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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>
B+ s2 r4 v% d< >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>
% p: m/ r$ M- t< >//---------------------------------------------------------------------------</P>0 h+ F' X1 ~. n$ h
< >#include <vcl.h>
# [4 p' b S) z3 ^0 N j+ _#include <windows.h> // Header file for windows
( G- ? O; C% C6 j7 P! E2 A#include <gl\gl.h> // Header file for the OpenGL32 library' V/ j2 e3 K9 H& _3 M& ?
#include <gl\glu.h> // Header file for the GLu32 library& f z( s4 z- h; _ f0 ?
#include <gl\glaux.h> // Header file for the GLaux library0 U, ] Y. j# N) [/ g9 \' s
#pragma hdrstop</P>, S0 c& c0 Y5 J0 n5 M; F
< >//---------------------------------------------------------------------------. v5 N/ a1 F% o$ j* {/ ^' r4 a
#pragma argsused</P>8 d$ y0 S$ q2 j" H8 J
< >HGLRC hRC = NULL; // Permanent rendering context
4 E2 C& _) `$ q2 q- }5 tHDC hDC = NULL; // Private GDI device context( [4 |- o7 g; g9 x
HWND hWnd = NULL; // Holds our window handle- r/ q9 p* }# Z4 [8 L# D0 K4 }; l
HINSTANCE hInstance = NULL; // Holds the instance of the application</P>- Y: t4 L1 _% C3 P2 p+ V' R* P4 p5 [
< >bool keys[256]; // Array used for the keyboard routine/ ~" N( ?1 Y! v9 T! l6 T% @( Q
bool active = true; // Window active flag set to true by default
/ W* w9 k2 ^# F: P. F6 _ gbool fullscreen = true; // Fullscreen flag set to fullscreen mode by default</P>
( ^' }& p- `" S2 d/ H< >LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc</P>
! }4 k" x _* P: T8 s" Y2 v$ Y< >GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize and initialize the GL window7 H/ A% V" ~% q& F
{
( {0 V" A, z2 h4 a5 s if (height == 0) // Prevent a divide by zero by- [& F7 p) T) b5 i+ p. B3 ^
{/ f L2 ]4 p+ q2 [2 Y
height = 1; // Making height equal One
! i( A7 _' I j( I }</P>
, r( o+ \# l ?< > glViewport(0, 0, width, height); // Reset the current viewport</P>
; \% T. _& M8 c1 A' n+ R3 v/ c# z< > glMatrixMode(GL_PROJECTION); // Select the projection matrix: E1 |8 ?$ ?* G
glLoadIdentity(); // Reset the projection matrix</P>
/ l; Y, U j( k& }; h0 ~< > // Calculate the aspect ratio of the window# k$ [3 j; p2 B4 }, w: h
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
* s/ v Q6 d, T6 _0 A- b: ?< > glMatrixMode(GL_MODELVIEW); // Select the modelview matrix6 |2 T% v4 [- a* Q
glLoadIdentity(); // Reset the modelview matrix
& @* I/ p3 A; c. h6 T/ @}</P>9 H2 U$ F6 e, \3 l, q
< >int InitGL(GLvoid) // All setup for OpenGL goes here# L% N% }# n$ L; u9 w% U
{
" g0 f% B$ s: R* P9 V glShadeModel(GL_SMOOTH); // Enable smooth shading
- ]6 s+ M: ?! p9 A4 z' c glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black background
1 h* L! ^8 n& b, Q& S! e* q glClearDepth(1.0f); // Depth buffer setup. b' X! z$ y7 x y7 j' ]
glEnable(GL_DEPTH_TEST); // Enables depth testing0 d& O$ V$ j6 W& k% q5 f" j* a
glDepthFunc(GL_LEQUAL); // The type of depth testing to do
5 Z; V. c) P% u glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations
( u% P2 i1 [+ b5 s5 n, y return true; // Initialization went OK
1 H, y2 j4 c$ f* Y: K8 c; [}</P>. `* W: d1 q! X9 y, W8 C
< >int DrawGLScene(GLvoid) // Here's where we do all the drawing% P. ~1 q! o: C% y- b5 i" w$ p o
{% ~0 s% c5 H4 U
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
( H x8 h" w' Z# p8 Y( g: j glLoadIdentity(); // Reset the current modelview matrix0 T: h/ o5 U2 z7 E. k* R5 W- e
% |: \/ v; ~; k0 E- r& m return true; // Everything went OK; P4 b Q1 {) [8 y6 n, U
}</P>
# n4 }) Y2 E3 i< >GLvoid KillGLWindow(GLvoid) // Properly kill the window" N; w; _: }" C2 q$ J* K2 V
{ f# |( v# `, j& Y
if (fullscreen) // Are we in fullscreen mode?
3 x/ ]! s2 U0 u e5 H! G& S {
4 y; W( g/ n5 Q: V4 ~# W ChangeDisplaySettings(NULL,0); // If so switch back to the desktop
: C" D- `2 v( N; K* v4 ] ShowCursor(true); // Show mouse pointer
% Y5 u0 N1 |, J. Z7 m& u# S6 C }</P>
' @/ j1 k! |: I& F; s" w< > if (hRC) // Do we have a rendering context?
' N* {% B. T8 K' I {
' l X& X" r3 u" d5 P, u' L if (!wglMakeCurrent(NULL,NULL)) // Are we able to release the DC and RC contexts?
( {9 e& Y: S: u8 s8 Q3 F0 j {
1 Z! l4 u/ M+ ^" n7 z* \ MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
0 t6 b/ B& U% k- |- J3 t. M' X }</P>
7 a; Q- p1 \+ H) Y) D% @, e< > if (!wglDeleteContext(hRC)) // Are we able to delete the RC?
2 ^# W& N2 [1 E p# F# G$ M {) `; H7 L& `% D& j4 f0 B: e+ E
MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);4 e' B% z0 e' K# i$ W+ y4 X
}
! e7 m) k4 i; B6 E8 V4 h hRC = NULL; // Set RC to NULL
! o3 v+ M/ `) e. b1 A- L& C% r }</P>
2 {( P2 s0 ]5 Z/ Y. [< > if (hDC && !ReleaseDC(hWnd,hDC)) // Are we able to release the DC! m7 ~4 w. t9 N( A
{+ p% v( {2 l; z: A. ]; r5 e
MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
0 T4 S' j3 p; j+ Q m hDC = NULL; // Set DC to NULL
- Z% C$ Z# h+ N8 R }</P>2 V0 W; @/ P7 ~2 A7 j: l$ a [9 M0 y
< > if (hWnd && !DestroyWindow(hWnd)) // Are we able to destroy the window?
9 V" A7 g3 l! Y; t, x {' O# u. I5 j) ` V# t* q
MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
0 t1 C9 d4 X, h8 H- L- ~& y hWnd = NULL; // Set hWnd to NULL
( N6 Q1 |1 ~( H( R; _0 a }</P>
6 S+ n- H' D: S, H0 |< > if (!UnregisterClass("OpenGL",hInstance)) // Are we able to unregister class
+ \& m9 |, |* ~1 b. v3 N1 g {) M+ L9 \. M" J6 b& a; l
MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);/ e9 Z' Y* ], {! q. U. l+ X
hInstance = NULL; // Set hInstance to NULL
! w6 [3 z2 _9 F6 s# c1 Y* V }
, T& Z; r2 A; J5 J6 J}</P>& T& [6 X9 Y2 u2 W
< >/* This Code Creates Our OpenGL Window. Parameters Are:2 G1 x, ?) {$ @/ `. h
* title - Title To Appear At The Top Of The Window
) F2 @- Z: {& K S, R% Z * width - Width Of The GL Window Or Fullscreen Mode
. U5 Z& E; K+ `+ N * height - Height Of The GL Window Or Fullscreen Mode
. C9 p, H3 s: j) ]$ ? n2 K: e * bits - Number Of Bits To Use For Color (8/16/24/32)+ F, d2 m. q8 b8 E/ }. X
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
; x& l3 \3 Z; g. x3 F# s% {0 Y$ E , b3 _: C$ U" V- |0 B
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
7 u* I3 N8 r$ q9 i0 n% z{
' }+ c: y/ d! Y0 E' l J' j GLuint PixelFormat; // Holds the results after searching for a match8 s* _; B6 W' P/ M# }
WNDCLASS wc; // Windows class structure
H! l/ j3 F$ ~" [! X) B DWORD dwExStyle; // Window extended style
t+ P" T- ]. M* ?9 u DWORD dwStyle; // Window style( o1 }0 j2 V9 w _! P
RECT WindowRect; // Grabs rctangle upper left / lower right values
' \; T$ ]" L% f WindowRect.left = (long)0; // Set left value to 0
( T7 w0 n" i4 p2 z WindowRect.right = (long)width; // Set right value to requested width2 ?6 C+ V4 g/ f, J
WindowRect.top = (long)0; // Set top value to 0
/ [4 Y- {+ T7 G- Y WindowRect.bottom = (long)height; // Set bottom value to requested height</P>) U6 x& I( F/ l M+ y
< > fullscreen = fullscreenflag; // Set the global fullscreen flag</P>
$ G7 A& P7 i2 e& N( A< > hInstance = GetModuleHandle(NULL); // Grab an instance for our window8 C+ G8 ~* C/ k) y( h% B/ p
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on size, and own DC for window
; z: k( y |% y" z; K wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc handles messages( ?5 w8 G$ L$ w# \& o. K) q
wc.cbClsExtra = 0; // No extra window data5 i5 d* B' @7 E5 K! v9 j4 t
wc.cbWndExtra = 0; // No extra window data
: O4 z. j, P4 R wc.hInstance = hInstance; // Set the Instance) X5 R' T5 A& `1 Y N3 \& U( V
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load the default icon
( V8 O+ u( z( l! f8 i wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer
. d- Q9 Y9 x) L1 O; x/ ` wc.hbrBackground = NULL; // No background required for GL$ h& h% Y+ o4 ]! {6 V$ m' {, ?% T# Z
wc.lpszMenuName = NULL; // We don't want a menu2 Z" j# X" b* s+ o1 e
wc.lpszClassName = "OpenGL"; // Set the class name</P>
" W, U. c8 E0 }. [! y- W. d: s< > if (!RegisterClass(&wc)) // Attempt to register the window class
* i c$ N5 N$ q) K% s {5 J" `# x3 b/ x4 f
MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>& O$ B# F3 B' {! ?9 k% \; i" @
< > return false; // Return false- X8 h3 n: @$ u6 ^/ u) s4 f2 r
}
5 A9 l8 T7 S4 V3 C8 ^# R
4 |& C: m' c& R. j1 D if (fullscreen) // Attempt fullscreen mode?7 L b% `; o7 P. i7 }# ]
{5 [ v, Q3 F9 y$ F) J" d
DEVMODE dmScreenSettings; // Device mode6 P- \3 p- k$ W8 D: ?; w
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes sure memory's cleared
" ?& c- B# ^$ D M# D: O1 ~ dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size of the devmode structure& @7 S+ n) j8 @+ x1 O' }: I+ b
dmScreenSettings.dmPelsWidth = width; // Selected screen width/ ^6 [$ v% l; E) ^' S6 q
dmScreenSettings.dmPelsHeight = height; // Selected screen height
; \' k' i9 P$ t* P: Y5 b; F dmScreenSettings.dmBitsPerPel = bits; // Selected bits per pixel$ \0 e6 ]% G9 B2 q& |- r3 x
dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>0 v! `4 m( A$ u8 b1 ]. B" h8 ~
< > // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar." `: c( M2 e9 {, H& V
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) |% z$ x& P( U6 n7 x) Q
{: J" q4 R: S4 h' i5 g# q
// If the mode fails, offer two options. Quit or use windowed mode.
* U# ^5 `2 b" L% ]( f7 i3 A 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)1 |4 Z; H7 e8 H9 l) m7 m# M
{
) h# E5 c# s7 L) k. F% E fullscreen = false; // Windowed mode selected. Fullscreen = false3 \! O4 `( j, j3 a# E
}1 X6 O6 i, f1 @9 l' S; X) K5 v; V
else4 \5 B4 l' T" J
{6 Q' B+ w9 ~) h6 z" w1 A4 m
// Pop up a message box letting user know the program is closing.3 w$ ~, a: J4 g
MessageBox(NULL," rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
# C( G5 q8 \6 \* d return false; // Return false
" e- O( @8 o# o; J0 } }
1 z8 b4 [3 a4 L, N+ s }" Z/ U+ a; v b3 I
}</P>8 s% k1 o S0 x5 s7 b9 H! t" a
< > if (fullscreen) // Are We Still In Fullscreen Mode?6 c7 t- \5 f9 A! `2 _) P
{0 i; c: o. }2 M1 ~: o
dwExStyle = WS_EX_APPWINDOW; // Window extended style
; y8 i% Z* y8 b6 C5 z. G6 }; j Z dwStyle = WS_POPUP; // Windows style
, G5 q0 V! s8 l8 t. C5 P8 z ShowCursor(false); // Hide mouse pointer
7 f! }# t0 m! U5 I, y }
" x. {+ }5 O+ n. l9 ^ else
5 C& |/ T! i. k: j- F! m- G9 b {/ T7 t) ^, X% ]! P1 j: p, S
dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style+ d$ [ b3 g3 H4 `& b0 \+ }( A
dwStyle = WS_OVERLAPPEDWINDOW; // Windows style
* o i; D+ Z& p. o x }</P>
4 k' ~: E! A9 p) ^< > AdjustWindowRectEx(&WindowRect,dwStyle,false,dwExStyle); // Adjust window to true requested size</P>/ k0 q4 D$ d; R
<P> // Create the window
7 s* v# S* n. ?: h if (!(hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window
3 G* J. j) R _1 s, R. i: q "OpenGL", // Class name
, o3 I. k& I7 _1 b6 Q- U title, // Window title2 V+ K" A7 _$ ^8 n( B
dwStyle | // Defined window style' t7 s$ @" N5 S) ]
WS_CLIPSIBLINGS | // Required window style
: t) l! L) h$ j, Q/ v1 A/ \& q' J- g WS_CLIPCHILDREN, // Required window style
9 c/ o! O4 y$ t: S 0, 0, // Window position
% h0 Q' G/ y3 s) ? n6 c; R ] WindowRect.right-WindowRect.left, // Calculate window width2 m. ]2 t: C4 k4 h" x6 E
WindowRect.bottom-WindowRect.top, // Calculate window height
. B, T' B8 J( b6 }5 x NULL, // No parent window
/ ^9 k$ ?& T( a6 @( H, K NULL, // No menu
- V. V! F C$ V3 O5 F; ~ hInstance, // Instance
4 V- D9 |! F: Q s$ D* Q+ S' ^2 p NULL))) // Dont pass anything to WM_CREATE
6 k- T! m, e: M" [. m7 f j {
+ Q: H+ S5 O" k- e! [# q: y; y/ f KillGLWindow(); // Reset the display
* o4 z0 t& d9 l! ?% ?- h MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
' P1 S- w( O+ O& I9 B return false; // Return false
3 O) g- k9 D# ^# h! U! B }</P>2 v+ m/ U: o/ ~6 s: E6 W: _
<P> static PIXELFORMATDESCRIPTOR pfd = // pfd tells windows how we want things to be
2 c: j) e) J$ H0 [( |$ o {
% q( ~- O+ N# `/ O+ {3 s. z sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor
9 O1 G; }8 J' p+ r' L3 i: p 1, // Version number
) C& A1 r; C" d$ h G8 Q PFD_DRAW_TO_WINDOW | // Format must support window
1 ~ L0 A2 K, y7 x; d* j PFD_SUPPORT_OPENGL | // Format must support OpenGL
( d( P" F, T% s PFD_DOUBLEBUFFER, // Must support double buffering
* z/ r7 D1 D1 ]/ U4 `7 o PFD_TYPE_RGBA, // Request an RGBA format% o; u8 u6 x5 K+ w0 u# s
bits, // Select our color depth1 X) O) Y9 t/ f
0, 0, 0, 0, 0, 0, // Color bits ignored
0 p% x8 b% N) q: S+ I 0, // No alpha buffer+ u3 s1 g& s3 B+ D! b
0, // Shift bit ignored
% _1 y. X8 |4 M/ o/ z 0, // No accumulation buffer/ D0 u8 @( y: Y9 D% y' o
0, 0, 0, 0, // Accumulation bits ignored2 v9 f j& {8 h, O% l& B$ y$ d
16, // 16Bit Z-Buffer (Depth buffer). k$ q- K1 w/ V' X3 c& U
0, // No stencil buffer
- b, t3 f u* x" x) p. o 0, // No auxiliary buffer, E! V X) `: S4 Q# S: R
PFD_MAIN_PLANE, // Main drawing layer5 h% Z" K/ T" o+ g2 U2 i8 B
0, // Reserved/ U' `* O# V y' ]
0, 0, 0 // Layer masks ignored7 `, o- {: E. l
};
# S" M# ]/ q# ^9 |
. b3 Y: P/ K/ H1 i+ h& l6 Y+ \' N' w if (!(hDC = GetDC(hWnd))) // Did we get a device context?
- v: a" W: b6 M/ ^0 }/ p: G {
1 E& o, H6 L$ @% f- c KillGLWindow(); // Reset the display' @2 |% N, j* P/ S, c6 I
MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);( F! x' W9 u5 c& z8 d* [
return false; // Return false
# R g" C& {2 F- H) o }</P>. ]! n- N2 G! z: [' V5 ]! m
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&pfd))) // Did windows find a matching pixel format?7 a. ?* Q& g# o7 T9 I, M
{) g- V- \8 r% b0 ]! C& }5 ]
KillGLWindow(); // Reset the display/ n! U' a6 T4 C, Y0 B O) w
MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);" A7 `+ I j9 z7 ^8 o
return false; // Return false5 q/ p3 m! p1 S* M
}</P>% \6 }& B. P1 f+ ]
<P> if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are we able to set the pixel format?
, w6 x- J8 y' ^# P( i* s" r {
s( x1 b9 ]; d- Q( \ KillGLWindow(); // Reset the display
$ c3 ? e( s7 K9 O MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
5 w# ^' U* k" r9 v return false; // Return false
' Q+ ?: @) N& G& @2 }! U3 p }</P>
8 r( t% M5 S% C/ r: ?<P> if (!(hRC = wglCreateContext(hDC))) // Are we able to get a rendering context?4 b6 l% h9 M" x, R5 m& J
{9 e) h0 E+ k; E+ _' I `9 `
KillGLWindow(); // Reset the display0 G0 J" s9 h& \7 a
MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
. j" x6 u N+ e# t return false; // Return false
6 y. C' e n1 u) ]6 k+ ^ }</P>
% d# M- C9 O3 r- i5 h0 X7 S/ ]<P> if(!wglMakeCurrent(hDC,hRC)) // Try to activate the rendering context- R( V% u8 G4 ~' L0 x/ P( u
{+ Y& {( Z3 r, U7 Z4 A- B: k
KillGLWindow(); // Reset the display: Y8 F8 ~! w, ?5 a( N8 `
MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
+ y) h. I7 g; s' m; z, n1 h return false; // Return false
9 m- h) g3 D3 y* d( a1 X6 q }</P>
$ m) _6 N" K+ D }$ F+ Q<P> ShowWindow(hWnd,SW_SHOW); // Show the window6 z9 o% P: N- J4 U6 l8 Y, R, z$ o
SetForegroundWindow(hWnd); // Slightly higher priority: `* M$ E$ \4 v/ ?) [
SetFocus(hWnd); // Sets keyboard focus to the window
) n% T! p/ Z& b: X3 ~, U ReSizeGLScene(width, height); // Set up our perspective GL screen</P>1 T& b: p/ D" F% D
<P> if (!InitGL()) // Initialize our newly created GL window. c4 |% o7 R/ x" T
{
$ _* v7 {4 w+ F `( i KillGLWindow(); // Reset the display- A2 \" E5 ]; r* C/ n
MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
" a" g% r. B/ ~3 m$ \: }4 ] return false; // Return false; W# o0 {" t( Y, B; d/ o
}</P>) f' \/ G; f E+ Z- L& m' O- j I
<P> return true; // Success
4 \- G! J. F3 q$ _. U$ k}</P>
% C; r A, T7 ], B0 `<P>LRESULT CALLBACK WndProc(HWND hWnd, // Handle for this window
; e% ~. m, z. j9 z) d' l7 g UINT uMsg, // Message for this window
- d6 V3 L! E7 l$ C WPARAM wParam, // Additional message information9 X) Y3 O) h ~$ s8 |
LPARAM lParam) // Additional message information, M' U" I0 W3 h3 w0 K2 ~6 h9 v. n
{$ [2 ~/ i2 k( x
switch (uMsg) // Check for windows messages
. [# }! J! }8 N( _6 s- U j' r {
8 F0 R5 V- ~ r" ]( f case WM_ACTIVATE: // Watch for window activate message
! [) B k" w- F" Y; }( ~ {# i; h, B- k) y. a" g5 N: |! }
if (!HIWORD(wParam)) // Check minimization state
1 @) C0 \1 w0 W6 Q- Z {" Y9 q& n3 n/ E
active = true; // Program is active
8 D+ E4 n( a- m0 ~9 O) {5 l }, n" g! i- L+ m6 J. @9 Z
else
: S: F6 K6 ]- A* N7 ]; b9 |) k {# d- }5 [* [0 W' w* ]% f
active = false; // Program is no longer active. n* ~5 w2 q( Z5 u1 V9 V: H% q/ f
}</P>/ }2 v$ o; P8 ]& I- Q8 ?+ R; ~
<P> return 0; // Return to the message loop4 w \, U1 s' O' Q: X1 `. E t2 \
}</P>
8 D2 s# B1 M! c4 @: c3 i2 y3 O$ g/ [<P> case WM_SYSCOMMAND: // Intercept system commands
& C5 z( G! V2 {: {. c$ w5 u P {
( V x# t( I3 \ switch (wParam) // Check system calls/ L9 L! k: _$ C1 r. k& l
{2 N5 W( `3 D- L8 x# w, d
case SC_SCREENSAVE: // Screensaver trying to start?
% X- c# ~6 y6 {+ S& n; G' s( f- Y case SC_MONITORPOWER: // Monitor trying to enter powersave?5 @; H% S7 i! B6 W, `
return 0; // Prevent from happening" x1 _/ c0 y, L8 b& |
}0 k) u0 X) e( Y/ M B
break; // Exit
3 x3 n1 A& |2 r2 s }</P>
5 P$ O6 F( f" c$ f<P> case WM_CLOSE: // Did we receive a close message?# J: k/ ~( t$ P0 L' @: H* b- ^! k
{
* u3 Z! z8 ~5 w/ L3 k' g PostQuitMessage(0); // Send a quit message# ^& k" R4 R; f; T" A6 v2 J# M
return 0; // Jump back
; u1 O( j, P, `* D3 n5 X! o' q }</P>
. a4 j, ], \- H5 @8 ]& L( w<P> case WM_KEYDOWN: // Is a key being held down?* w# z; ?: Y g; Y/ y
{
* q' F8 L# Q3 M/ w keys[wParam] = true; // If so, mark it as true
* B! o! f5 Q( B! W$ M$ ?% n return 0; // Jump back
* W( p! U3 f: o; e$ b3 A: I }</P>. ^! z2 g: {0 S k1 B# W( E
<P> case WM_KEYUP: // Has a key been released?: q& }3 Q! a" q8 p0 C
{
2 ]. w' O$ q# Q# Y keys[wParam] = false; // If so, mark it as false' W2 @$ v5 E4 l) c7 Q L4 j6 A
return 0; // Jump back" m2 C9 ]& C: m, H1 X% V+ c
}</P>" C- b2 i# d/ t" U6 I+ H: \9 i0 r
<P> case WM_SIZE: // Resize the OpenGL window1 D8 Q3 k( N O
{/ H2 g1 V Y/ O
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord = Width, HiWord = Height. v5 E* H" K6 o" o2 G0 x. }
return 0; // Jump back
) v! c9 j- \& W2 l }! \- E# _. G5 t1 X: b/ z( Z- P6 S
}</P>
2 r/ v4 S* j: I<P> // Pass all unhandled messages to DefWindowProc
, a3 o* r$ a7 c# n | return DefWindowProc(hWnd,uMsg,wParam,lParam);4 L# l7 J! \! t$ K; Z6 T
}</P>9 t1 Y8 G- E& z2 p
<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)2 H" I! r' \; s9 X
{ g. `1 X* [& Q5 S$ s) g8 u
MSG msg; // Windows message structure' e) j! w0 `( V. Z
bool done = false; // bool variable to exit loop</P>/ D C, I4 N( t/ g8 } X
<P> // Ask the user which screen mode they prefer( v; [* G! d# }0 o& U$ P" t
if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO), o, r! z7 n4 k# E$ o9 k
{ ?. Y; d) _; b% ]7 K. E- Y
fullscreen = false; // Windowed mode
, ^1 t H) S8 M9 Q* f# `! X" {. ^ }</P>& E4 H" n3 D6 ~9 T
<P> // Create our OpenGL window! ^' d1 ~0 w; c4 K' a: x) ]; _
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))5 V& @$ {7 A( U6 D @1 y3 [' A' ]
{* O5 U2 O' t' ~
return 0; // Quit if window was not created/ ]" R4 g' _4 S/ t" N
}</P>/ M* Y, r! j# B9 B: m3 \- z& n
<P> while(!done) // Loop that runs while done = false
3 S% ]- \" d2 X/ a# L3 B# P {
. @2 D9 D6 J. j2 t- x9 ? if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
- o4 I3 E' X0 r2 V* ?0 C4 M {: l9 m, L8 ~$ |& J6 B% o5 u
if (msg.message == WM_QUIT) // Have we received a quit message?% u+ ~+ y5 t: d0 f5 s9 V
{ c" T4 T% S# c
done = true; // If so done = true
" @$ \& [, D; ?% R& ? }
1 y1 R, E! l: K( Y- ~ else // If not, deal with window messages% O$ l) Z9 E8 d# y& @
{
) G, ` E/ n6 Q( A TranslateMessage(&msg); // Translate the message& d1 j- r3 w& c: t
DispatchMessage(&msg); // Dispatch the message
: b1 I# o* b$ n }9 ]& X. H( ` `7 ~! \
}8 h2 r* X6 i& D. P
else // If there are no messages
0 q ]( u. f9 \' [, z1 o {
, ?3 a- X* Q! k. u7 L) l2 {" Q5 w // Draw the scene. Watch for ESC key and quit messages from DrawGLScene()
; J1 M3 F) W" N% B if (active) // Program active?
; C; X4 R8 J+ P% v: C! }* p9 n {
, b* U1 \: @+ d. }: b4 M: M+ V if (keys[VK_ESCAPE]) // Was ESC pressed?
/ ^' v7 c$ x9 c, p5 d {
9 m- Z* s( q1 I. c' M+ ] done = true; // ESC signalled a quit
4 Q# v7 O4 f7 y+ t/ @ }5 o. j/ ? f0 V: O" h7 I
else // Not time to quit, Update screen% i) s6 g) V* f
{
- F" V# m: W5 a" u+ X. q DrawGLScene(); // Draw the scene' I6 k, p8 B- d x- D; d
SwapBuffers(hDC); // Swap buffers (Double buffering)
2 ?5 p+ M) N4 T" o2 S }
- O7 [7 }; b+ J) ]9 t& o }</P>1 m, L; P `+ K' L: _+ y
<P> if (keys[VK_F1]) // Is F1 being pressed?8 }4 _8 |# p' v
{
' o! Z0 p. X/ x+ s/ c keys[VK_F1] = false; // If so make key false
6 ?7 @- c0 Y3 c KillGLWindow(); // Kill our current window
; ^% f' {$ \% }$ w fullscreen =! fullscreen; // Toggle fullscreen / windowed mode
: _# C( r5 \3 a ~ // Recreate our OpenGL window
2 M% i6 F4 o0 V( D6 o; N( l if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
0 g; A8 Z q8 ?1 f3 g {* z+ O* B3 `# V& i
return 0; // Quit if window was not created% ~) V+ p" N# s6 V. ~" F
}
$ i3 ~3 S/ X- t, |( i6 e }% e5 N% C7 q0 _) `$ F
}
3 K- |: l& ?7 f' Q! k }</P>
* ] ]5 m% a! E( p! {<P> // Shutdown/ G% w. Q! `9 I$ D
KillGLWindow(); // Kill the window1 C5 b0 o9 Z6 G H
return (msg.wParam); // Exit the program
5 W J. G s; k% {. c}" L: P# Q3 `- O+ m3 B* m
//---------------------------------------------------------------------------</P> |
zan
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