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发表于 2004-10-15 21:27 |只看该作者 |倒序浏览
|招呼Ta 关注Ta
<>这是NENE的OPENGL的框架CB原代码,是黑屏的效果,最简单的。OPENGL我才开始学,很多不懂的,希望和大家交流,共同进步,我会把我的资料和大家共享的!</P>- j' {  U; J- r( j, n) k9 \
<>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>
* {( C) d. Y) g4 k) }<>//---------------------------------------------------------------------------</P>7 X& n* t0 x: Z6 R; Q5 R2 K/ w  c/ l
<>#include &lt;vcl.h&gt;3 F+ ~5 {% x/ m! g% e' H
#include &lt;windows.h&gt;    // Header file for windows/ K( _! S9 B  u  m5 K6 d) ~
#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library
+ |( R# T3 W5 z# r2 h: |9 }& H3 ]- u#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library  P) D2 X( o  x; L2 b) {( X+ m8 x
#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library; W$ O- X; P  r' Z2 d
#pragma hdrstop</P>: }& }* r5 g$ m; f+ K
<>//---------------------------------------------------------------------------
1 Y0 E2 j9 H$ d#pragma argsused</P>2 q6 A5 ?/ U6 o2 k. b; T8 K2 ^" i
<>HGLRC hRC = NULL;               // Permanent rendering context
; p2 }" O0 D7 P- Z% d: x$ s! KHDC hDC = NULL;                 // Private GDI device context9 e/ S- r+ ^, g" y& ~$ l& ^
HWND hWnd = NULL;               // Holds our window handle
2 s  q% J* I- _+ F1 jHINSTANCE hInstance = NULL;     // Holds the instance of the application</P>
+ ]' I% H" R3 Q- N6 i+ p<>bool keys[256];                 // Array used for the keyboard routine, \! G5 Q, r/ S3 [6 _
bool active = true;             // Window active flag set to true by default1 v% u  k& s( j8 K
bool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>6 z" t( @. {7 J% n0 U* a
<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>
* L8 P: w# W% X6 D& Y<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window0 r9 N- d0 ?2 m2 T  l# \3 s
{- y# S+ |. F& t- |' L# J  M9 h" K- W
        if (height == 0)                        // Prevent a divide by zero by% B3 E* p% X: ?" L4 E
        {
& Z, o, j8 J  m2 H8 {0 F) q                height = 1;                     // Making height equal One+ C+ c" g+ Q+ m* u8 I
        }</P>7 y' J* i6 H* y9 D2 [
<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>
" |' Y) C: ?- X4 j3 N" s8 V5 B, c' }<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix
* L* R. D( l! C+ Q4 v: q8 \( }0 j glLoadIdentity();                       // Reset the projection matrix</P>3 p5 j2 X! W' w5 ]+ Z% k
<> // Calculate the aspect ratio of the window
) z6 O9 V3 [& e# Q gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>* z- t4 C( l. A1 n/ J/ E9 U/ p2 G# e
<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix
# h! H" D9 `/ j8 T glLoadIdentity();                       // Reset the modelview matrix  d6 Z+ M% Y4 x/ n% b
}</P>
, x: ^7 s9 A) U! t# ]  R( t<>int InitGL(GLvoid)      // All setup for OpenGL goes here
# K# e5 {4 w  E. P{
. w* [- q5 O3 K7 g9 x( b glShadeModel(GL_SMOOTH);                // Enable smooth shading" M9 P0 A' `( c% |
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background
6 r7 g& |( B- q1 t glClearDepth(1.0f);                     // Depth buffer setup' K* ~  p' ~! ~, G! Z, ]0 L" \
glEnable(GL_DEPTH_TEST);                // Enables depth testing
( p4 L6 t9 R4 R) {0 Q glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
1 _* _  `  U; ?& h# ? glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations0 Z" J9 J/ @6 n. f
return true;                            // Initialization went OK. N: _4 b0 }% {( K4 j2 Z/ V7 K
}</P>
8 r5 T/ [5 d. A1 A5 }" M<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing/ Z1 \: w) `- C
{$ M% G7 [, ~* F7 |6 @) e9 }
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer! |, \" t9 j: g& w# P, J# S
glLoadIdentity();       // Reset the current modelview matrix
0 P& `( b- B9 A        
( b3 e8 o* ?. B9 e# P return true;            // Everything went OK! `1 M$ P5 c9 Y! J
}</P>
% V8 V& t& p. g1 X( G; |4 n5 @<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window# J1 @1 i# ~/ v) e1 T6 c: m& O
{
8 y2 o/ l+ ?0 N4 t/ R+ s" h1 x7 |8 u if (fullscreen)         // Are we in fullscreen mode?
5 L: \- K: p4 u {
. p& }2 {/ n* @( ?+ u9 B; J  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop/ i) F$ h. Y3 P% F
  ShowCursor(true);               // Show mouse pointer9 Z' A; M% J9 y4 n
}</P>
3 I* K! H; r2 w2 W: d7 P: t<> if (hRC)        // Do we have a rendering context?( c9 u3 K, A. O; O$ K$ A
{! `5 \4 D* Z* C& z& \& W
  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?9 O9 B9 @% }' I2 N  @
  {
; H+ m7 m/ S/ m# {# u$ K   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
8 w" B: ^% B/ S* u* X+ K" [2 Q  }</P>
8 @% K9 Y2 b! K2 I1 e( z( }<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?0 b2 t& l( _9 e+ z; B/ {
  {0 v5 z. c2 Y3 H% ^
   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);- N/ Y/ |! s8 Q/ j) H! _" N
  }
/ o8 ^, i. H$ A: a  hRC = NULL;             // Set RC to NULL  q4 K8 Z8 Y& k7 h
}</P>
- E3 d) Z) |9 f) u9 C- k<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC
7 u6 d4 t8 o3 K1 `+ M {
' I) S: a& w' G% W, c+ x  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
' X+ x0 s; x# T" T  hDC = NULL;             // Set DC to NULL9 h. a( v2 c: r- ^5 d0 \' @
}</P>
* {+ J9 \+ s8 N& C' L<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?
/ s8 J) a* w# Z$ U( s( x {
: E! ^; d) y% A+ V# T8 m  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
: k# f) z0 C  P! W$ V4 f  hWnd = NULL;            // Set hWnd to NULL3 h9 K6 C6 i2 @" [& y+ d
}</P>4 j! G4 m/ E4 F- v4 q4 }; y
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class
. h2 g/ T% R+ H9 h8 L; Z7 z" m0 E5 ]+ x {  D( \: w& G' G& O7 }" ]- h" ~
  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
. u& E$ x. u/ g5 ?" h( y1 D4 E  hInstance = NULL;       // Set hInstance to NULL
7 z( p2 r6 V' e  q# u }
, K9 y- c7 U' v8 L/ Y}</P># u! P+ @! w7 b. B
<>/* This Code Creates Our OpenGL Window.  Parameters Are:
8 i( D8 s2 Z" ]& ] * title   - Title To Appear At The Top Of The Window
6 B7 T1 r5 c) {+ z * width   - Width Of The GL Window Or Fullscreen Mode  d" L' V' S7 x3 Z
* height   - Height Of The GL Window Or Fullscreen Mode7 ]0 X+ s8 V3 w% e0 s
* bits   - Number Of Bits To Use For Color (8/16/24/32)
) t+ P! A( A3 q7 i * fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/' C; N/ h& e- K! C. @2 z: L

1 A& }- R% z6 d2 S1 t( x  Vbool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
' ?" Q1 c( z  G; i: Y{
7 o5 t, d6 v: c2 `: v6 j9 w GLuint  PixelFormat;  // Holds the results after searching for a match
0 l/ m4 n: Q: d; C/ K WNDCLASS wc;          // Windows class structure
2 q9 a3 ]" i! a7 R  Z1 E DWORD  dwExStyle;              // Window extended style) T; H+ g/ y5 `! x* T! r
DWORD  dwStyle;                // Window style
9 N9 V; N* g" n4 z RECT  WindowRect;             // Grabs rctangle upper left / lower right values6 ]( B! ~( m3 ^, s- z+ U/ ~
WindowRect.left = (long)0;              // Set left value to 0
3 C* E, x% _6 h9 W- c& a; N3 g% i( p WindowRect.right = (long)width;  // Set right value to requested width
  s3 o3 W2 n/ M6 o( j* e WindowRect.top = (long)0;               // Set top value to 02 M! ~( I0 r- [! r5 r
WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>
# |( Q6 q/ N) D<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>& J- p. {* u, X& Q+ J9 a
<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window  K6 L6 v) r& w, a7 G7 _$ D
wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window
" F. y- f; ?- Q7 |# F4 W5 m wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages9 f+ u" y" v- i7 ~5 F( Q
wc.cbClsExtra           = 0;     // No extra window data- R4 e- _9 L; X: A" x8 b
wc.cbWndExtra           = 0;     // No extra window data: o6 q" d4 a2 x; o/ a, Z5 B
wc.hInstance            = hInstance;    // Set the Instance6 J, ?0 C+ v' }6 X' ^: _. z
wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon; i5 g% `% ]& Q1 }( ~; V8 s2 a
wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer
+ {# d, G9 Z3 d# c# { wc.hbrBackground        = NULL;     // No background required for GL
4 B& P* `' i. V" H+ N6 x wc.lpszMenuName  = NULL;     // We don't want a menu
4 B" w6 E7 M! I5 t* F8 |+ v wc.lpszClassName = "OpenGL";    // Set the class name</P>4 [2 t7 v4 M2 Z) S
<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class
5 C: k2 h+ E. o& m* K {
6 P2 {0 r6 c9 C/ e6 w  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
! p# A; ~3 ~" ?; B<>  return false;   // Return false  L3 c: N! @, q! a. s0 e
}; f2 c7 [" C1 u# [) {0 b/ r

3 C# t) E' P# f4 I$ P$ L; |1 O% O if (fullscreen)         // Attempt fullscreen mode?6 E( T! I& `; z$ A. B+ S
{
# ~  T$ S! p4 ^; ~  DEVMODE dmScreenSettings;                                       // Device mode, e1 x/ j/ ?/ U7 p- `
  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared
5 m7 U) \8 r2 f  n/ x4 b8 w/ B  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure" @4 t7 g6 t# U$ W- N
  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width9 |; \: x% G% f' T% I
  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height/ ^9 d$ z5 Q1 c, h0 C8 K3 N
  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel
) A* ?6 q/ C) M! F% V6 E  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>- e% M" d( J+ I% I- O
<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.1 P- _' |! w/ }. C, I3 n- l
  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
+ \9 M: i- {- P6 m4 \' l3 I1 z  {
* m0 f: g* K/ ]* W' _   // If the mode fails, offer two options. Quit or use windowed mode.
) g9 ^+ {2 E9 [* U0 \   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)0 v3 @) G$ h: K
   {0 O# T9 y: z" x3 {; F
    fullscreen = false;       // Windowed mode selected. Fullscreen = false
; ?+ f" a! X3 z& {9 V( }. I   }
! A2 E' g* U* c) _; Z! @8 t   else
0 J$ W& }4 V9 x: z+ M. F6 [   {& F5 D. l2 b, w
    // Pop up a message box letting user know the program is closing.( L! t( t; f( d) G+ u
    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
. ]$ ]" g. E$ Z3 s6 O9 W: Z    return false;           // Return false
/ y, C$ \7 a" I& ~# k2 C; \   }3 ]! H8 U8 f1 h
  }
7 a0 W- k: \, H; b( B2 V8 f }</P>: ^; N! |7 D4 E0 s
<> if (fullscreen)                         // Are We Still In Fullscreen Mode?
/ L+ M3 P9 ~7 h) `1 ~ {2 P! {! _" u# G* {* V
  dwExStyle = WS_EX_APPWINDOW;    // Window extended style
- ]! c( A( C0 ^( {$ w" o0 o3 V  dwStyle = WS_POPUP;  // Windows style' Z1 g: ^; z. W/ I( [
  ShowCursor(false);  // Hide mouse pointer: z" ?' r  _# n4 }  k- @
}: Q# q3 q- ^  ~( i) C9 \8 I: s
else) q7 x( |" K  S9 O, [3 E
{
0 R0 S4 o/ |, c$ T5 C  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style
  W0 n3 D9 `& M5 c, ?' d9 a  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style: g- F$ V5 m. Q9 s  |
}</P>
7 m2 j* D1 Y# P5 \0 Y5 {! j<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>- ^8 t! @2 i* _
<P> // Create the window
' H# A, Q) D3 I+ G. x- a+ ^ if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window
1 m6 i$ _3 e# A# M! N                "OpenGL",    // Class name  A# ~' F0 n4 i* g/ ]( T, b
  title,     // Window title
9 f6 w4 s2 s& a6 F6 E$ P9 I  dwStyle |    // Defined window style
% g, x7 U  Z. L4 Y- I. ~1 z+ O: c9 a  WS_CLIPSIBLINGS |   // Required window style
. E1 a( n: a1 V7 S( H, Q$ ]# K  WS_CLIPCHILDREN,   // Required window style
' l' s1 a% G' h! A  0, 0,     // Window position  V7 k1 ~, X: {- ~
  WindowRect.right-WindowRect.left, // Calculate window width
7 v" \$ h2 E* p' p2 \- c% C8 m  WindowRect.bottom-WindowRect.top, // Calculate window height
) C. ^$ M8 w' R/ X' s- k2 K  NULL,     // No parent window8 J  W9 P, v5 A3 \- \
  NULL,     // No menu
% M8 h; T& N( ]0 l' b& ?  hInstance,    // Instance# N5 W0 c& y  |2 n2 A* R  U* J& G3 K! U
  NULL)))     // Dont pass anything to WM_CREATE" b5 K0 N3 _2 F! b% p3 p
{
- s( n( r' N) C  k0 _) }" {  KillGLWindow();                         // Reset the display
$ r" L( n2 B3 @) t  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);( {' _! l( e8 D: [: W* v4 o
  return false;                           // Return false' Y& _1 u9 ]0 k$ ]5 t0 J* ?6 C
}</P>6 q; a- Z/ d* E# b: [1 S( h% X) [) b
<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be
( o* ~6 T/ [# p3 k+ d! l {
% E4 m3 S9 ~9 Q9 Y9 Z  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor+ @& s, }. J+ U  x( b, U
  1,     // Version number
3 ~9 c$ `. ]! G8 R  E* g  PFD_DRAW_TO_WINDOW |   // Format must support window
+ Q% q6 P! j/ c+ L  PFD_SUPPORT_OPENGL |   // Format must support OpenGL# M+ s+ Z! A# V- H( Z! a/ o- N+ W
  PFD_DOUBLEBUFFER,   // Must support double buffering
1 n4 t0 Y/ b3 h8 d* n/ K  PFD_TYPE_RGBA,    // Request an RGBA format
; c* G' M6 I' T" P5 S/ G4 K' P/ h( T  bits,     // Select our color depth
6 W  \' H4 |8 v# q, t  0, 0, 0, 0, 0, 0,   // Color bits ignored
5 a: T. h, ?) `9 b: e5 K/ o  0,     // No alpha buffer
- x* ^1 m- C5 x6 X/ z" R" R, D  0,     // Shift bit ignored  j* p% ~" ~9 s3 W
  0,     // No accumulation buffer
3 {" D7 s; O6 A- z/ Q6 f  0, 0, 0, 0,    // Accumulation bits ignored
/ d3 ], r! j* c6 L  Y* @7 O0 {  16,     // 16Bit Z-Buffer (Depth buffer)( o, Q5 p; ~$ F4 n+ H- F6 L
  0,     // No stencil buffer
0 T8 `" \& Y+ `' W: x  0,     // No auxiliary buffer
0 r+ j/ w) Q+ z& ]  PFD_MAIN_PLANE,    // Main drawing layer
0 |) X6 ~# Z: U$ W; M5 h! ~$ j! j  0,     // Reserved
! m' C7 K! G3 B# u) ]: q, T  0, 0, 0     // Layer masks ignored) |) j! c5 v. q0 G
};
( O3 i, s0 n& g- d- B : r! W4 e( k% T8 S: g! P
if (!(hDC = GetDC(hWnd)))         // Did we get a device context?
1 v8 C3 h  A3 A {4 \4 k4 {: ]8 T' R
  KillGLWindow();         // Reset the display
& m' H* ]- I& w! e$ v4 I  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
$ q; W4 `/ Z8 X  return false;           // Return false
" B4 \6 d7 I% M }</P>
% S. W$ c# s$ h<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?
' x3 R. V7 B: e( E8 w {4 ^: U' E! H) V* E& J( L/ _
  KillGLWindow();         // Reset the display$ K6 S+ c$ l& V6 H  r8 x- P! G$ L4 p
  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
) `6 y% r  w! Z- c1 f  return false;           // Return false1 h. q+ y8 ]* C" `
}</P>
* g+ a+ \* B% J( k2 `( {<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?' z9 m! I7 ~7 Z$ m+ i2 m" |% F
{/ o/ K# h# Q- ^( w9 v# w
  KillGLWindow();         // Reset the display3 h& b. d& a1 |6 Z  Q3 P& O
  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
: r) C  Y1 j" w: U, N, F  return false;           // Return false
9 K6 R9 x6 h: v2 J$ L }</P># _" g+ v. ~; g/ s% R
<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?
) V' q) ^7 G" x {
. f) [5 c8 G2 o! p  KillGLWindow();         // Reset the display; \2 ^# K) W/ [
  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
, w9 E9 A: ]& Z% J6 ~( S  return false;           // Return false
) e0 K- G. b+ `9 p }</P>; f# y. R% _; }+ K
<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context
& T3 p3 z- v- a. y, T {
" v6 A0 ^5 c2 i: N: K- P! [  KillGLWindow();         // Reset the display+ o# U$ m/ ?3 ?% _/ I7 O
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
6 I4 {. m3 w) h& w, n  U7 `  return false;           // Return false( p* p' Y) e1 j! B; b
}</P>8 [( n  y# Z+ {3 e# f; `6 U
<P> ShowWindow(hWnd,SW_SHOW);       // Show the window
9 y7 V$ q8 \* e% b( k6 w SetForegroundWindow(hWnd);      // Slightly higher priority7 B" m. C& Z! c- `
SetFocus(hWnd);                 // Sets keyboard focus to the window6 ~" n  B7 F7 k- e; W6 j- [" v  H' L
ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>
2 c- o, o# W6 G, R<P> if (!InitGL())                  // Initialize our newly created GL window
( M5 B8 A% U+ k( ?  _* q {3 }5 {" `& n0 B6 N* n
  KillGLWindow();         // Reset the display( u# {' S+ b- D* }
  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
: B4 ~7 d, G# _% r  return false;           // Return false3 ^4 e" u( n& @5 j5 Y9 ]
}</P>
! |/ I; z: P  Q4 z! }<P> return true;                    // Success+ s2 e  V8 J4 v& Q3 \: ?: T& r
}</P>
  W4 J% j4 R' A<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window; W0 p# H2 g8 L6 g$ s8 g
                        UINT uMsg,      // Message for this window7 t* X3 D. {7 ^4 O2 V+ O+ |( h$ Z
   WPARAM wParam,  // Additional message information# [/ R( H  G' ]
   LPARAM lParam)  // Additional message information( x. z0 i3 j2 G* g0 N
{
& e5 d$ O5 h' V4 w+ Y: V, a switch (uMsg)                           // Check for windows messages
8 n, ~) A! D8 d, ` {2 _, t+ }# t* U3 I  ^
  case WM_ACTIVATE:               // Watch for window activate message
( I$ _" h% Z: Z# I4 h' k- A  {
, \2 n$ j0 U3 P/ p' x   if (!HIWORD(wParam))    // Check minimization state. S. e- g2 X! i3 F. Y" ~2 g5 U
   {! e0 x8 w: v1 S6 T
    active = true;  // Program is active  w4 R+ ?9 X1 f, L) ^- i# w2 m
   }  Y% Q, e4 N9 J: `' A! k- \
   else$ j( s7 a: N# C( S6 j! O  l
   {" d$ N6 \3 R; [! l+ K; f
    active = false; // Program is no longer active
$ ^6 L' n" W% c   }</P>
  S) Z9 e, M' k, u' k) l<P>   return 0;               // Return to the message loop
& F/ {+ n& O2 P6 U$ C+ q  }</P>' _1 J, E" V6 _8 h( ]! i/ V, J* S
<P>  case WM_SYSCOMMAND:             // Intercept system commands
! S0 q% O0 y8 r& g- ]  {
+ U' u9 ~$ c) H$ V   switch (wParam)         // Check system calls, |9 M  S0 m, H+ J# z( ^
   {3 K0 W! C5 f* {6 ^0 a0 K
    case SC_SCREENSAVE:     // Screensaver trying to start?
# p* G8 Q. S' x; n  G    case SC_MONITORPOWER: // Monitor trying to enter powersave?+ E! `0 i9 z( A+ d6 D
    return 0;       // Prevent from happening3 x" {, ~$ y' g# R* q/ l. p( c2 F9 p
   }/ A5 r+ A5 o6 J: q4 D
   break;                  // Exit! y  O/ G* y$ F/ Y! W; ^+ D
  }</P>  y. ^; A4 q0 N# _& b
<P>  case WM_CLOSE:                  // Did we receive a close message?
  a2 m8 O1 w* H  {
& `2 F9 K; f. n6 E" L% W- E: z" ]- [   PostQuitMessage(0);     // Send a quit message; S4 }/ a( P7 e- A+ g& b9 O! M. k
   return 0;               // Jump back0 b* R8 O/ A2 I  K6 N8 O
  }</P>
+ c8 n7 M& Q: F/ ]<P>  case WM_KEYDOWN:                // Is a key being held down?$ k6 p2 C# E9 [" V
  {: _. j" Q2 L4 o
   keys[wParam] = true;    // If so, mark it as true
) Q4 P: P! {, ^# w" b   return 0;               // Jump back( t5 W' j- s2 y
  }</P>
4 G4 c. }! {  j/ y1 P<P>  case WM_KEYUP:                  // Has a key been released?2 R, q# p$ g, y7 g/ D% `
  {* K. |3 z0 y. D% E1 \0 C
   keys[wParam] = false;   // If so, mark it as false
: K  o# R9 Q* {0 R" r+ N   return 0;               // Jump back0 i4 d' }( u/ T
  }</P>
& X* D+ Q$ B" V. Y0 P<P>  case WM_SIZE:                   // Resize the OpenGL window
, v5 E% D& _2 ~  {
1 U2 N. s/ J( J, C   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height' X9 X' V6 a5 [1 ]6 b8 X& L
   return 0;               // Jump back* c, K0 H; Y0 a3 s" j
  }
: Y7 s8 ^2 L; H+ D }</P>
* `9 ?: [# ]1 f# u4 z( ^' Z) E6 W<P> // Pass all unhandled messages to DefWindowProc$ Y! j$ |; Z4 `$ i
return DefWindowProc(hWnd,uMsg,wParam,lParam);
* g/ E* O* k. g" d* i2 f3 l}</P>
1 X. ~( E2 e, x6 d( ^/ D. u: i- H<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
/ Z0 \" j3 j% t8 d, m7 b- V; j{3 U/ N% `+ }9 K$ c1 `
        MSG msg;                // Windows message structure& _8 e6 P- H  _2 z) R
bool done = false;      // bool variable to exit loop</P>4 M, k& n7 Y$ b6 ?- D- h
<P> // Ask the user which screen mode they prefer/ b- R, X+ u* K% i
if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO): \8 d; R! R6 M" r! j3 W1 ?' W
{
& A% p. s/ z8 z; T9 V+ S. x- Z  fullscreen = false;       // Windowed mode  J9 o" v7 D6 Z2 ]( b; Z, E
}</P>6 L( u) N% k( i  X
<P> // Create our OpenGL window
  @1 D9 E/ Y/ r( M" ? if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
: j/ B5 p: X; L* O4 H {/ F* |/ G8 k+ A0 g
  return 0;               // Quit if window was not created$ M6 W1 F( m, z
}</P>) Y% f4 ]6 t. w' `3 a- J0 A
<P> while(!done)                    // Loop that runs while done = false3 q! Z( @0 {9 e" X  V1 |* T  M
{7 q: J$ w. G- ]# K, p5 L8 n
  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?) U3 L2 R! p; ]0 k& q
  {
: M3 p: ^0 Y5 |  y7 x8 {# V; A   if (msg.message == WM_QUIT)             // Have we received a quit message?. u: p, `$ m$ M$ ?
   {
1 o+ b; o* K8 q( I    done = true;                    // If so done = true
8 d  w3 d& Y9 S   }$ P  u$ n& O' Y- B+ U
   else                                    // If not, deal with window messages
$ u0 `+ h' r5 J. r! O   {
. A; [" K+ h  o0 `- q5 V( d9 G    TranslateMessage(&amp;msg);         // Translate the message) y0 S# Y+ w, s! N8 z% t2 l
    DispatchMessage(&amp;msg);          // Dispatch the message
) I  W5 x, H$ m# _. ?9 J   }! j3 r9 m: q7 R! U$ H
  }
; Z4 W  X1 c! Y  z8 G+ e  else            // If there are no messages
. i3 e4 L- ~0 o! [; j+ A8 K: @$ A  {+ a0 K! d% I( q" e! r) q4 N' N
   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()* l9 Q) V7 s* P" n# h
   if (active)                             // Program active?
% G9 J( e. V9 N- {/ Z( M   {  p3 O) N6 |% \
    if (keys[VK_ESCAPE])            // Was ESC pressed?
0 [; n# Y3 J- B( V! h  x    {$ o. ~! G( z8 o* [. ?
     done = true;            // ESC signalled a quit
% p, F& E7 N% p0 f9 _0 D    }1 `2 w3 _7 k) W" n( L" h' g
    else                            // Not time to quit, Update screen
6 r% o' s1 N" g( S% a  W- U: P# S    {
4 T3 r# r+ q9 L5 ~* s8 f; U     DrawGLScene();          // Draw the scene. J! X( T" _) k8 d$ m, ^% }
     SwapBuffers(hDC);       // Swap buffers (Double buffering)5 m& x* D0 o. G* R+ E6 K0 Y' b( y
    }
; @$ b1 O* D  y2 @5 E, L   }</P>
) m/ }; R" q$ g6 q7 ~1 p<P>   if (keys[VK_F1])                        // Is F1 being pressed?  f4 @; ?1 a- i2 L; N: [
   {  L1 E% W+ u1 H
    keys[VK_F1] = false;            // If so make key false
* i: M0 ?9 |' U- Y    KillGLWindow();                 // Kill our current window
. |. O1 ?1 l9 W  l$ [+ l2 |4 @    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode
* D+ b# ?$ @, P( A4 k' q    // Recreate our OpenGL window
2 E' u7 O9 V% @% N8 ]0 `    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
2 k  ^1 w/ v7 M: k% x' X    {# A4 T+ G* F# Q; V
     return 0;               // Quit if window was not created% n  s9 S/ W1 W# ^! r' t# R, v
    }8 r8 s- W+ P7 p8 a' k
   }4 p! R( x  z" g) X1 ^. m
  }
- w4 x6 y+ E7 ^& s }</P>( G+ w7 Q! X. A+ |& Y
<P> // Shutdown
/ U( G% z% M- J) K KillGLWindow();         // Kill the window9 B; a  t% |# o
return (msg.wParam);    // Exit the program1 C# R1 h) p1 w3 U0 @4 g+ N4 k, x- M
}
8 @  f  \6 c! t" ^//---------------------------------------------------------------------------</P>
zan
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    ilikenba 实名认证       

    1万

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

    [LV.10]以坛为家III

    社区QQ达人 新人进步奖 优秀斑竹奖 发帖功臣

    群组: 万里江山

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    <>我也支持一篇</P><>转贴:Win 95/NT下OpenGL编程原理 ----</P><>科学计算可视化,计算机动画和虚拟现实是现在计算机图形学的三个热点。而这三个热点的核心都是三维真实感图形的绘制。由于OpenGL(OpenGraphicsLibrary)具有跨平台性、简便、高效、功能完善,目前已经成为了三维图形制作方法中事实上的工业标准。自从WindowsNT3.51在微机平台上支持OpenGL以后,现在微软公司在Windows95OSR2、WindowsNT4.0中连续性的提供OpenGL开发环境。VisualC++从4.2版本以后已经完全支持
    ! g9 F' j4 l7 A2 l+ WOpenGL API,使三维世界的"平民化"已成为必然。
    % r. ]$ B4 y3 V+ j% J----Windows操作系统对OpenGL的支持8 X% ?, r" j; ^/ e; j
    ----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:* B6 S" x( M+ t7 l8 U3 @7 A% B% i& f
    ----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) P0 E& m  W8 q% Q" V& @0 m
    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。
    7 A+ P& G  o+ b- z3 I" F----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。$ v: s. d7 c: R  U; c. f: c
    ----3.一个RC虽然可以更换DC,在任何时刻只能利用一个DC(这个DC称为RC的当前DC),但由于一个窗口可以让多个DC作图从而可以让多个线程利用多个RC在该窗口上执行OpenGL操作。
    1 W! X- F0 a3 \7 A' d6 c8 C----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。7 B, Q2 z0 v" }
    ----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。! X0 N) U/ V9 w5 k$ a( z# x' E, ^
    </P><>----用VC来编写OpenGL程序
    2 \+ u& p9 x* z) {, `. T" g( _3 \, c5 n$ M/ {
    ----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:$ x) C+ U# \% y" l
    9 C8 G8 R# J. v5 w9 w; A
    ----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
    2 T) A: M3 z8 Q, q( A1 s1 ?
    5 S3 ?5 c8 H6 X( `7 n0 J4 w* u各项数据的意义,请参照VC的帮助信息),该结构决定了OpenGL作图的物理设备的属性,比如该结构中的数据项dwFlags中PFD_DOUBLEBUFFER位如果
    / a& C; H$ E' b4 _% n( f' h8 u0 }; W' t- N5 K9 U. G! x
    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* \* n, r& f" P/ [& h% v# r3 K
      z, U, N! }( x1 f2 x
    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
    % b0 H; s0 `' t  n, p
    : L" \) O! ]) e7 v2 A" b。; \5 l8 ^7 N& y. F8 |
    ' f: K6 e% _# |
    ----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)。6 |" _, }7 O4 l0 T
    6 F# `8 b- s( d" x0 z4 `3 n+ o7 O
    ----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)
    4 O  G. m$ O, b# y/ w
    ( {( E" |8 s. `! \' p4 e, L6 H----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, H/ ^' k7 v0 N0 p# U* k

      x  u4 o8 o3 ?. m, U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(" J6 W$ w, l7 Q$ q* q* Y! q( X
    . x- J2 e" U2 U! {, h& k
    if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC
    / u! f2 z) E; W6 f$ [( j
    ! ^9 N9 b- V6 A2 y' C( P  e----所附程序说明
    6 ]" F, Q2 E2 ^  y& N
    , u7 M; u% \! `+ W! h& G" k----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1 P' C- i- p( C1 w. u

    9 L4 R5 w" }( L- ~7 |MFC编OpenGL时需要注意的内容做一个简要的说明:
    # S  l, |. _1 ]; z; b( T& u; H6 X* x& V1 @; c1 K/ Q7 _0 E
    ----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
    3 }- U8 q  w3 R
    + L" ?5 }) O1 Q& l9 _0 ~. y) F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4 k9 ~! F% o1 N) E; |6 g3 t- C. Y

    ' ~# Q5 f7 K- y4 @/ z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0 h& w6 E/ m4 p* C" z* v
    " h% T4 t: H  G& ~
    格。. H5 n$ f% H3 |% P
    3 S( t2 S" u# c
    ----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* I& w1 e3 j( x: [

    / o( `5 ^0 [5 _% z: ]。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+ R0 R# t$ D. P

    % b( j' m4 [+ d& f5 N$ x、鼠标处理函数都应该由相应的Windows处理函数来响应。4 ]( x" D, I5 U* |
    2 r1 S: k( D+ ^8 g! Z  x
    ----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( S' H" L8 z1 O' z  U: J5 N. G" V
    : e- G; i0 f, ~2 Y2 H9 Z
    ,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& H% R; o8 l7 q' K6 W5 @1 y/ `( P7 Y
    6 \2 Q  L$ W7 |( y- M( f
    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。: @3 C' \8 @) S6 E3 ]) k
    3 O; T4 E' H4 T0 \
    ----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7 y8 C( z" g, d4 F* T9 ?7 ?# z( O8 F

    ( H, O! x3 y0 bGL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
    6 @! x7 J0 o+ I" n" C3 }1 q6 C, P- L6 l/ l$ m9 b" j# H
    ----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。6 u2 s% X4 R0 K% N

    $ ^5 A. X' X/ V' _9 R----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++
      x6 ^3 r; m) ?* O) M; W5 a# u6 `( Z' Q$ B0 G: t
    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7 |: L' ~/ `' a" Q- q7 J* K1 V

    % B$ r9 R2 R( KCS_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
    8 E  j1 J' M2 V2 U1 _' Y/ O5 a$ T
    5 t! w" E9 ~2 |8 t1 u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。! \  O; x/ V0 F: t3 A; y7 p

    7 g$ P5 c. X1 A, M# s" V$ `) k----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' |! E5 o0 u9 ^, x" H

    5 [# d: _1 V' J- |. ]+ |3 l% d5 B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
    % K  p; J' m3 v
    3 x( T0 n4 m9 o0 {: _. A# @1 G函数应当非常小心。: P% u4 O7 G% Y  E

    ! Z. x4 I6 T! v3 V. @----参考书籍:" d8 V0 j2 W: u4 R) p
    0 q8 D  b# R: |! u
    ----《OpenGLProgrammer'sGuide》SGIinc.* {4 |4 I( s* y4 N8 J0 j

    . S4 a. M( q" F$ R) S4 B3 e8 C----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
    1 m4 a1 ^- z; r7 Q# v5 o; R, @
    ----《VisualC++5.0联机帮助》7 t4 f1 n. }2 y
    & |- T. D# r) z0 f) g' \
    ----附程序:! H" p7 Y  e7 {1 j( f0 j" m
    9 L: ~6 I+ S4 k/ T8 n1 m% _
    ----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8 v/ h/ }9 T' o, o3 I
    5 G0 S1 ~( L7 |% b
    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
    * k6 M( H, G3 \& |0 H* d1 I
    2 K. k+ C5 K  GOpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。6 H- T: R! l, @8 P3 x1 D* f3 E: h

    0 k: l* g% ~2 x5 }: F- Z5 c) a* b----主窗口类定义(OpenGLWnd.h):
    5 S( S& I+ \3 |. `, d) ^0 R. J, F- H5 v' s
    s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70
    / g. D9 I+ |2 U# h* i' P_11D2_9ACA_48543300E17D__INCLUDED_)- a  E2 m/ r: j% z5 |  U
    #define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
    / {, k% `) D6 e& m* K1 @* z_9ACA_48543300E17D__INCLUDED_# p9 g3 y/ o3 y5 ^( Y  g# C
    0 d9 T* x' b. K
    #if _MSC_VER &amp;= 1000
    * j& G1 Z! p) h1 k) }/ _# `#pragma once6 Y$ p8 F3 d6 m8 b' \0 S/ T
    #endif // _MSC_VER &amp;= 10001 i; _& ], t; _" F* `: F

    $ Y- H$ E: y; e4 D5 r#include &amp; afxwin.h &amp;6 P( H" V" o  f2 l
    #include "SimpleGLApp.h", c& W: R" W+ P: R- [# l) e" l
    #include "resource.h"" i+ L, E% w7 n3 I
    // OpenGLWnd.h : header file  x: O' l# s5 L- y# G
    //
    4 L7 X8 L0 r5 i7 A( D3 n///////////////////////////////////////
    / p5 a; j* \9 p//////////////////////////////////////0 T! F8 l9 |" U; F' a/ @! t& J
    // COpenGLWnd frame4 U: o- \: K8 Y& v
    8 \0 @/ Z7 Z: Q3 @3 Y* v7 \
    class COpenGLWnd : public CFrameWnd
    8 t* \. a- s6 N9 W5 H8 o{  Q! z# r* ~' l: P
    DECLARE_DYNCREATE(COpenGLWnd)
      Z' ?0 Z( e" Jpublic:
    ; v6 q( S9 g6 g( m- OCOpenGLWnd();&amp;&amp;  N% _. }0 K3 ?# n* F2 v0 @
    // protected constructor used by dynamic creation, z  w) f. P2 u6 _
    protected:0 ^$ w9 w  S+ F# f  ~. j$ n3 b# O
    HGLRC m_hrc;
    9 s, ~( @% C+ }1 u) B& V' i6 _* d1 QCClientDC *m_pDC;' [$ E! K, P: E7 K9 f) p
    // Attributes
    7 O' {7 y. t' [0 E9 f# `public:: L& A8 z. x8 V' v, Y( c* W

    5 E3 E% a2 L$ [* _3 ^// Operations
    " j& i' v/ t" O2 R9 ~9 s4 Opublic:
    # V% @0 Q+ F# ]) M7 _. O) q5 t) Z" b  P
    // Overrides( p2 ~" T0 H* Y$ p5 e9 V
    // ClassWizard generated virtual function overrides
    / P8 @* a) r# }" w0 e. z//{{AFX_VIRTUAL(COpenGLWnd)
    $ s- u6 [. e1 p* n0 S) Y. G8 D6 Dprotected:
    8 [+ |5 T6 z9 h7 @9 m$ X, Q  Rvirtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);. F$ H& A! }0 J! k8 P
    //}}AFX_VIRTUAL: G! N; |6 K6 r  M( i
    . ?6 B* D+ o9 n2 c- O- N7 v
    // Implementation4 y! y- s) M9 s! ]4 @
    public:
    3 V2 O! L9 m$ f( ?; \  n/ A1 vvirtual ~COpenGLWnd();: _* v: `" O1 L9 Y* }; D  U
    - v7 ^7 u1 {% a: a
    // Generated message map functions9 |7 H+ i/ r. r. R8 m9 u' H' F1 j5 ^
    //{{AFX_MSG(COpenGLWnd)9 Y  `- l+ h9 y
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    + v) |- F/ ]- B- s3 W1 Gafx_msg void OnSize(UINT nType, int cx, int cy);$ K2 p  Y& \4 m. j2 K
    afx_msg void OnDestroy();1 d2 c: G8 a0 Z: K9 G
    afx_msg BOOL OnEraseBkgnd(CDC* pDC);
    , g& ^/ l1 ~) y% [. yafx_msg void OnPaint();, G. o* l0 G# g7 T0 W
    //}}AFX_MSG
    $ ?3 V, c( [. i5 l/ mDECLARE_MESSAGE_MAP()
    . }  s+ k& E" T# W};6 ?! P$ F% R8 D, d6 `

    1 U& w; k+ Z( H/ M& E; Q' B///////////////////////////////////////
    8 m/ m6 a# R  e. ~" p//////////////////////////////////////! o5 T/ |& s9 B6 G& g( S. c/ r
    ! M3 L& f' _1 m1 Q2 Y$ d# Q
    //{{AFX_INSERT_LOCATION}}2 r4 |7 R# M* _3 \0 Q. L
    // Microsoft Developer Studio will insert
    & F7 H1 y9 s' z2 Badditional declarations immediately before the previous line., v: p9 v/ O$ S$ }

    / y/ Y( f6 }9 q8 s, X# C! j" j#endif // !defined(AFX_OPENGLWND_H__3FB1AB28_
    0 B! F. g( M4 V" Z: {+ ]0E70_11D2_9ACA_48543300E17D__INCLUDED_)6 @3 f( N5 j' x, s
    主窗口类的实现(OpenGLWnd.cpp):2 l  _7 g6 {, ?$ y7 A, _# k) O
    // OpenGLWnd.cpp : implementation file9 ^" }$ R2 Y6 d+ [
    //2 Z' T; [5 M& b9 ]2 Z7 I7 o

    * m2 v0 u5 a/ t3 M" u#include "stdafx.h". V! q6 K2 V3 U0 @2 v; [
    #include "OpenGLWnd.h"
    + P7 x9 ?/ ]/ K! Y#include "SimpleGLApp.h"3 K& s. n% ], T2 W
    #include "gl\glu.h"
    + j/ e! x: Q; t* Z2 m) j9 }% a#include "gl\gl.h"
    5 @4 E4 P, [, o+ B2 x" |#include "gl\glaux.h"5 H: y, K' J. Y

    & T% e  F! y$ _+ O& K* N% `#ifdef _DEBUG( N' p9 @# Z2 T* x. M* L
    #define new DEBUG_NEW
    ! v% r* _; O4 M#undef THIS_FILE
    3 t8 l4 z6 N2 L" A# z3 t/ [& estatic char THIS_FILE[] = __FILE__;8 Z. Q/ U7 V9 B( o$ H8 L
    #endif
    9 Z7 v- g/ G* Y7 W, d! Y8 H, F! J( t9 m& H9 H5 B
    ///////////////////////////////////////
    , k( e' ~4 Y" ^9 S- x* Y" N//////////////////////////////////////
    ! X5 [3 p5 Z: Z6 s$ w// COpenGLWnd/ b6 w& R4 h. G7 E7 N
    0 {/ Z$ E  p1 P: i6 @5 [5 ^
    IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)
    + q. Y+ ~& o2 S5 a. r
    1 H) i8 Y9 s" rCOpenGLWnd::COpenGLWnd()8 I4 K  k5 D2 a* w- H* t& X  A
    {4 R! j1 I+ W; M
    m_pDC = NULL;
    ( H" L+ ~3 `; D' h( Y6 a( d) ]9 dm_hrc = 0;# M+ Q' \# K# E6 U# L5 Z
    LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
    6 g3 A& F  e0 Y4 ^| WS_CLIPCHILDREN | WS_CLIPSIBLINGS
      _1 S8 G% S8 Q5 P+ R. C,NULL,NULL );% j# E# C3 K7 i/ |( o% Y
    }2 t* l( {, J9 `2 W" C5 O# T

    0 |% w: Z, ]! XCOpenGLWnd::~COpenGLWnd()
    ) H8 e: a) D9 Z9 N{
    6 m3 H5 B5 B4 u& d}
    ( g% T4 y0 @5 f
    * n- c  s/ y- B5 u% i) ~, t# a9 V
    ) U& ~! ^* C0 s5 ABEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)3 O2 @1 I- `7 U) b6 O
    //{{AFX_MSG_MAP(COpenGLWnd)& j2 A; `+ Q' J
    ON_WM_CREATE()
    # V( J% P; c. \6 KON_WM_SIZE()
    9 Q6 I, f. {. l: U; @; Q  uON_WM_DESTROY()' V$ Y& ^- n6 z( _: @
    ON_WM_ERASEBKGND()* H$ Y( f- A7 `1 q
    ON_WM_PAINT()# _# ^+ h6 I3 U/ d, s
    //}}AFX_MSG_MAP7 s3 g9 j$ R5 ]; {; U
    END_MESSAGE_MAP()5 a2 I7 [# `3 H5 A
    : O7 M6 P  r: G; a7 E8 i: B. z

    4 L% `; H' [$ ]9 L+ ?6 F: G! z
    5 R5 `1 z; ]  n" v) T& Q- @BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) / ^2 B2 v$ ~' @6 S) H3 g
    {
    5 m( [" i5 A. b! G4 s  U3 R// TOD Add your specialized+ k& [* i9 Q# |. v
    code here and/or call the base class
    ; R6 W7 {' S8 |' {cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |, c1 K3 b# j/ q! ~1 T0 ~$ P
    CS_HREDRAW |0 F1 Y; b# Z7 O5 t
    CS_VREDRAW |8 H' [  S) o- J6 x
    CS_SAVEBITS |
    3 h: i# `# ?  s- k9 A6 {CS_NOCLOSE |. s% _9 i; ?: }4 s  C9 B/ _+ [2 F
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC/ ]/ D& Z4 \: n- u4 i4 p& J
    ,AfxGetApp( )-4 R1 W3 e8 y7 v5 s" U
    &amp; LoadStandardCursor(IDC_ARROW), 0 ,
    & q- O" Q( o5 {+ v5 k4 HAfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));
      O& m) U( T( k* S4 g& Yreturn CFrameWnd:reCreateWindow(cs);
    * {4 l- u" `1 k* q4 b}3 s# x  ^/ Y! A
      ^% |( `2 w9 w2 k6 ?2 |3 [# ]

    ' {2 h7 q4 @8 B* ]8 m7 Fint COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) 8 S" G: H. l9 d" g
    {7 K( [3 B) h0 i9 C4 D
    if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
    ! q) G2 E9 }, m2 p8 L; Nreturn -1;
    # o- J) w/ C! q9 r
    5 A4 V+ f% s! G- y( \- c&amp;&amp;&amp;&amp;int pixelformat;
    * x5 q- P* ]: H" z& L' h5 e7 c* `" y
    9 U- I# M2 M- b5 O&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图9 q, G/ Q% K3 |4 {4 b
    ASSERT(m_pDC != NULL);0 G# h, O1 A/ y3 s

    - v% T  N# g# R+ m8 r5 A; P, I; Tstatic PIXELFORMATDESCRIPTOR pfd =8 @8 K. x9 [9 [3 o! o  A+ q( D$ V% U
    {3 w: k4 l/ h+ P' `6 c" z  q
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
    , R) N" c4 l3 w$ t2 p&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
    ; ^9 h9 Q8 E0 M' I6 g( c&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* E: U% t: k- C& V) J, C2 i; z5 \
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
    & K% g( l) e" e4 V' F&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
    ! k! s- e  f. v! I' k2 ?; y5 s&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;16,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;//程序在16位色彩下运行
    7 ?, p% x& C8 `&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
    " N' L! @; n# R# A) @/ Z&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$ ^2 x- v* J2 K, I
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// shift bit ignored
    ) _: W" l3 [1 d&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  N6 [, }0 N6 |8 O
    &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
    6 T9 y* b. [1 M) o) q% W&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
    5 M0 }2 v5 b/ t* M" c&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no stencil buffer- R# T+ {2 E+ n) O4 O0 M* T! Q
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no auxiliary buffer
    3 d) K# A; e1 m6 W( w&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
    ' g- U/ g9 C& c# d- [. g+ U4 c&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// reserved
    5 W' b" p& X0 Y, x&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# p. N' }0 q7 ]7 f7 ?
    &amp;&amp;&amp;&amp;};
    " X: d( P! I; H/ H1 G4 i
    0 O& y3 \* n7 o" ^. p. J: ^& \% V: o# s4 D+ m7 V8 L9 i
    if ( (pixelformat = ChoosePixelFormat4 u- m0 S  J& ~' ^% Z+ ^$ K. G1 P
    (m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )
    % {% t, m( o4 \5 w5 H, a&amp;&amp;&amp;&amp;{
    ( T2 w2 T+ R" ]" W&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");: A5 m% L( t7 v
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    1 J8 p3 d" N/ `+ x8 p&amp;&amp;&amp;&amp;}, ^1 Y! i  O5 D
    * {: E  s. U/ C, i
    if (SetPixelFormat(m_pDC- &amp;: j/ J. f/ N9 I/ J
    GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)
    # \! w6 W6 o- l! C&amp;&amp;&amp;&amp;{
    ' U% f* N7 ^: U. P- ^# \&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");2 `3 ~1 n& ^3 A
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    * A' C, w" X! n8 s&amp;&amp;&amp;&amp;}% W4 ^# C8 \4 p4 \0 q8 X9 M8 _+ ~- r( |
    &amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());  g% f* O8 k' g3 Y' w8 P1 y
    &amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
    0 S; t( u! b' H: P5 T! J3 U; ~* {$ s7 [, ]: o
    &amp;&amp;&amp;&amp;glClearDepth(1.0f);
    , J9 }/ z1 y/ \&amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);
    ' E( X  V# V" R! a) a. I, i" o) B

    6 z$ y+ x$ y( H1 E2 h* ]&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);1 A7 p  [* y* p# J9 g
    &amp;&amp;&amp;&amp;glLoadIdentity();
    $ S: U) ?* U3 K. X* v9 f- l&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);3 f7 f+ W: |' B9 `5 m" R

    4 G# ?3 s3 E8 Mreturn 0;//OpenGL窗口构造成功
    2 |) _& d& i0 r" @, J7 x6 m# {  g7 i}
    8 N& x+ {4 Z5 m  F
    5 u: O$ j! W" ^& qvoid COpenGLWnd::OnSize(UINT nType, int cx, int cy)
    " B2 q5 H; o. Y+ d4 u( w2 ]/ J{% }- A+ t, I3 c7 m
    CFrameWnd::OnSize(nType, cx, cy);+ N- h( `' R; F. r  D
    1 i6 P; t; D% x* K
    // TOD Add your message handler code here: d! u$ i* @3 U8 L& t$ _
    &amp;&amp;&amp;&amp;if(cy &amp; 0)
    7 C: k% I1 t4 }& Z& D4 z% T2 T&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    6 H7 q# r  E. q+ v  W9 B&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);
    * m) s( _5 \0 z" T1 f; f&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    $ ?1 X9 n7 ^! l&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();
    : E6 n! {5 d# @: X9 w! J& Oif (cx &amp; = cy)
    % e9 [( P' H0 Y9 y&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
    / F$ S3 [: P- A, Z) M3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
    3 W. o* o& o/ r( xelse
    , P' m% B: m" e  _* OglOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,% l5 y; c) p' ^1 o* j( n( A# Y
    3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);6 E7 [; L9 l% V% c' x: f
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    + r) W7 ~5 ~( h" f3 v4 n) Q&amp;&amp;&amp;&amp;}! W% M; P6 X( T  i+ [' X
    }: b1 L0 |% {! ]" v, h; H

    % Q7 ^# P. g+ W: rvoid COpenGLWnd::OnDestroy() - l8 o/ R, k+ d9 d; e! b# v; n/ q1 F
    {  R" M0 I) w& M3 M. N
    , }! G8 h( K  W
    CFrameWnd::OnDestroy();) V, A% d, b6 T. \( p5 _+ j6 ~) [
    &amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);% o1 L  @: g* n5 l, _
    &amp;&amp;&amp;&amp;if (m_hrc)
    * R6 f: g; t& }4 f7 Y& y6 P2 \&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    2 G1 {% z+ a) c& Gif (m_pDC)
    ! K1 y' [) n/ [! V! q4 ^3 C4 {&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;9 |5 G& n% P$ @
    // TOD Add your message handler code here' d( a6 N4 _8 T2 n
    }6 M  I0 c, a/ z
    0 R2 M4 c+ w: a$ u3 E6 d) n" m0 E4 ^
    BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)
    3 d' c' S  A& j# w- i7 f" }{
    & s  u" q9 [9 P$ ~: U// TOD Add your message9 ^/ n6 t; O/ R0 u2 |# W
    handler code here and/or call default
    * X) Z' O- U5 c9 sreturn TRUE;: o, c6 [' J) ~# L% T& ~
    //return CFrameWnd::OnEraseBkgnd(pDC);
    ' @$ Z( z3 O8 ~  s, y}
    5 m( ^) L5 {; W/ t; p1 m2 D5 b" ?! R6 y+ u. }: t# E7 y
    void COpenGLWnd::OnPaint()
    3 D0 B- `) f* c5 T" g$ s6 p6 C{$ {  N. b' _& R) b# Z+ J
    CPaintDC dc(this); // device context for painting
    1 ~3 d$ e9 |* g) D8 b7 ?$ W: y! b2 U) w: m; y# {- \
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};! t) y  [- w% d' a& K

    9 X# v( q" ~- P1 ?// TOD Add your message handler code here( _, L$ N2 }. C* S; B' A" n

    , q5 S$ a2 T* Q; |+ `&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);" {1 u" X" s+ v+ |/ ~# c
    &amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    ( t9 H3 s( _" A* \% _1 K1 h4 a* S6 b4 S: e0 K0 g2 J- l' X
    &amp;&amp;&amp;&amp;glPushMatrix();& `3 r5 G% T* x/ d5 I

    ' Z  H0 y* z5 J0 ?5 B&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);
    # ~6 @% [' k+ n5 wglLightfv(GL_LIGHT0,GL_POSITION,light_position);
    $ M- W  Y5 M0 V8 a2 A, yglEnable(GL_LIGHTING);
    ( z7 `" ]. w0 s2 W2 F% EglEnable(GL_LIGHT0);& [6 W! I3 _# z/ S7 l- A: S2 y8 h& `
    glDepthFunc(GL_LESS);  E! Y/ V% R  x! O$ k/ ]% E
    glEnable(GL_DEPTH_TEST);& s+ v* N! p" l$ u) [
    auxSolidSphere(1.0);9 s3 m6 z$ \4 c; ~& Y! u7 n+ v
    / |5 n) J( @8 s" m/ e+ K  @
    &amp;&amp;&amp;&amp;glPopMatrix();( |+ l- E" `$ @, k$ V( D
    8 S& l- A+ l9 \. @# h7 I$ ^
    &amp;&amp;&amp;&amp;glFinish();& w; U2 H+ J# c* B
    8 J, ^* ?+ d# Y4 I8 f
    // Do not call CFrameWnd::OnPaint() for painting messages
    9 ?2 I; `/ l0 ]+ @) [! _  g}
    $ @6 T0 b1 l/ O/ E6 a应用程序类的定义(SimpleGLApp.h):9 ^! `7 f5 k+ h" h3 f
    #if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
    4 z* g7 M1 e1 X0 f; L_0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    % z" w9 [5 I$ @- i1 M8 u#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
    & b+ F, l) p. t3 X+ x8 J; m_11D2_9ACA_48543300E17D__INCLUDED_
    0 `2 }8 {6 u7 F& n' {" \
    9 m0 F* h; B! y5 Q3 u#if _MSC_VER &amp;= 10003 G# Z- a% w3 h; T8 R" H6 A* B
    #pragma once
    ( z; f+ b3 x4 f0 N/ n2 M! c2 g% @#endif // _MSC_VER &amp;= 1000
    $ o' e* Z/ Y: H# ]- F; \$ u$ i! Z// SimpleGLApp.h : header file6 h1 b( w8 `7 p0 h6 c& L
    //
    % c9 i# f* m) p: K/ _#include &amp; afxwin.h &amp;
    4 s$ [. A( K! G& Z0 F0 C#include "OpenGLWnd.h"/ r/ Y0 f3 W/ F/ W
    #include "resource.h"
    4 y# R) N, @0 F8 D" V6 f# s
    1 {, ^: s/ j% O3 r* Z3 F4 `# x///////////////////////////////////////
    * |0 G6 Z+ e1 A1 l1 x9 i- @//////////////////////////////////////
    6 Y* g% X) q# C  I2 E; B// CSimpleGLApp thread& V6 X7 o+ }% o2 U; ^6 Q' ]
    5 }5 H# h+ l8 C* w0 u( N9 n
    class CSimpleGLApp : public CWinApp. T/ [& @: n# o; X" J: |
    {
    / r% o- z, o& T9 g% K+ h+ V/ ~! p* xDECLARE_DYNCREATE(CSimpleGLApp)4 z8 @( }+ L. F+ Q( x, W
    public:$ z. W5 w# d% y0 E1 K! P
    CSimpleGLApp(); 3 z1 U! A. t8 Q- p
    &amp;&amp;&amp;// protected constructor used by dynamic creation: u, L$ A- {0 I
    ! u! V3 U0 |  J' k7 n& H
    // Attributes8 f3 X$ W% `9 S
    public:
    & ~# `. l% _/ ?: l) J
    ! z3 E( T; V. T// Operations& y5 s# x7 `) K( x) A! V4 l# y
    public:  p' {+ z3 `6 z" I
    , e/ F- |* q+ Y4 t4 ^- U
    // Overrides, K7 O" P5 ]$ ?* n$ j* s
    // ClassWizard generated virtual function overrides
    3 ]3 B" u+ u+ h. v//{{AFX_VIRTUAL(CSimpleGLApp)7 w$ X4 z# g/ |6 t$ e7 W4 u
    public:/ Y3 U. }; ^. N& p# J( `* o
    virtual BOOL InitInstance();
    . y0 g9 k( r7 @7 ?# pvirtual int ExitInstance();
    + C& C  w3 ^% q8 _  d6 b//}}AFX_VIRTUAL: T0 X, E: b5 w; m) X
    & {6 K7 |7 N3 J; `3 a
    // Implementation
    , ^% g! E4 |4 L0 T9 l3 Npublic:
    4 d6 g9 f1 P) zvirtual ~CSimpleGLApp();3 o  c5 q: L5 ?# ?  V

    . u& V* i3 b% h8 \/ C// Generated message map functions
    : G; s5 r: L2 E$ ]' P//{{AFX_MSG(CSimpleGLApp)/ ~( @* u  g- b6 O( p
    afx_msg void OnAppExit();
    " u  ?( W* z& K+ w/ d& {' _( g//}}AFX_MSG
    9 f, m2 L% I1 [4 R& r2 c
      k- R' f3 ]4 }8 A4 VDECLARE_MESSAGE_MAP()! ]" s1 d9 m/ N. s$ s9 a
    };
    ; @  l5 x  p" T& }3 b8 t2 @7 r) t* C1 ?% h& w
    ///////////////////////////////////////
    + s) j1 M6 `) p5 ?5 c4 L//////////////////////////////////////. I7 g: O' r* p% Z+ h
    . }' y/ {& ]1 m! q
    //{{AFX_INSERT_LOCATION}}# a0 `. D) m' b
    // Microsoft Developer Studio will insert
    0 I/ l  |) H9 J( v* fadditional declarations
    ( e2 }5 k% h7 |- R7 nimmediately before the previous line.6 \- Y1 o+ B9 r9 e' h' T0 L
    ' s6 D2 ~& Q2 x% i6 |2 L
    #endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_  y$ S8 T8 S" S/ G
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)* x. `. y' B0 L
    应用程序类的实现(SimpleGLApp.cpp):: g  y4 T# s* D" Q) w+ e  J
    // SimpleGLApp.cpp : implementation file  u2 M; T6 \$ P  w9 ^
    //
    ' F# `- ]# |7 H$ x9 t6 ]
    8 f! x; J6 ~# j& h$ R#include "stdafx.h"! M9 U! c/ Q& j; c$ {5 {
    #include "SimpleGLApp.h"
    0 A  V( o5 ?  ]7 E) S4 x( _#include "OpenGLWnd.h"  o* z# x8 f  E3 E" H

    6 O% M$ l1 b: `* c( y#ifdef _DEBUG% ~0 q/ [$ a4 V% ^' [
    #define new DEBUG_NEW
    3 P& ]7 M0 n+ C% e9 V% z#undef THIS_FILE2 ^( i7 A0 o! S, n8 T
    static char THIS_FILE[] = __FILE__;; J4 ?4 A$ e- ?) z# ?8 @
    #endif
    0 s: [% W2 A9 ^( y% d' h; m4 T% t( X0 l! ?9 S/ o& `
    ///////////////////////////////////////9 O+ L/ v6 ]$ d) P" {! T
    //////////////////////////////////////
    " _) m4 q1 S: p// CSimpleGLApp
    7 b- a: D# X0 I
    ; }. |2 P2 H' h% c5 e( PIMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)# R: D4 J7 l( f9 P2 A2 z

    ' X$ P* e1 N3 x# j. S4 R4 }CSimpleGLApp::CSimpleGLApp()
    6 e# G+ y1 w; t. l/ d{
    : q" h4 f- F3 ^' y  j}
    , I2 ^' w0 O0 w& ]5 A. y. a3 {& e3 y! c( P  a
    CSimpleGLApp::~CSimpleGLApp()
    ( q5 n/ K' }, l7 b5 s{6 }0 ?# U- Y3 ?5 T- ~: I
    }- ^" n" v8 T  A

    ) Y) }9 ~  v( w7 @8 n% P  \: zBOOL CSimpleGLApp::InitInstance()
    6 K8 F5 {2 S# V7 F( U{
    8 F: e* Q3 w) h' j* A3 s8 ]// TOD&amp;&amp;perform and per-thread initialization here" e! H- x  c/ F# {5 M# g
    m_pMainWnd = new COpenGLWnd();% e4 G, i3 R- U5 f2 S( d2 V
    m_pMainWnd- &amp;ShowWindow(m_nCmdShow);
    ' b: d& s: k+ f1 ^) O3 v* S  k' Wm_pMainWnd- &amp;UpdateWindow();
    8 k1 b' R, @9 A9 A6 Qreturn TRUE;
    ' B8 d8 ~" ~# O$ P9 M6 u6 C' {}, y) t. N4 c; x5 D: n

    4 C' F1 ^! H( b) B6 \+ ~. ~9 u* kint CSimpleGLApp::ExitInstance()5 G# M7 u( z5 I/ u' X
    {
    3 S8 i6 y. P% }( e8 M1 {1 ureturn CWinApp::ExitInstance();( m5 q; ]# _3 |" z' i
    }! b2 f' ?+ ?/ e$ T1 c+ j+ l* e6 A

    % V2 v" y, X3 g$ |* c$ TBEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)+ e* I- G+ U4 \  T7 S: f
    //{{AFX_MSG_MAP(CSimpleGLApp): q( L- i! G$ M1 I/ d; H
    ON_COMMAND(ID_APP_EXIT, OnAppExit)# }0 `/ u) Y2 Z  k
    //}}AFX_MSG_MAP
    $ Q5 s7 ^9 D) V2 K% h# zEND_MESSAGE_MAP()
    - s+ _7 U; a* E1 ?
    9 j$ k& ^5 T& M8 H1 o3 y///////////////////////////////////////4 M- j8 p, i3 V4 K3 l2 }5 e: T% b
    //////////////////////////////////////
    3 E5 c* Y4 O3 S% s$ S# S0 ~// CSimpleGLApp message handlers
    " U1 ]/ z3 A- ?. \: K, m) a+ m; hvoid CSimpleGLApp::OnAppExit()   i8 B. o: q" [  I
    {6 W  x5 p  M0 `+ S7 \' F/ b
    // TOD Add your command handler code here
    # _( i9 f% j2 p; U: g1 H1 j+ VCWinApp::OnAppExit();
      h/ d6 y% I# M  V6 \}) l# I2 _% s: I( v5 u" P# U2 E- `- `

    ) A0 \% c- o0 e% }& sCSimpleGLApp SimpleGLApp;</P>
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