set the global fullscreen flag</P>" q+ x5 H/ L; M* K; f+ i' M
< > hInstance = GetModuleHandle(NULL); // Grab an instance for our window
; C; l1 p: ^+ \3 |& s& t wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on size, and own DC for window) S8 X% Y, T, K. b1 X$ L2 c' c
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc handles messages! e, @& M h4 d5 j) b8 Y5 F. l
wc.cbClsExtra = 0; // No extra window data. I7 L1 ?" P7 [. u
wc.cbWndExtra = 0; // No extra window data
) ?" r0 |' M: [2 P+ ~" r( A) Y wc.hInstance = hInstance; // Set the Instance" V G& B$ B8 f: F
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load the default icon
3 R% @% ?0 _% s; O" m; s0 G wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer
4 x& l# l4 z. |+ Z0 {! L wc.hbrBackground = NULL; // No background required for GL
Z" m, p7 n0 U8 G, _% j wc.lpszMenuName = NULL; // We don't want a menu4 q' C9 n. V( s: v( F
wc.lpszClassName = "OpenGL"; // Set the class name</P>
3 Y7 n& X, f, M0 d# ?6 N6 w/ n< > if (!RegisterClass(&wc)) // Attempt to register the window class- R2 k1 ]+ H X9 [; ]* i' Q
{
' R2 e6 ^7 }) L) n+ a1 x) p' G d" @ MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
{3 p+ `3 b6 V0 i, @3 x% a. B" Q< > return false; // Return false
: L D: D3 K, b2 C y }
: i" Z/ N# t2 W! W: {
0 n. z3 S; N$ V0 @$ b0 V if (fullscreen) // Attempt fullscreen mode?6 Q) `' z# n2 r9 f* D$ r
{# L. ?8 {! {6 N8 \/ w6 v
DEVMODE dmScreenSettings; // Device mode5 A% z; {/ T3 a
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes sure memory's cleared, p3 F0 F) }3 ]
dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size of the devmode structure
n' X M8 o( r2 K( G dmScreenSettings.dmPelsWidth = width; // Selected screen width
+ W- @5 F ^5 V) c, ~. H6 S4 V dmScreenSettings.dmPelsHeight = height; // Selected screen height6 y0 g& _. M) s4 ]! `4 {
dmScreenSettings.dmBitsPerPel = bits; // Selected bits per pixel* A) _% M. I* A/ o ?) B; P
dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>3 ^! b- b: ~. f5 l t- l# D
< > // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.1 e5 S5 h; T6 L% @9 ]0 l, A
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)7 b# U! H& c$ E. q% H
{) [& G4 P1 R) r; u- F
// If the mode fails, offer two options. Quit or use windowed mode.; ]0 K& K2 a' B& }1 k1 K
if (MessageBox(NULL,"The requested fullscreen mode is not supported by\nyour video card. Use windowed mode instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION) == IDYES)
6 p* z0 A) a/ |# c9 V2 _ {
7 g" `& `* h4 h8 L M2 x/ f! D* f/ D% F fullscreen = false; // Windowed mode selected. Fullscreen = false
7 C' C4 G; U U% Y$ c$ e2 ? }
9 w5 ?$ C+ f. F# K( S1 g& w3 W- P else$ r. u# P9 }& L- c: V
{
0 M3 N- M. Y: N' ]& E- M" X // Pop up a message box letting user know the program is closing.
; T/ `" b. F% K" d6 V5 w0 u MessageBox(NULL," rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);, Y) F& ?+ q f! G# R- p
return false; // Return false
8 ?( w7 S8 V8 t; N0 n U }4 m* ~/ B7 d, g$ ~3 O- W/ S
}
) S7 O, t# j0 l8 C }</P>
7 C+ L0 D, [. T0 q, ^! G: a< > if (fullscreen) // Are We Still In Fullscreen Mode?& V* f8 }7 E5 C; d; x
{
: x3 S' b: }3 S: v( @5 b# m/ G dwExStyle = WS_EX_APPWINDOW; // Window extended style
) j- B$ Q5 V6 a! |% r* J- k( B* c dwStyle = WS_POPUP; // Windows style- t: a4 X/ s- g4 _8 H! n G
ShowCursor(false); // Hide mouse pointer
* J& p9 h) h S6 |0 z }9 }, Q# n; h: H# ^ C. \
else0 O& h' x+ `; _: L. F, t- r
{; Z- `! g1 t, ?2 Q0 g5 P/ A/ \% w" ~
dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style6 e( i2 M, b6 p6 H7 X# s( K
dwStyle = WS_OVERLAPPEDWINDOW; // Windows style
) A- G! j: a7 b' J& L; R }</P>
& `: J5 k; `- G% K7 j" c< > AdjustWindowRectEx(&WindowRect,dwStyle,false,dwExStyle); // Adjust window to true requested size</P># l+ }; L8 d0 D2 A
<P> // Create the window) z/ b5 _9 Q/ }' k! ]- i1 Z
if (!(hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window! j- V( ?* E/ {$ ]* Z8 A
"OpenGL", // Class name+ h( i5 [ `# }5 |+ ]
title, // Window title
1 s' [% W7 X S& ~1 h- G dwStyle | // Defined window style) d. k- J* f3 G) \. @$ t
WS_CLIPSIBLINGS | // Required window style7 l; B2 q$ j( C- I
WS_CLIPCHILDREN, // Required window style
: M( {! ~/ o$ y' Y; N8 U6 t 0, 0, // Window position4 ?3 h: ]. A1 x6 ]0 u
WindowRect.right-WindowRect.left, // Calculate window width
6 `+ F6 s9 b, V% a$ `. J/ S WindowRect.bottom-WindowRect.top, // Calculate window height
4 a7 b% H) _) q" c4 i( E! R8 y& ] NULL, // No parent window) b F3 h6 e4 x, c* P
NULL, // No menu
. u- c5 w8 w. S& j hInstance, // Instance
. @6 t# _# x7 W8 i+ I \6 M2 F5 X NULL))) // Dont pass anything to WM_CREATE
! W1 G; s- o1 J# `9 B b0 N: G5 B {
N$ j/ q1 H# u# X KillGLWindow(); // Reset the display
9 Q3 r: J3 Z) @ MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);' c, M( y3 M: F
return false; // Return false8 }: X1 s4 r* r% j. i2 Z
}</P>
4 g5 d, H$ m3 @1 F. ?; X<P> static PIXELFORMATDESCRIPTOR pfd = // pfd tells windows how we want things to be
- o* b+ b6 j E z- e7 V {
4 h2 Q3 ~! R# M0 U sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor
5 j( g' \! u7 H. _% N8 f 1, // Version number
* w9 ^) m9 y$ B6 l; h PFD_DRAW_TO_WINDOW | // Format must support window
0 N2 r( q3 l) E# \# a PFD_SUPPORT_OPENGL | // Format must support OpenGL
8 K- ?& }1 D+ L7 T! X" ^ PFD_DOUBLEBUFFER, // Must support double buffering
8 E5 h. b, z& k; x PFD_TYPE_RGBA, // Request an RGBA format
/ ~2 f5 c+ ^( r6 U7 h bits, // Select our color depth
9 ~3 t6 u& s; T* W5 `& W$ Y 0, 0, 0, 0, 0, 0, // Color bits ignored+ _8 F$ N: A" V) [; b
0, // No alpha buffer
7 E1 G4 D m( h( g 0, // Shift bit ignored% V: K# ^; q0 U0 d6 e3 `3 p' S: Z
0, // No accumulation buffer
2 H M8 N7 z/ |8 C* N/ }0 Y 0, 0, 0, 0, // Accumulation bits ignored- V3 q" O+ g5 K# C0 F* X: g/ Z
16, // 16Bit Z-Buffer (Depth buffer)
, y0 o$ a' W$ l) p, k0 _ 0, // No stencil buffer" Z3 D3 |! q( w) E, X
0, // No auxiliary buffer
_0 t3 Z2 ^( W6 d: o PFD_MAIN_PLANE, // Main drawing layer& u1 a R. v* u; o9 @) f2 G8 u/ E
0, // Reserved: Q+ Q& [9 {" m+ T8 Y
0, 0, 0 // Layer masks ignored9 J. V" m8 {$ }5 s! D$ U% t, L: r" S
};( z/ p. U3 k- Q1 G' W% b( v
7 ~" x, r6 y7 ?, g) m
if (!(hDC = GetDC(hWnd))) // Did we get a device context?
( C8 H$ N# L6 F4 I6 @7 x {2 q5 t" m" b2 ?2 k% \: I% g
KillGLWindow(); // Reset the display
* {; G% U: `2 A; P) n& F MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);& n* t5 F' i# A( K
return false; // Return false
K! r) w3 K1 c' _6 a) o }</P>
9 ?( B) S; s8 q# p9 b6 i) `* a, N<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&pfd))) // Did windows find a matching pixel format?- a) e0 _ Q3 A+ @
{- F- O" P0 }. b* q
KillGLWindow(); // Reset the display
m" P' k7 M5 }1 D' R MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);. M' x5 B8 P5 _1 \( T9 S) ^6 K' ^
return false; // Return false
, F3 A& k- j& O4 L }</P>
( e f. A0 R# B<P> if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are we able to set the pixel format?
/ A/ u2 t* m) i' N, _9 { {; m0 |8 r/ \7 Z/ U1 g7 p A1 V3 k
KillGLWindow(); // Reset the display
9 Q j# b) v# d0 B MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
$ Y. d* }9 C9 e! V/ H, H: z return false; // Return false
3 N8 ~+ t/ }7 n, k: a }</P>
% [' M x/ g* q, y2 v) f<P> if (!(hRC = wglCreateContext(hDC))) // Are we able to get a rendering context?
, m' t# }; ?( R {8 m% |" r9 _# P" q
KillGLWindow(); // Reset the display. W7 r: I* \* o( X) k
MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
3 x8 a) L; E* g- ? return false; // Return false+ c4 E" q4 F* J N/ _* g! y
}</P>- C5 B4 {$ d' F, T0 [
<P> if(!wglMakeCurrent(hDC,hRC)) // Try to activate the rendering context: i3 G, B2 v; j: q8 j$ c% u1 u
{; y: F! P/ H4 M# [* l$ h+ K
KillGLWindow(); // Reset the display
& p$ V6 u1 D) Y0 _& Q MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);: N: V" H) c& F" Q i
return false; // Return false2 R6 b; }: \0 M4 u4 u, e* |
}</P>; J! \8 q% J8 O j8 C$ G1 f9 x
<P> ShowWindow(hWnd,SW_SHOW); // Show the window( |7 e8 Y V, f4 `( Y: S
SetForegroundWindow(hWnd); // Slightly higher priority$ Y2 W$ E2 S/ T& ~) z& M
SetFocus(hWnd); // Sets keyboard focus to the window% {( l) J, P% i: j* n3 X, B
ReSizeGLScene(width, height); // Set up our perspective GL screen</P>% \# K* a% a$ ^: C- v. S9 J' {! s {+ W
<P> if (!InitGL()) // Initialize our newly created GL window
# U; ], D3 l9 K8 Q {
4 g9 F8 H; }8 V3 K/ B KillGLWindow(); // Reset the display. ?8 \; @% a! t
MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);! I/ r+ j' s8 v7 H! y% u: ^3 y. |
return false; // Return false
! x: d0 m" H( S }</P>+ C3 P: d0 p6 ] I
<P> return true; // Success
' K0 ]+ w O' S9 W}</P>) K' q) X: V! a0 R& y- K
<P>LRESULT CALLBACK WndProc(HWND hWnd, // Handle for this window+ V5 i7 }, U/ P1 E0 }
UINT uMsg, // Message for this window
: \8 ?1 `7 y8 `) Z9 V$ }% T WPARAM wParam, // Additional message information
1 V) z" }8 {. ^ LPARAM lParam) // Additional message information) R- j; o" V. Y- \. ~) W! [, ~
{: M# b) B8 ^* d' R) ]0 Y% R
switch (uMsg) // Check for windows messages
) i% j3 b. i s( s0 e) T K( V {
8 G* Y9 M" z1 m* | S& x5 B case WM_ACTIVATE: // Watch for window activate message6 |# X" ]0 R" k$ U' x2 n9 G
{
, o* q9 i6 F2 l$ x if (!HIWORD(wParam)) // Check minimization state
# h% G; _( X/ [+ u {. `2 I( O* o1 m' Q# n
active = true; // Program is active
# r9 x% U# p7 w' M( m, k! ] }
8 i) J2 H# c. `2 y, f else
0 b; a9 z" S8 C- n; p# [ {
" u7 o9 {( b$ D, k active = false; // Program is no longer active
% L3 p$ p! z+ Y( T# \' } }</P>
t$ m- v$ W1 j& P1 H3 m) l<P> return 0; // Return to the message loop3 R9 [5 U( F* @4 Z
}</P>
& T S0 u* s) I7 `: l<P> case WM_SYSCOMMAND: // Intercept system commands
3 Z9 I' Q( z" M0 l2 S {
& a) e3 s$ Y0 c5 _+ K switch (wParam) // Check system calls4 a; k$ }0 J; D
{
: R3 a) u7 n5 \9 x case SC_SCREENSAVE: // Screensaver trying to start?4 }2 l$ c& \. B D f! @
case SC_MONITORPOWER: // Monitor trying to enter powersave?; K5 {3 V- l; y* k, W$ o
return 0; // Prevent from happening
* A8 Q5 n8 a: ?7 k, }" K1 @% z }
$ E5 g5 _5 D; K' {% U0 P break; // Exit
) q- W, m; A; {7 G1 R2 O }</P>
V0 A; N, G6 x. a1 o3 r S<P> case WM_CLOSE: // Did we receive a close message?
D! T/ l% i' o3 i0 V& b: c {: U! f. J" }8 T7 q0 ` A" g W6 Y
PostQuitMessage(0); // Send a quit message) Y9 o2 Y+ _6 q0 c5 U
return 0; // Jump back
) f" m( J& K4 s* a# C1 { }</P>5 W7 M# Y2 _2 s' Q( I
<P> case WM_KEYDOWN: // Is a key being held down?, k/ [! `; m6 t+ B! Y- E
{8 h v% h K; t6 j. J* l
keys[wParam] = true; // If so, mark it as true/ J o2 ^( w% ?( A- V" H
return 0; // Jump back" s9 c- l' o4 f3 W
}</P>9 C- O% c8 t9 q) p; ?- G
<P> case WM_KEYUP: // Has a key been released?
" l: e C7 C# u% U) o- c; ] {) g# F* A8 w5 B0 ~( n) O8 Z4 @
keys[wParam] = false; // If so, mark it as false" v; G% w8 \8 `# W) t5 w$ p
return 0; // Jump back3 m% S/ o7 ? x0 E* _0 k
}</P>2 H" ~# d) @/ ~5 j
<P> case WM_SIZE: // Resize the OpenGL window) f* t6 M$ P% C
{' l+ u4 t( C; {+ P( \& S
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord = Width, HiWord = Height' N: [2 ]; ^9 |( c% u
return 0; // Jump back2 p3 G; D, E/ s1 l% Z2 _* X
}
: H. d( K$ E: A! z# q6 U0 W }</P>
+ c: d: e3 R O; X8 o<P> // Pass all unhandled messages to DefWindowProc
9 K" V7 w- w* J% E$ Z# m return DefWindowProc(hWnd,uMsg,wParam,lParam);
* r4 L9 @- f, s1 M}</P>* p. X: d& P( x$ H. P. |" n, n
<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)" n" f7 V. F; [2 D6 Y" S' ~" ~
{. ~ t2 }* x/ w @4 s
MSG msg; // Windows message structure
4 C$ L' l& Q0 ]2 b$ A bool done = false; // bool variable to exit loop</P>
- w, S; J6 l: j# A9 S<P> // Ask the user which screen mode they prefer* l2 q" M* B1 n; g3 Z5 |
if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)
9 i. |/ c) G( m% D {
" M( y: K U( T; @ fullscreen = false; // Windowed mode* z+ L7 @6 y3 a+ m9 e& R
}</P>
: e8 a a) W& V$ K' y$ y1 Z<P> // Create our OpenGL window
" K7 f$ @! `4 | if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
& H8 u+ p7 v% e {
4 G. \. V1 U; I8 g return 0; // Quit if window was not created0 u+ ]: P0 j8 c; v
}</P>
0 x; j) G7 m1 k3 m<P> while(!done) // Loop that runs while done = false- k. g; H8 A$ a+ b# H/ T, ]1 m7 r+ M
{
1 G4 b0 z6 [! P7 @3 Q2 |: N if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?8 j) ^$ c5 Y% d
{9 r5 `( O# d2 p7 P
if (msg.message == WM_QUIT) // Have we received a quit message?0 r+ c" |# U4 D
{
$ ?/ n* Y3 Y, w. Q8 n* R4 n; a done = true; // If so done = true
5 Y. X }( J/ z% R }
1 F, T# p8 I' L! x1 p% J else // If not, deal with window messages4 h' ^/ g3 p$ y. X, ~) m5 N4 O
{
5 b) y. Y$ X2 I0 O5 U TranslateMessage(&msg); // Translate the message
& y H$ b) Y; z1 A- } DispatchMessage(&msg); // Dispatch the message2 _* R( W9 c) g9 A9 E
} M4 w% i3 O `* c' s
}
5 z8 \/ a3 u a( I else // If there are no messages, t: i( W6 ], K! r1 {* p9 n$ Z! b$ b
{
* H, K4 I# G3 I // Draw the scene. Watch for ESC key and quit messages from DrawGLScene()* C9 `3 |+ [( i5 I
if (active) // Program active?
0 d% o5 f W8 C6 B1 O {7 b/ k) M/ o* ]; M2 H4 p
if (keys[VK_ESCAPE]) // Was ESC pressed?# S7 d& p, F. p5 f' o
{
& J* _' K9 f% m done = true; // ESC signalled a quit$ f5 f+ P9 }& F( P4 c' m
}% P3 B+ Z9 q! e# A% H
else // Not time to quit, Update screen& f/ \5 l. Y ]" d$ ^6 y
{
1 H$ x1 w& u2 F) `1 n/ o4 B DrawGLScene(); // Draw the scene- ^" J& n7 K, t, V1 I
SwapBuffers(hDC); // Swap buffers (Double buffering)
0 D: A2 j5 {% v2 W2 y* w' R }
, `& h% \) o1 p% D* k }</P>
0 @% N5 x! v8 n<P> if (keys[VK_F1]) // Is F1 being pressed?4 ~7 @/ X7 M; `0 j) [- H" d1 N
{$ k0 Z/ R7 c; h8 N' J5 y
keys[VK_F1] = false; // If so make key false
% U; }( y, _" m; [1 Y# P KillGLWindow(); // Kill our current window( D9 U# M& V; |! \1 o' R7 W
fullscreen =! fullscreen; // Toggle fullscreen / windowed mode
" ^% m, D: Z8 A! A4 H // Recreate our OpenGL window
7 \. J3 K1 W) J if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))# Y' m% Z1 g8 y8 b3 v' w
{. r0 D% M9 g( C6 H- \- y
return 0; // Quit if window was not created1 ], d$ x- u' H' @% r! D
}
1 j& }5 t% w0 T; D M }
1 ]8 F2 @8 {7 [5 A9 x- p( P$ G }: p7 L( \3 F# v* o
}</P>8 |( F9 B+ I* I: `" V0 {
<P> // Shutdown/ W/ |: g& _( b* g
KillGLWindow(); // Kill the window
& v% l2 D4 a. y" ^ return (msg.wParam); // Exit the program1 H' U& w% K* _& |0 A
}
( P. v/ J, t( o6 j) c2 I//---------------------------------------------------------------------------</P> |
zan
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