- 在线时间
- 0 小时
- 最后登录
- 2005-3-3
- 注册时间
- 2004-9-30
- 听众数
- 1
- 收听数
- 0
- 能力
- 0 分
- 体力
- 87 点
- 威望
- 0 点
- 阅读权限
- 20
- 积分
- 29
- 相册
- 0
- 日志
- 0
- 记录
- 0
- 帖子
- 6
- 主题
- 3
- 精华
- 0
- 分享
- 0
- 好友
- 0
升级   25.26% 该用户从未签到
 |
< >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 <vcl.h>3 F+ ~5 {% x/ m! g% e' H
#include <windows.h> // Header file for windows/ K( _! S9 B u m5 K6 d) ~
#include <gl\gl.h> // Header file for the OpenGL32 library
+ |( R# T3 W5 z# r2 h: |9 }& H3 ]- u#include <gl\glu.h> // Header file for the GLu32 library P) D2 X( o x; L2 b) {( X+ m8 x
#include <gl\glaux.h> // 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 && !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 && !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(&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(&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(&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(&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,&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,&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(&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(&msg); // Translate the message) y0 S# Y+ w, s! N8 z% t2 l
DispatchMessage(&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
|