QQ登录

只需要一步,快速开始

 注册地址  找回密码
查看: 3134|回复: 3
打印 上一主题 下一主题

[分享]OPENGL

[复制链接]
字体大小: 正常 放大

3

主题

1

听众

29

积分

升级  25.26%

该用户从未签到

新人进步奖

跳转到指定楼层
1#
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>" `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 &lt;vcl.h&gt;
3 ~0 `  S  E, i% e( J#include &lt;windows.h&gt;    // Header file for windows
3 e. Y, W$ f' A- m6 y#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library
0 h9 j$ K0 @) F: I#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library' e! \  }) C* V7 x, P7 K# w3 b
#include &lt;gl\glaux.h&gt;   // 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 &amp;&amp; !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 &amp;&amp; !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(&amp;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(&amp;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(&amp;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(&amp;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,&amp;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,&amp;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(&amp;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(&amp;msg);         // Translate the message
& y  H$ b) Y; z1 A- }    DispatchMessage(&amp;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
转播转播0 分享淘帖0 分享分享0 收藏收藏0 支持支持0 反对反对0 微信微信
ilikenba 实名认证       

1万

主题

49

听众

2万

积分

  • 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

    群组sas讨论小组

    群组长盛证券理财有限公司

    群组C 语言讨论组

    群组Matlab讨论组

    回复

    使用道具 举报

    ilikenba 实名认证       

    1万

    主题

    49

    听众

    2万

    积分

  • 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

    群组sas讨论小组

    群组长盛证券理财有限公司

    群组C 语言讨论组

    群组Matlab讨论组

    <>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) H9 C* i5 v" K$ h
    OpenGL API,使三维世界的"平民化"已成为必然。
    7 B  d' b. l& i----Windows操作系统对OpenGL的支持
    5 K% w  A; a( d1 t  t----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:
    ( b; s  N+ `" H6 R4 ^----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- {& q$ V! {' @( z, k# [
    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。
    * |5 ?2 x9 z; l1 y5 K6 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。% O2 f/ d2 R9 ?, q
    ----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。* [: v$ o+ v* `# S8 H# I
    ----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。: |$ x3 [0 C9 `1 _6 ^0 x
    ----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。
    6 c2 J# J4 B& T: ^6 s$ h2 J</P><>----用VC来编写OpenGL程序
    % ?% `8 K+ f1 ~6 @- K  i8 [. D4 d: ~- G( D
    ----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:
    , F' C% I; f" j' s
    ' N; B0 M- k9 h" q# ]7 O----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
    ' B$ F1 Q# K8 z0 o
    6 x7 ?" _; g- F5 [# Q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
    ( d' I* |6 u6 j- ^0 V# Q
      C, \! Z1 q2 r; }# O: z+ F5 E' C, M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) f" L6 q5 ~& M! D, d8 D2 o

    + u  V  s+ p3 |& s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1 _% T+ F- B+ h' C( E
    & X0 U/ V+ ~2 c+ K* ?* \( K9 {

    , l) q; a& W6 M7 {# L3 u( l7 s6 C1 h: s& ]' W
    ----2.利用刚才的设备DC建立渲染上下文RC(wglCreateContext),使得RC与DC建立联系(wglMakeCurrent)。
    : R- l6 T( y8 i1 @# D6 R# a
    ! k5 w, @# m+ |  @. M) ?2 }----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 m: H! d' a2 H8 h- x) C/ w0 J2 ~$ u* o9 t3 N0 l+ S
    ----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
    : [! P2 [9 u* m0 {8 v
    ! \  b0 z, F8 ~1 i+ [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(, d0 T. X0 Y+ G
    / s5 x. ?% K3 b3 B
    if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC% G- M- b6 g" J  L/ r+ ~; `: `9 D. p

    . b- o+ B  T6 z( |* B----所附程序说明
    6 @  x( j: e/ f/ ~
    5 O$ ^: ?/ C$ @# X4 O----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
    & a# d" B; D, L# p( U/ Q8 i. x* [6 w" l; |7 Z& W
    MFC编OpenGL时需要注意的内容做一个简要的说明:
    & F: v) L8 Z% D1 d; U: m5 d5 A
    # u6 s( k$ @# ]( ~5 `( c/ P+ C----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
    5 H4 ?8 I8 X2 L- M5 t$ Y' I2 s8 a9 Y0 B! Q4 q2 _  d3 t
    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
    / A+ @1 L8 x( T/ l" T2 v9 N7 W  H/ T/ e. T! |1 \) a9 x
    序中在主框窗的构造函数中用LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW|WS_CLIPCHILDREN|WS_CLIPSIBLINGS,NULL,NULL);指定了主窗口的风
    ; l3 W4 W6 e! a4 V. s: _) b  e+ X
    格。/ o! I; }# ]5 E. n1 d" s* g7 F

    % S; |( x' ^1 s" o----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5 [- F( ^$ b7 N" x% d9 h! c1 ]
    . D' x$ n0 w& V+ B: e4 m9 i8 Y
    。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
    % N- U6 Y( I3 J
    2 s7 _% ~1 y* m# O9 H、鼠标处理函数都应该由相应的Windows处理函数来响应。
    1 X( G- {. H" C* O/ ?& i# V8 l( j3 f& V
    ----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% ]  V' _1 A: i; I9 ~( n3 R9 A  l

    , e- m/ g% d4 b% a,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
    3 O0 Z9 ?& G$ V+ B
    5 K6 d( S2 ?' {2 C* m, Y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。
    5 @: _- C& p+ R7 `9 l0 L$ h! o7 |7 [; O0 v
    ----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# b1 Y2 c0 h- t- ?5 N3 R+ J3 e7 t

    , t. `( _& j* H! K/ HGL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
    ( O/ Q9 a. a4 ~2 ?% C& b6 O
    2 O  S! E3 H" g' W----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
    $ H' v5 u, T8 d7 r% }) o
    ! V& e% _0 s6 ^* g- i" P$ ]/ s* 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++5 {* F$ ]' w$ z& B
    7 V3 W6 z1 n+ n) [. n% K& l2 r
    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
    ' G. c+ {1 v2 C# V. D1 t" l' D% ?: E$ P4 @, N, K* v
    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
    / a; t7 Q6 @' N
    . j" |& }. e; g! g7 N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。3 N5 c& y5 \$ {
    1 Q+ ~' H$ O% Z4 k9 i9 j) a
    ----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
    ! e6 z! j. w; y7 {" g
    . o- N/ M# [0 X/ h" @6 S$ r# p2 N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# T* B! }* p: ^
    4 i9 W) D: K; F0 X. R4 u. @) Q
    函数应当非常小心。
    1 z! \/ k$ Y: [& A8 {5 |/ L
    2 B1 `/ V7 r4 m+ Q, G----参考书籍:
    / F/ P( Y) `( l  P  Y5 w3 g5 t
    4 T0 v1 x8 n+ s. O2 c8 |. g----《OpenGLProgrammer'sGuide》SGIinc.
    7 ^; t- C% Z$ X( y
    % V9 |8 H. ~, B5 m; s( |----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社  x& E+ I! f4 B1 m
    , [% r6 _% p9 Z
    ----《VisualC++5.0联机帮助》
    : G* H: a/ _- ^' }; a# Z
    " Y) l- F2 a/ A4 d3 H. o----附程序:9 B: |" u' x+ b5 p2 W

    / {5 o- O! V4 |/ T----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/ |0 H% Y0 E8 n. J$ H2 U
    9 K5 ~6 i. `9 D$ U
    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- W, t; e; k% R( e$ Y

    + e  V5 f( m3 T( l, \6 \+ eOpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。
    6 q5 ^! K( b9 r) _" k* g) i
    6 L4 A! Z2 G* o6 w$ ?$ v: d----主窗口类定义(OpenGLWnd.h):; i  W/ `+ u; A
    & Y0 d! U$ H: j- [4 l" V8 i
    s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70( v4 f) T8 [# r! L$ C
    _11D2_9ACA_48543300E17D__INCLUDED_)
    & s0 C5 ?7 D& X, a$ t+ F) t#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
      a% }' k5 `8 i0 {5 B; ?3 Q_9ACA_48543300E17D__INCLUDED_
    # S. N6 m% D) p' h8 O7 x- i) ]1 ?+ I% s
    " i; v0 _8 h2 Y1 R#if _MSC_VER &amp;= 1000
    , r8 l- X4 H2 T7 a#pragma once7 Y, {7 E# V( m
    #endif // _MSC_VER &amp;= 1000
    $ A8 S- T3 ~- {( z7 q7 m9 d
    * R9 d/ ~0 v- L, H#include &amp; afxwin.h &amp;
    # l! G( T7 _% B) |. s# K& Q  v* T, ~7 s#include "SimpleGLApp.h"
    # R! q3 I! `) I. [3 v#include "resource.h"
    5 l* ]& n8 s4 h3 V0 G3 Y// OpenGLWnd.h : header file6 q6 P; X) A, Q" d, T1 l
    //  B& Q9 Q0 z) j* z8 o, I
    ///////////////////////////////////////
    . w) f- j5 C  I//////////////////////////////////////
    , C8 v5 y7 g7 I: o, p// COpenGLWnd frame
    ! o$ r# @" l/ C3 x: d1 q! W2 ?2 X; Y
    class COpenGLWnd : public CFrameWnd9 G- z) N. M4 X
    {2 ?0 \  u5 j2 j2 o1 m/ }+ q* l
    DECLARE_DYNCREATE(COpenGLWnd)
    / a3 j7 E- I3 I2 ]# [8 l. g. Upublic:
    . W  W; T; D! X0 G9 W& r% M( ICOpenGLWnd();&amp;&amp;" n$ ~; M0 v6 p/ x6 d" c* B
    // protected constructor used by dynamic creation6 v( b8 Z; x, c9 ^
    protected:' X) H$ z2 G* S
    HGLRC m_hrc;
    / }2 X& H( `1 O( vCClientDC *m_pDC;7 S/ K! E* o6 d5 c4 i$ n$ W! X
    // Attributes0 i# N8 ~& }! c( H4 c' s% m
    public:
    , }7 j+ {! Q: Y! @4 j  c7 c! x! Z( d9 h
    // Operations% C- R1 T6 N9 p) Z
    public:# \" q: E0 e) h. T8 s6 N! N# b
    ' ~' n2 ]! ]/ f4 Q
    // Overrides- |- I" E& ^& M! U
    // ClassWizard generated virtual function overrides
    . N, Z) E" w+ {1 t//{{AFX_VIRTUAL(COpenGLWnd)0 X+ l% j% ~2 ?# t& ]& w
    protected:
    9 E# H/ n3 ?9 y; X9 Q! vvirtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);
    # ?% J3 D, L) u: u- c; m2 V5 j//}}AFX_VIRTUAL
    7 b. }8 n2 a* l, [
    & d9 S* t& Z- a" u( r// Implementation
    / S  ?9 |% r1 |/ E$ Jpublic:
    ' u* A9 Y: o8 O9 R' J/ nvirtual ~COpenGLWnd();
      Y( }0 r* o' `. h/ X5 p# I- k' ^6 \) U  Q  l, w' ^
    // Generated message map functions, ~/ D" \1 h; R
    //{{AFX_MSG(COpenGLWnd)
    4 {0 V& R9 a- l  w3 [! pafx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    & U- W  w; i8 m$ Y+ k" I' Dafx_msg void OnSize(UINT nType, int cx, int cy);
    4 @) X6 O  O0 ~* yafx_msg void OnDestroy();
    0 D3 O0 r1 k; `3 s! N. U2 Y, a9 tafx_msg BOOL OnEraseBkgnd(CDC* pDC);
    - [- R" p8 f9 aafx_msg void OnPaint();6 Q9 f; G1 k2 l7 A4 G$ ?
    //}}AFX_MSG
    6 n+ ^8 t0 _* s# J! l  T0 U/ @& dDECLARE_MESSAGE_MAP()% p4 C5 g) E+ h3 l1 V- Y  X
    };/ B  O& ^/ a5 K; U' _7 E( |
    # Y4 x# L. Y0 D$ E
    ///////////////////////////////////////
    - t$ g# j6 X' [7 y6 r' k8 z7 h//////////////////////////////////////
    * Z4 y1 G2 A' M
    ! k, \: i( z5 f$ t7 U//{{AFX_INSERT_LOCATION}}+ L/ D) c5 ~; y: h
    // Microsoft Developer Studio will insert ! s' k- _( g; F! l
    additional declarations immediately before the previous line.
    " k5 W: L) @3 i1 B8 e) ]1 s2 ]# V0 L7 u, C# g
    #endif // !defined(AFX_OPENGLWND_H__3FB1AB28_: N7 n4 [7 A5 J" ~8 @: t- ?5 P
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    & E& G2 j* C2 F主窗口类的实现(OpenGLWnd.cpp):
    6 N' ^6 k) C& Q( Q0 g# ~% `( `7 ]// OpenGLWnd.cpp : implementation file
    $ p, ^* _: s& T$ P( z0 P//
    ( R  f& w. K6 `3 s
    7 V$ T3 }" ?' A4 }  w" h8 @  F; V#include "stdafx.h"
    ' N4 K9 Q) G5 Q! S" j0 S#include "OpenGLWnd.h"4 F9 u; J- @4 b+ r; v! p
    #include "SimpleGLApp.h"
    + B! |$ J& _: \- c5 ]& P#include "gl\glu.h"8 V) C& Q7 k+ q7 d$ a& |) _5 w
    #include "gl\gl.h"1 H! K9 s1 o2 |2 ], @" G
    #include "gl\glaux.h"
    3 G% X; D5 d# p! q- I9 a$ |2 ^) X+ W# H% W5 L* O
    #ifdef _DEBUG: M/ p1 W8 D* Z# A# a7 O
    #define new DEBUG_NEW
    : G  W! ^1 u8 L#undef THIS_FILE
    1 I1 p, |! J% ?static char THIS_FILE[] = __FILE__;$ R" r( M7 J: s7 H0 j
    #endif- U  w7 X! k1 _) }8 ^2 N6 j7 S, ?

    $ ]# W. a. t5 L: X$ e///////////////////////////////////////
    5 K% ?/ m" ^6 h  `5 _- S6 S  C//////////////////////////////////////+ @0 n+ @9 D% P( U! K
    // COpenGLWnd$ ]# x+ e1 F4 D
      r+ f6 q+ j9 Q# ~
    IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)! t# N+ I: J% T) W
    5 k9 }! F/ D7 w+ O7 V
    COpenGLWnd::COpenGLWnd(); A8 x& d: B5 J. @2 k0 C- g
    {6 b9 n* T8 N. I2 Q# p6 m
    m_pDC = NULL;* V7 I% J1 {0 U' _9 T- S
    m_hrc = 0;. f6 i5 \! o8 @) X/ N' f' E- Q
    LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
    * v& ^: T! c+ b, E' B, F* v+ ^/ G| WS_CLIPCHILDREN | WS_CLIPSIBLINGS) X+ K; @+ U6 Q3 @2 N' a3 [5 }
    ,NULL,NULL );
    ( v4 `( G2 V; \6 w}; |) F0 K$ C: n# [
    6 L5 o3 {/ Z% Z; q. X
    COpenGLWnd::~COpenGLWnd()
    3 B% h" W" U; v2 P, j{
    3 S9 E6 l! W! h}
    ! A8 l) m. c# `0 B2 K' g1 y3 s( \3 m. a

    1 E. w$ U& O4 {  e, f/ r6 k9 `BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)
    ; Q' {  \# E: c" q# b0 C, F. ?//{{AFX_MSG_MAP(COpenGLWnd)% ^  P: h, t5 A
    ON_WM_CREATE()2 f" ]7 y" [) k) ^
    ON_WM_SIZE(): n& x' O' o3 A( Q8 B5 f
    ON_WM_DESTROY()1 z6 D- n8 W3 D" K$ Y
    ON_WM_ERASEBKGND()% k( i' R! D2 f9 h6 O3 ?
    ON_WM_PAINT()3 X. f* \" k- V3 I# x% T
    //}}AFX_MSG_MAP" A/ q+ U4 Q! ^! \% I
    END_MESSAGE_MAP()
    9 U0 }$ b, R2 B( i" I: k: P2 T6 d  p/ Z8 p& G* F8 Y  n: \0 B
    ) ^6 Q. ?/ X. r9 y
    3 D  h' S0 u: e
    BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs)
    4 z  B7 h4 {* p3 D{
    # |+ G! e7 u3 S9 ?& b// TOD Add your specialized: d( L: I3 a9 U. W5 |! T- R+ I0 d
    code here and/or call the base class
    % g8 A+ \3 u1 gcs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
    ) l0 I2 l9 X8 K' G7 w$ ]CS_HREDRAW |
    2 {, k/ X8 A& X9 R% g0 r* NCS_VREDRAW |. Q3 r* H; Z) }
    CS_SAVEBITS |$ }( g$ Z7 Y. O
    CS_NOCLOSE |
    - H; t# e2 r& ?4 i&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC3 c7 }% a3 {9 L$ B( P# T
    ,AfxGetApp( )-
    + d) ]8 b: i  W1 w- }5 K2 q& ^&amp; LoadStandardCursor(IDC_ARROW), 0 ,
    + k' G( `) y. A/ P8 R" Q! bAfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));
    ( t- ]4 l+ q7 E. J) ], B5 Mreturn CFrameWnd:reCreateWindow(cs);
    5 I/ c8 R6 r$ Y5 P; Z1 {}0 k6 t* b4 K* N1 J# [

    ) C) f9 F( z: {' Z6 l3 b6 ]2 G! z# Y! E. E1 @+ a  d2 i
    int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
    ! I4 F/ S$ ^+ U{) l7 a* W# `/ ?$ T; a% j
    if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
    # A4 W) `; X4 w' q4 Oreturn -1;9 ^, K5 L. `' x) ]4 W1 A
    4 F% u3 `7 l4 e2 s" j% n* v6 O) \
    &amp;&amp;&amp;&amp;int pixelformat;
    ' `) P4 s0 v! e  A9 f, G; J& X$ k) z! e: Z. A3 O" E
    &amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图+ c. o" q+ I' H
    ASSERT(m_pDC != NULL);
    " E% W" l6 ]1 T; Y7 l$ A
    6 n7 g2 b! I, P' V% Ustatic PIXELFORMATDESCRIPTOR pfd =" R0 D* b# a: x4 p9 S7 J
    {8 f  \" \; ?" L, c7 C6 B
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值6 L3 p7 K- {3 N+ N/ n) p0 s
    &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
    % m$ a7 D: i+ j5 e, n&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
    * g4 [, v/ @! Z$ `  f3 ]+ 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; A4 V4 L6 N, B3 g
    &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7 G4 T8 J; t- [0 W" j  e: C/ H" n
    &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; p: D0 a# U; k! f
    &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! ?- E! d; w2 b
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no alpha buffer
    6 x; D. D8 `) R! }. X- F, n* V&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// shift bit ignored8 m2 ]+ z( k, U: `# H% {( H. {( K
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no accumulation buffer
    4 n! L- @' x! ~0 ~. V) ?! Y+ a&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
    & u# Z5 [) E0 y* N6 k/ m& |&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) ]+ w$ @4 L1 y4 a" ^9 p) a
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no stencil buffer( e/ o$ j: g1 U9 p2 r) D; @7 O
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no auxiliary buffer6 t+ L+ y- ~5 ?0 [8 C# f
    &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, L( G: {" y- @- ^
    &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;// reserved1 a) W4 p+ [% j: A; d5 a
    &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 L8 T  C! m( K* b&amp;&amp;&amp;&amp;};
    2 [: W# M" ~/ m3 @, \# m, D+ H  d' z8 \: |7 ]4 E! k
    4 c4 w; Q1 Z6 ]+ u- |2 [/ k
    if ( (pixelformat = ChoosePixelFormat( \2 E8 K' D5 f# j
    (m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )0 M$ d9 [; f# k9 M( ?+ {- I/ {
    &amp;&amp;&amp;&amp;{7 y+ F/ e5 K. S8 k, ]
    &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");
    - O5 E1 a! u5 O0 V% W3 }  U# n6 P$ w&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;+ u0 F! u+ u2 R& T5 f
    &amp;&amp;&amp;&amp;}
    $ a" y! X* Y* c  U& E, |8 _- \
    * q1 q/ t) k) Z; c$ iif (SetPixelFormat(m_pDC- &amp;, r3 {/ ]8 A6 m9 {( m. j( x. _
    GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)3 ^$ i( X) I! j2 M4 H# m
    &amp;&amp;&amp;&amp;{4 G; L2 |1 ^5 F% T+ T$ G" N5 j
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");$ @! W* F. F$ x  {* M3 B$ G
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    1 s1 `1 ?6 b* n+ K+ Z( R3 v" Z4 ]&amp;&amp;&amp;&amp;}
    1 f6 {5 @6 K3 Q, E5 X- y&amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    - N' I6 m, z4 n0 r9 e&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
    : {) A0 y6 q5 h* b: R, V
    4 `1 P- Z" b& U/ y& V, X& M1 E&amp;&amp;&amp;&amp;glClearDepth(1.0f);
    9 r# l& H8 ]& u8 `3 z1 Z, V&amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);# e, @) J7 C1 `3 b
    5 I) k( k, a2 y8 U2 n5 u- V- W2 Y
    5 d3 `  W8 j* |
    &amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    . J+ F4 D3 E( Z$ X&amp;&amp;&amp;&amp;glLoadIdentity();8 z% ~  l8 Z2 @/ w* M3 @, G
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    $ ^' q! j0 q* |+ O4 J% k6 Y* T. V5 k, ]; f* z. m8 }6 Q. }5 r
    return 0;//OpenGL窗口构造成功
    7 n8 j& m/ u3 k! y9 R}; \- j* Z; w% r3 j8 j

    . \6 r, R( Y$ y3 p! jvoid COpenGLWnd::OnSize(UINT nType, int cx, int cy)
    ( s. J) q' ]6 p. A/ d{
    / j# L& H4 K4 Q% W# s5 dCFrameWnd::OnSize(nType, cx, cy);
    * ~$ N& w1 z  _
    & l, \3 w, ]. m" x% t6 E2 ?// TOD Add your message handler code here
    ( @' n- T/ {; Y$ H7 ^7 o6 U+ [&amp;&amp;&amp;&amp;if(cy &amp; 0)
    * s/ q, ^8 p4 X* F( i- }&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    3 {, V9 {' F7 ]8 V&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);: z8 ]- Z0 g3 S! \, Y: x
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);* q2 r( B1 @1 a
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();  k0 }- Z& Q2 g
    if (cx &amp; = cy)
    ( `' W, [0 ^( j- @&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
    * t" u6 l$ I7 O3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
    " G! V3 p- a: w# felse5 V# `5 \' n7 g/ I) r
    glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,6 K" n0 ]4 i: H/ P
    3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
    ! x& H+ \/ \( c# }&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);* n/ v4 z  y- c! Y
    &amp;&amp;&amp;&amp;}
    $ j: q& g5 G" e- [" E7 p}; a% g7 ~" \+ R0 P1 j( p+ a
    7 @, s: U8 ^  A
    void COpenGLWnd::OnDestroy()
    0 r1 b5 I# A5 T& C{
    * t, e( V6 g) j$ `" d& Y
    ) \) y7 v3 Q: J( U& [CFrameWnd::OnDestroy();
    . d- d( `. |+ K4 E+ L6 l  H&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);( \; P2 Y/ z; @; \: F
    &amp;&amp;&amp;&amp;if (m_hrc)5 v# {* E' x3 P, _& |
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    3 w4 }/ [$ z7 d/ {if (m_pDC)6 ^* N; ]  n' q
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;
    , A- `; {" ~8 e7 T// TOD Add your message handler code here. ]$ o7 R+ i* w& l0 s3 q
    }" z' f; F& y. \6 i
    5 Q4 C) \  c% V! r! W& J, K6 V: m
    BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC) 7 R7 s7 M1 |# a0 D8 T
    {
    % z# g: k1 m+ d2 u5 c* C// TOD Add your message
    ! Y' a" I, l+ @$ E+ |* ohandler code here and/or call default
    . y5 K7 y1 o/ C# treturn TRUE;" q( T' Z# b" t9 V7 S! p' r
    //return CFrameWnd::OnEraseBkgnd(pDC);
    7 |* Z* {: u: f0 o# `3 L0 U# j}
    9 q& B; Z8 B* c+ g( N$ v6 B3 P" }1 P, X# M/ J7 ^
    void COpenGLWnd::OnPaint()
    " M3 n7 O% d* M% k' ^0 Y6 |{8 x0 j. J; e) Y* l
    CPaintDC dc(this); // device context for painting# x3 o5 |1 ^; z& w: l* D- l. h( V
    + a0 U! T# B6 K9 r
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};
    + m" y6 h0 E4 U% u# |0 M8 I$ ]. r6 u! u8 p4 N6 T
    // TOD Add your message handler code here2 x* S& X8 B+ i+ E

    2 R0 f$ m# c3 p: [( S! U&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    , S% r" h1 W3 l&amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);$ G& S% }$ e# V8 y& t, r

    " p7 [+ ?" g5 b' p0 V&amp;&amp;&amp;&amp;glPushMatrix();& f" s3 L; J0 l- t/ c! S5 l& @6 y

    4 D& |4 m8 B/ r8 }" e&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);
    ' _# Y) Y% L/ o( o/ b0 eglLightfv(GL_LIGHT0,GL_POSITION,light_position);
    " @1 m/ J+ B3 L% z' X6 @" AglEnable(GL_LIGHTING);
    * V3 D. j' c% d! m9 XglEnable(GL_LIGHT0);. C: e; l9 n. ~7 L1 W/ P1 @6 F
    glDepthFunc(GL_LESS);% ]& j0 @; j6 W3 U  a/ q3 {
    glEnable(GL_DEPTH_TEST);
    ) ~1 s4 u% S$ }auxSolidSphere(1.0);
    * V5 E1 m6 H$ a
    % R, Q6 `6 H2 S) P: n&amp;&amp;&amp;&amp;glPopMatrix();6 A2 N* d/ ?  k3 q+ U

    ! b$ o% N1 z9 t# W/ }&amp;&amp;&amp;&amp;glFinish();
    5 p2 G4 r; c" O' y% ^7 E& g; G8 V+ ?- E
    // Do not call CFrameWnd::OnPaint() for painting messages, Q7 W. x5 w, |: O
    }
    3 e" E7 W0 I& s' x* U应用程序类的定义(SimpleGLApp.h):8 \6 Q; n% l5 u0 F4 g+ V0 z0 a
    #if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
    5 z6 |3 o9 w9 Y8 a_0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    & j; @; ]7 t$ q" t; I7 }6 ~5 a#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
    8 X2 A  _7 ~3 _* e' ~_11D2_9ACA_48543300E17D__INCLUDED_
    & `  P2 F( `* }
    " ?5 m# K% ?4 N5 e0 d: ^$ ^- ]#if _MSC_VER &amp;= 1000
    # s, _5 ~  I  f4 d9 J/ }( O#pragma once
    1 ~1 h% h* t% q  X( g#endif // _MSC_VER &amp;= 1000
    6 Y# t0 O2 E% Y) o// SimpleGLApp.h : header file
    ! e, v+ o7 ?! N//- Q+ R5 ], j  e( b1 m& r8 ^
    #include &amp; afxwin.h &amp;7 m* t; A' ~* X2 x6 _
    #include "OpenGLWnd.h"
    # w* {" j5 S; C9 F! w( d  O#include "resource.h"
    9 s$ Q3 F) v7 M4 M9 ]  w( I3 ~$ z+ D0 l% w! {
    ///////////////////////////////////////
    ) t; n0 W) c4 P) a//////////////////////////////////////
    ! m2 K8 I$ o% o; p6 W$ h. l. Q// CSimpleGLApp thread
    - c" y6 M! P2 G" x9 Z) k
    , D. [: R4 Q. H2 fclass CSimpleGLApp : public CWinApp
    ! D2 q  e1 b; F# V- C. `2 d{
    7 ~  p8 c  z4 x+ W. ODECLARE_DYNCREATE(CSimpleGLApp)0 c: [& a4 W6 D0 ]# |
    public:
    + v5 l) @! a. O* C$ `CSimpleGLApp();
    5 O& k* F$ d/ k: S0 K$ ^; O1 Y. N! H5 k&amp;&amp;&amp;// protected constructor used by dynamic creation( k' v* R2 K5 j, I3 m

    ( J4 {2 x5 O3 [& U3 \' o- n// Attributes
    ' X4 {* ^/ n1 t, Upublic:
    8 x3 B4 c0 }8 N, |9 S
    2 o" Q7 Q& z4 Z$ x// Operations
    5 @/ `. ^! ]( |0 Q3 ~- ppublic:
    & A5 U; T* X) R2 ?/ Z$ A& V+ r5 U! ?, N; M9 w+ ?- U5 O) r( S
    // Overrides/ |1 J% w1 Y+ R
    // ClassWizard generated virtual function overrides: T9 G' T5 V5 \. _- b0 h3 H
    //{{AFX_VIRTUAL(CSimpleGLApp)& _8 ^$ X5 N% d. o2 {: k
    public:: n8 s4 ^. E# n, |  @, j
    virtual BOOL InitInstance();
    4 ]0 b: _3 C: i" I+ J$ F# y, Avirtual int ExitInstance();
    5 b' i. `$ \4 d2 B1 d, v//}}AFX_VIRTUAL
    5 X$ c" Y8 y' H9 u* F$ u$ e# |  W# S- q; g, {
    // Implementation, m7 ^* Z3 X' h& k. R5 B
    public:
    * o; ]# m$ F5 b% K7 }, S% h. evirtual ~CSimpleGLApp();
    1 b6 z2 L* f3 _8 u6 M0 E; r# U
    2 N& ~, E  J3 X7 b9 g0 C- ~// Generated message map functions
    ! j+ i* W- t% A& J2 u//{{AFX_MSG(CSimpleGLApp)/ f; M" G' S1 l' Z+ Z2 p6 z
    afx_msg void OnAppExit();# P6 C0 Y' l# I4 ^1 Q( ?, O
    //}}AFX_MSG
    3 H1 r: b$ N! J1 m
    ' v7 M$ d; k+ m# |% @+ y; |DECLARE_MESSAGE_MAP()
    ) T* }: F- C" D/ Q: P1 [};
    + C1 A- L/ h& X. W' N8 {! `# Z! b) Z/ x$ f" h! `4 e
    ///////////////////////////////////////
    " V# e( d; ~) o! n//////////////////////////////////////
    ' v6 O- e+ o) s" X0 A- J. ~+ P5 @' j: g* K, o- |1 ?% O
    //{{AFX_INSERT_LOCATION}}; _- Z/ M% S0 p5 ]$ X0 L
    // Microsoft Developer Studio will insert * A+ n0 O: R0 h. U) j, H2 `: Q# w
    additional declarations
    9 D0 C, ]9 H1 a- r9 v2 Vimmediately before the previous line.
    - X3 c/ Z, p3 W$ u  H+ {. ?" q( y- T# e
    #endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_7 w" B9 N0 C6 x6 Z+ w
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)0 C4 g5 r9 ?" M+ v* s
    应用程序类的实现(SimpleGLApp.cpp):
    . k& s! \" i+ ]2 @: C9 F; Q// SimpleGLApp.cpp : implementation file
    * ~& z6 w7 X$ ?2 @//
    0 l6 M+ b6 P- p% X7 Y3 V1 J3 N( B+ c5 Q. i
    #include "stdafx.h"
    / Y4 f8 l! `) Y( _) u: j#include "SimpleGLApp.h"
    , d4 N, }1 o+ u4 x( i#include "OpenGLWnd.h"9 |5 D2 v- F' P8 Y; D- G5 U

    3 {" l( q0 D4 m# X7 Z' a' E$ A/ j#ifdef _DEBUG
    - _$ K9 W: v  s1 c  S6 s#define new DEBUG_NEW
    ) F$ @9 N* ]& l* q#undef THIS_FILE
    % n( z. m7 j) d" Q1 H9 pstatic char THIS_FILE[] = __FILE__;; d4 _2 l* ?  Z) Z: Q
    #endif
    4 Z! q8 _9 k, n! p; w5 \
    - l! K: a7 |% C8 C& c///////////////////////////////////////" L7 F, ~) g, g1 U' B
    //////////////////////////////////////
    * `6 ?" F7 o: x8 Q" D// CSimpleGLApp' ~+ h3 a3 m+ @* y; c

    - q0 A( R3 v- p6 J; DIMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
      e, v4 L0 u) Z/ i  z. k5 {) Y" E. q' F) y7 a: p* ]3 v8 f7 P2 x: S7 S
    CSimpleGLApp::CSimpleGLApp()3 d+ U( @  @0 ^' B
    {+ p) I6 k3 o' h
    }
    5 q9 Q* @' o% h
    # {4 T7 N. p5 g2 y5 A7 k7 XCSimpleGLApp::~CSimpleGLApp()
    3 G' E! q" l( j1 I9 L# @" Q2 z" B{
    0 M: i: U, ]: y  H, l}
    ' w) z5 w0 w+ t
    3 {8 N" C2 l: H, p$ ZBOOL CSimpleGLApp::InitInstance(): n" D) T* S& R: h
    {
    6 N: @( l9 k6 B# l1 R// TOD&amp;&amp;perform and per-thread initialization here8 K  p5 V5 t8 f1 ?: I
    m_pMainWnd = new COpenGLWnd();
    " |9 K1 c! u! s! `% @/ e, sm_pMainWnd- &amp;ShowWindow(m_nCmdShow);
    % m/ ?/ a, G5 M, fm_pMainWnd- &amp;UpdateWindow();7 F3 S9 o9 Z0 A6 b3 T; L
    return TRUE;
    . t' l5 Q5 c/ E}0 j7 h* K! F4 W8 ?: s. H

    + ^* }. }; v$ o4 L; Z/ P& n/ Bint CSimpleGLApp::ExitInstance()
    ' x+ z% o5 h' j8 p( J. P0 {& l{
    * }1 B+ L; v# `# J, Mreturn CWinApp::ExitInstance();
    ; N/ V! j! @# p) ?5 q9 y}4 K7 w9 u- K) f# u" j' Q

    5 t: v/ h( G7 \" K$ p8 OBEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)* K' D8 n$ G; g" Y" f$ B
    //{{AFX_MSG_MAP(CSimpleGLApp)( W& _& G0 r! ^
    ON_COMMAND(ID_APP_EXIT, OnAppExit)
    % r: r7 R- Y; W2 y  Q//}}AFX_MSG_MAP" ?& j6 C# g, m8 x. H$ h
    END_MESSAGE_MAP()6 z3 d- D5 [  c3 a( a

    " U4 r1 J2 U+ x0 C///////////////////////////////////////0 d1 f$ b! {5 ]3 y
    //////////////////////////////////////6 ]  b, s2 X, y/ V$ ~8 d4 S% M
    // CSimpleGLApp message handlers
    # I7 @* [4 ~' h' E8 bvoid CSimpleGLApp::OnAppExit() $ H5 e& ^# f( H" y' u. S
    {$ |3 _; x; `, }  K
    // TOD Add your command handler code here9 _8 U3 d- z# G  I1 r- v& A( ~. S" U
    CWinApp::OnAppExit();
    . {& }2 P( h/ Y' z}6 ~2 }( c. P! `- s( d& I$ n

    ! i6 m3 t; W5 u  o$ R7 C8 q5 Z% YCSimpleGLApp SimpleGLApp;</P>
    回复

    使用道具 举报

    xShandow        

    43

    主题

    1

    听众

    385

    积分

    升级  28.33%

    该用户从未签到

    国际赛参赛者

    新人进步奖

    回复

    使用道具 举报

    您需要登录后才可以回帖 登录 | 注册地址

    qq
    收缩
    • 电话咨询

    • 04714969085
    fastpost

    关于我们| 联系我们| 诚征英才| 对外合作| 产品服务| QQ

    手机版|Archiver| |繁體中文 手机客户端  

    蒙公网安备 15010502000194号

    Powered by Discuz! X2.5   © 2001-2013 数学建模网-数学中国 ( 蒙ICP备14002410号-3 蒙BBS备-0002号 )     论坛法律顾问:王兆丰

    GMT+8, 2026-7-21 01:41 , Processed in 0.852747 second(s), 68 queries .

    回顶部