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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>
- U" G3 c1 L4 [# {9 x# h/ g8 k<>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>
. ~4 ~" n! ?/ V: k- u3 P; W& G<>//---------------------------------------------------------------------------</P>5 ~) u$ J) F! ]7 x
<>#include &lt;vcl.h&gt;
5 d+ ?6 c; g0 ]8 |#include &lt;windows.h&gt;    // Header file for windows0 q$ u0 ^( U1 y5 r* G0 L/ }
#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library
  p" U: e8 k$ O$ j: L( z$ _#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library4 G' w6 h* Q. I: D1 _" Z
#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library
5 z5 f7 @* @6 x2 g( n" _" v#pragma hdrstop</P>6 S9 {0 Y& K7 F  z9 ?8 a: A6 |
<>//---------------------------------------------------------------------------+ g0 l( j; W) V
#pragma argsused</P>/ _0 W- B- `, Y- s0 d( F& y
<>HGLRC hRC = NULL;               // Permanent rendering context) r2 m& A+ l4 k
HDC hDC = NULL;                 // Private GDI device context
+ l) \& \7 h! v) ^" _4 MHWND hWnd = NULL;               // Holds our window handle
0 b3 m  W7 W4 o* [: D: o% t) q) |: \HINSTANCE hInstance = NULL;     // Holds the instance of the application</P># n8 h; E/ T$ H) V$ O4 _& p+ |9 m: o
<>bool keys[256];                 // Array used for the keyboard routine
) l; E2 ^1 Y$ [4 A# B+ |bool active = true;             // Window active flag set to true by default' _  J0 ^  ^9 u4 B
bool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>+ z* j6 L6 S9 I3 Z" j& M! k% J$ d
<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>
! v- i' \8 n# @0 f( ~) c<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window/ l3 X2 _) w8 l! j- i
{% |' J4 X1 Z1 x+ u8 t5 [& N8 U1 ^
        if (height == 0)                        // Prevent a divide by zero by( [0 Z7 Z$ u3 [  D4 P, _
        {
, M2 i7 r; O) ?; h                height = 1;                     // Making height equal One
* w  Q4 i" N# p& Z* Y        }</P>
$ A# ]  }* d$ C5 h<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>! K" t- G8 C% r/ R$ t- _. P" J7 N9 @  a
<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix
2 z0 ~" f% r% ^' j0 L glLoadIdentity();                       // Reset the projection matrix</P>
" x/ s: Q+ Q# ?* d$ e<> // Calculate the aspect ratio of the window
5 e8 n0 Z% E- D" X+ S7 V gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
: }8 h$ d( |4 @$ S1 p<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix) g. e! E: D" `" f
glLoadIdentity();                       // Reset the modelview matrix9 J: L0 z0 ]! N- J6 i2 a. c
}</P>8 e+ ^5 G8 y" p/ h- S- B- q
<>int InitGL(GLvoid)      // All setup for OpenGL goes here1 Q, U6 E) u' e1 q; K& T  j
{1 S# n! S4 O3 c4 h1 `7 U. @
glShadeModel(GL_SMOOTH);                // Enable smooth shading* T6 e( g+ w% T& C/ `$ n
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background
3 o+ ^* G' [( l2 Z% ^% q glClearDepth(1.0f);                     // Depth buffer setup& D% A0 l3 Q! _% k" m4 `
glEnable(GL_DEPTH_TEST);                // Enables depth testing
+ H3 W1 u, O% B0 F glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
. L0 i' }5 Q; ?2 u5 R) l glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations' d8 ~6 a* N1 `5 ~# p
return true;                            // Initialization went OK
( m* d# C- N% W}</P>
% \( Z* v( z: |0 v# J2 H5 r<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing
+ C0 J- o0 P9 v/ d3 k{, [3 P1 m* E# I( y
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer+ n( x6 j# q: A
glLoadIdentity();       // Reset the current modelview matrix! e5 ^- F+ _0 [
        
& P: K% M' U; p4 G) a& B return true;            // Everything went OK
0 C9 S8 _. R# |" @; P: B}</P>
* C4 J+ e% Z; T( b<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window
- w1 H  Q1 v8 r" X. V{
$ x" X$ W$ x' l if (fullscreen)         // Are we in fullscreen mode?
: b3 Q1 Z: C, _! k {8 S9 z6 h8 u/ F, S
  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop/ W+ q3 x, F% G# d8 m+ z6 _9 @0 v
  ShowCursor(true);               // Show mouse pointer
$ T( E$ n& }8 h2 p1 q) i# t }</P>
3 ~+ X! @7 G  l+ t& v<> if (hRC)        // Do we have a rendering context?/ r5 G. w; k+ e+ ~, N
{
. i; z. p) c; k, ?* R  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?
# z) S4 {. _% {) ~! S" o( I  {
  h! n/ _' I' P: L$ a! a   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);0 p6 y) l* ?% K2 a8 ^) J
  }</P>) s" [4 w; I% b0 z) g
<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?
# D$ x( ]) C( @1 A  {! ^9 i+ l6 x: u! l5 L
   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);9 W0 \3 C. T, {$ d2 W4 R
  }: u/ V( u# ]: M+ ~0 k: `
  hRC = NULL;             // Set RC to NULL
3 W3 e4 f: q* O }</P>5 ?7 t: x8 f) ?" B$ M2 E. K
<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC  w8 q  L8 S$ j# V
{( @  {* g- @1 {, I  _9 j
  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
- e, y+ x; ]% P6 j- {8 w: ^5 L! h  V8 I* ^  hDC = NULL;             // Set DC to NULL/ e( ]" O# }' L4 C1 S
}</P>8 P$ \+ H  J; Q9 i+ U! X  v0 L' T
<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?4 _& _5 L4 i0 j) K# e' {' z* y
{
6 F# V" z" }  W, \  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);5 Y' q+ d  {; s  Q! Y" K- }
  hWnd = NULL;            // Set hWnd to NULL& D$ t/ k8 x3 p2 S7 E
}</P>
8 o  B7 d+ @/ {0 Y<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class' t2 E6 h: u% `' f
{
: @+ _4 W' S% |  ~  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
/ [% x$ R8 \2 @8 Y7 u& E  hInstance = NULL;       // Set hInstance to NULL0 d( k. g! x; L& x* m$ i
}
( ^) j. V; p. J  a& N8 J$ @8 @4 D}</P>6 m1 @6 p" N$ M: x& q
<>/* This Code Creates Our OpenGL Window.  Parameters Are:
& d5 \& d7 M4 i" ^5 m * title   - Title To Appear At The Top Of The Window3 U2 z6 I# y8 p- N
* width   - Width Of The GL Window Or Fullscreen Mode
; t5 g1 l9 p0 l * height   - Height Of The GL Window Or Fullscreen Mode' J7 _7 n9 `8 r; G. O" c- s2 P
* bits   - Number Of Bits To Use For Color (8/16/24/32)$ y' y, V9 O, y+ ?2 R; q, @
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
! U( p' ?$ V( J  ` ! T* `& C6 U+ l/ @, y
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
# ?5 q  [% o9 E+ d! V{) h0 C$ i2 g. s! |. t
GLuint  PixelFormat;  // Holds the results after searching for a match
# P8 M: e& U' \* z" k- J1 E' y WNDCLASS wc;          // Windows class structure: j) ~7 j$ z8 l. X& W
DWORD  dwExStyle;              // Window extended style
- o2 }3 f9 _. o5 ~ DWORD  dwStyle;                // Window style
, j+ A; w* [7 o% J- j' r RECT  WindowRect;             // Grabs rctangle upper left / lower right values0 S& W& T+ d: j+ f4 p
WindowRect.left = (long)0;              // Set left value to 0
! c$ S/ ?, e/ H7 z# Z WindowRect.right = (long)width;  // Set right value to requested width
5 i* }% A& J$ d" x+ O WindowRect.top = (long)0;               // Set top value to 0
1 v7 Y3 F# z  G0 K( ]+ R WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>  v. C5 w: B1 v2 U* a. ~7 K. B2 G
<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>
) d* v% ^/ \" V3 |4 l$ T) B9 m<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window: v+ B$ ?- M3 X
wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window9 u, z* C: s( N: k! C( V; `
wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages' f8 ^1 ]* E% F* N
wc.cbClsExtra           = 0;     // No extra window data
# h% j" ?) [! f  U wc.cbWndExtra           = 0;     // No extra window data
2 w6 Z0 Q- C  ^- N0 j6 o wc.hInstance            = hInstance;    // Set the Instance
1 l0 S: N' {1 U8 P+ J wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon1 R6 k6 w% r  z. ~
wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer
3 D1 o3 o9 X! P6 K1 j; @6 |) P wc.hbrBackground        = NULL;     // No background required for GL
( _7 `4 ?; a2 W0 a, x wc.lpszMenuName  = NULL;     // We don't want a menu4 s! }: }+ V$ X
wc.lpszClassName = "OpenGL";    // Set the class name</P>0 @- t- n% ]* a' q+ d3 a! J
<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class7 P/ O' ^  s& j+ U! v& `
{
6 g& _! v! N4 o# a9 }1 _  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>0 N) ]+ P  W& j" d' R; W
<>  return false;   // Return false% O) `+ c& Q" J; }
}
  Y" E2 I# v' Z" k2 v" F2 o 6 q$ N( `3 ~! {, e" d
if (fullscreen)         // Attempt fullscreen mode?* Y* `/ G3 n9 @- A: v
{9 X% M" T4 }; P  |$ I' s
  DEVMODE dmScreenSettings;                                       // Device mode; P% w8 s! |, @; z9 K8 h2 Z, |1 y
  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared
, j0 y) o" E4 x5 F$ B' Q; d8 i! ~  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure- Z4 s5 b$ ~! d7 ~' S" R$ z! ]1 D
  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width; S9 {/ P8 h4 f
  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height
# d! Q0 x  a' F' e5 W  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel
0 e' Z' m& _4 @! C! n  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>
% C/ D, A  s" a% s- e2 r<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
$ t- o7 H0 W( G  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
- }9 u( C3 s1 t3 x4 N( ?$ D7 H  {2 ?: h' Z7 g- ~. M1 `8 b& {- ?" ?8 q
   // If the mode fails, offer two options. Quit or use windowed mode.
6 ?  M9 m1 M. W' i2 q1 B   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)
; ?' |" e  J' c) K. ]+ \   {0 n% T; ~* g( @7 o( ]! Z9 @
    fullscreen = false;       // Windowed mode selected. Fullscreen = false
6 l& @* n: N0 P' L) s( \0 g   }0 g3 B7 |1 }( e; W" e
   else' f9 d  M8 _4 d, k  u2 s, }. [' L
   {
  q; ~8 x8 A3 F- E# q: R    // Pop up a message box letting user know the program is closing.
  P7 C, d+ y) G, m% G  `    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);  s" P3 A# K+ V3 y' T. m) L
    return false;           // Return false, p  I/ e9 n2 F3 B/ q
   }
2 e( L1 [2 O( I# |( R! @: ?  }/ Y* G+ K' x3 O& p) n; e! t$ {; s
}</P>
  Y( T/ O# ?: Z& @+ b9 l<> if (fullscreen)                         // Are We Still In Fullscreen Mode?: u0 h6 H7 _0 G+ P' n4 F
{
0 x% b. P& \2 k$ Y/ J( U! f  dwExStyle = WS_EX_APPWINDOW;    // Window extended style
5 w6 R& ^2 N# @9 j  X  dwStyle = WS_POPUP;  // Windows style! Z; g1 W" Q7 E) ~
  ShowCursor(false);  // Hide mouse pointer
  K% v( s( U$ r$ P. g6 | }
/ }, e, r% c( D7 D3 X9 L else! N* R) B4 }7 d+ U- T# T# r' U
{
# ?* @5 J' i- |9 ?  K: F( Y( ?  k  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style
: e: ]  J  m% d0 I7 _' b$ a  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style
+ S4 C& B8 C+ i1 ]% ^0 \ }</P>
# U& }2 Y3 y) J7 O<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>( O+ M2 h- ~" T4 ?$ h1 W1 g
<P> // Create the window" L1 r$ b* O" v$ S: C) b, c9 O
if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window
" T/ L8 o- B4 Q$ M$ f' E" U# f                "OpenGL",    // Class name3 S) {. X. w9 U' i" J0 ]7 I
  title,     // Window title
3 A* ~* A) x1 F; @, @  dwStyle |    // Defined window style
/ v/ k& q3 J% t  WS_CLIPSIBLINGS |   // Required window style$ ?4 }0 p$ \0 o/ v% }1 R# V
  WS_CLIPCHILDREN,   // Required window style7 r5 h/ M5 S* K5 ~
  0, 0,     // Window position
  Z: c2 _" g; L+ o: F6 r# x! c8 E  WindowRect.right-WindowRect.left, // Calculate window width+ m6 `# U' f8 Z) c# Y  L1 C
  WindowRect.bottom-WindowRect.top, // Calculate window height( H8 ?0 R4 F+ ]/ `( ]+ ~
  NULL,     // No parent window
8 z* S7 I5 n8 ]5 g  NULL,     // No menu5 M1 q$ N% \1 n- M# G
  hInstance,    // Instance
& Q$ p% V! H& O, l2 ~4 C) Y& y7 p  NULL)))     // Dont pass anything to WM_CREATE+ l6 E, H4 @5 ~. d9 T! r
{
: r& @8 c5 Q. Z$ [3 b1 L6 z  KillGLWindow();                         // Reset the display
& ~' c$ E! k$ P3 `  i1 k" u& J/ j  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
8 y& V6 |0 L  q7 P  return false;                           // Return false
3 f6 k9 h+ C6 d; {! t! }* N }</P>( r; K/ B9 k4 E$ D- |" ]
<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be1 a. o* q7 w" r2 K" z  O8 c2 P
{( G+ B0 R) \, v" t2 F* f. c$ v
  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor
: I( ~( x- b1 L6 j2 J$ O3 x( d' W  1,     // Version number8 p+ i7 X4 F  F* c% f
  PFD_DRAW_TO_WINDOW |   // Format must support window$ R: n1 \# ~7 K+ `" U' V6 S. w& h
  PFD_SUPPORT_OPENGL |   // Format must support OpenGL
0 r8 r, x+ B7 L1 S6 X+ I+ B  PFD_DOUBLEBUFFER,   // Must support double buffering8 H' _8 v! ~" i1 c" o9 k. t
  PFD_TYPE_RGBA,    // Request an RGBA format4 f, ~, a* E4 E% l- t* Y
  bits,     // Select our color depth
2 P( K# _5 T" B& K  0, 0, 0, 0, 0, 0,   // Color bits ignored
8 a1 L+ i0 u* @0 @. p& V; t  0,     // No alpha buffer
! F1 }4 R0 Y, v8 Z  K+ {8 }  0,     // Shift bit ignored
5 v# J) \) i- e$ p( p  0,     // No accumulation buffer
% j" \! h( A" E; x  0, 0, 0, 0,    // Accumulation bits ignored& g9 U. o/ e- T0 ^! o7 R
  16,     // 16Bit Z-Buffer (Depth buffer)2 _" C3 W- j. ~' V& [
  0,     // No stencil buffer
+ d0 x, M' R6 n) s9 T% \0 e) _  0,     // No auxiliary buffer: a# o0 K* H; n: `! {5 J- i. R
  PFD_MAIN_PLANE,    // Main drawing layer
- U* i5 }7 W' @; k  0,     // Reserved9 g! A. |' y+ V9 F, |4 U
  0, 0, 0     // Layer masks ignored3 m- c9 Q' `* S  V/ u
};
9 E5 u7 b3 s$ L* Q8 a4 w 0 H+ c5 M$ X/ H  [7 W
if (!(hDC = GetDC(hWnd)))         // Did we get a device context?
; D' |. |' g9 k  l8 o {, T  \4 p; x) Q. N# g' n
  KillGLWindow();         // Reset the display
$ f. Z% F1 g- t  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
2 U  X" s5 F. T' {  return false;           // Return false4 p. _) A7 Y  _
}</P>* y& }0 ?4 }. z# H6 i7 k9 Y+ @
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?' ?) O% f- z2 c! r7 ?
{
5 z9 X( a0 B8 _0 t9 G  KillGLWindow();         // Reset the display  A: D  M: ^# s% X. ^2 k
  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
7 e4 @9 G4 _# ?# s7 N  return false;           // Return false
, h! B) g6 R; }% r- W# Z  M }</P>; V3 ~* Z" y: Q: C
<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?
, R. d9 b, O4 j8 R* S {
7 R" R) y; k+ u1 R- q  KillGLWindow();         // Reset the display  {/ ~) \9 _9 a3 I1 i& d$ w+ ?2 h/ r
  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
& Z8 a* c: T9 J# h0 h, V- E  return false;           // Return false
1 r3 y! {, b/ A- z9 U" t8 L+ M }</P>
* M+ w/ x9 |: f! ?<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?! M! z$ ^0 P; F! S. J" ~" V
{
  [9 R* V* l" \8 a+ C* z% w! L5 X  KillGLWindow();         // Reset the display! i7 W) f2 t3 w. U: }1 x
  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
2 d" E) L2 y% K/ A8 X/ V' [  return false;           // Return false
# l+ N: p, f  d3 I0 y. B! h }</P>
/ ?6 H* C% s/ d# Q2 S<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context
: Y- U9 o/ }( ?* E8 ?0 f {, L  c# h" Q  s9 m
  KillGLWindow();         // Reset the display: R/ D% e7 d' i/ z5 L
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
) G0 o# w, ^' K% S- O+ r  return false;           // Return false
" ?- }" f& b5 i, w. N* b8 t9 R }</P>
; v9 a1 P. |! f9 S3 J' P' `$ Y! P<P> ShowWindow(hWnd,SW_SHOW);       // Show the window) L: [6 J3 h9 `. ^
SetForegroundWindow(hWnd);      // Slightly higher priority! K0 g4 }+ t. s9 r9 p6 A- v, R4 {
SetFocus(hWnd);                 // Sets keyboard focus to the window, B. ]8 v* b, l. R* {
ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>
. U0 |8 v% w8 B% V  J8 W( i! C% C<P> if (!InitGL())                  // Initialize our newly created GL window
% \+ q6 m: O+ B {  H4 _+ S* ~% I6 p/ X" ~
  KillGLWindow();         // Reset the display2 Z3 g+ Z/ k- {3 s* N6 i
  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
; U% g+ g' n( @0 R# I& J# O  return false;           // Return false
8 o% T0 s) z3 N9 K }</P>
' c( k( j! G6 y<P> return true;                    // Success9 w/ m/ _+ w2 _
}</P>
2 U0 d9 E9 H  q0 u# A5 O; ?+ R# o0 Y<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window
5 x$ m: C* q* X# Q1 `- N( J                        UINT uMsg,      // Message for this window
8 g0 Z: ^9 A1 [% e9 H! }   WPARAM wParam,  // Additional message information: I. H9 [! {3 {2 m7 Z7 y! H# {% p
   LPARAM lParam)  // Additional message information
* T  _" _2 x2 ~, e{0 E5 V. r: V; e! `0 t/ [
switch (uMsg)                           // Check for windows messages2 d. ~1 k/ w1 l! o  u$ Y6 Q+ w* ^  L
{
$ z# [; q/ l( x+ q! [4 I% `  case WM_ACTIVATE:               // Watch for window activate message
' w8 ^9 M1 _4 ?4 w1 }9 T  {
/ ]: b% k3 Q+ x4 D! q& h   if (!HIWORD(wParam))    // Check minimization state
7 }3 @; W. y/ \. ^) H   {
, `9 Q; E3 L/ A* ]8 ?+ o    active = true;  // Program is active9 z5 U: v6 M, W8 r
   }
2 {) f+ B4 o' J   else3 Y" G5 m, @* J
   {9 r' U) F& F, L, G( h- u+ W
    active = false; // Program is no longer active
4 ~( y0 b* }3 K. {1 ?5 C0 i1 T& h   }</P>( b) r; s8 X' S7 ]
<P>   return 0;               // Return to the message loop+ l" s3 p! ^  v$ |, z
  }</P>- \4 O* U7 A7 m- G% `$ h" e
<P>  case WM_SYSCOMMAND:             // Intercept system commands
) [+ g$ o" u0 @! k' V  {
8 x: b3 P7 W* m* C4 ?: H* B   switch (wParam)         // Check system calls: m1 V7 A( b( ]6 b! Q
   {
% L( l4 j4 H: R  _% c& ~    case SC_SCREENSAVE:     // Screensaver trying to start?/ t  Q0 G  ]9 W. X
    case SC_MONITORPOWER: // Monitor trying to enter powersave?. ?* q# x* x% L( O" c& d- [
    return 0;       // Prevent from happening( M8 {! G7 I5 Y- I7 X
   }
7 z! }( U7 G. ~* w' {' p   break;                  // Exit% b- l( i: R" C
  }</P>* {( M% M) x8 n$ V8 N  @" [
<P>  case WM_CLOSE:                  // Did we receive a close message?5 j% i3 @% s2 N
  {+ B/ J! x( l0 \1 v: |
   PostQuitMessage(0);     // Send a quit message$ B  R  q8 X4 U3 M' e7 x! y( m: {
   return 0;               // Jump back
! ]' O9 w$ k; `6 s$ \  G. j  }</P>' Q& ?# R) W6 Z/ N3 Z
<P>  case WM_KEYDOWN:                // Is a key being held down?/ r/ I# b3 y% ]( {$ B4 P' i, g
  {9 E( w2 ?) I$ Y& e8 p
   keys[wParam] = true;    // If so, mark it as true
$ m( R. U5 s! I: ], A+ t4 r   return 0;               // Jump back% o+ ]9 D( r0 l
  }</P>
: I5 o9 s9 A3 c/ C# V<P>  case WM_KEYUP:                  // Has a key been released?" }0 g- s  ?' G: R
  {
" h4 H4 Q- t0 s! n   keys[wParam] = false;   // If so, mark it as false% y+ A9 R; y6 I$ t/ g
   return 0;               // Jump back) \. v3 J4 P% `$ P0 p  B+ A7 a  v1 \
  }</P>2 ~# z3 H& a" `6 s$ p  i0 ?
<P>  case WM_SIZE:                   // Resize the OpenGL window
* m, x+ W9 L0 h+ m5 M. t- F  {
! q+ L9 B1 Q* t/ ]   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height; u% \% l( c4 d/ D. @5 B7 S8 O
   return 0;               // Jump back$ O+ U. F- }+ P+ e7 z
  }
% z+ G' l: n# p* J }</P>
2 W/ P' H5 ]3 B<P> // Pass all unhandled messages to DefWindowProc
4 n  `9 p: \/ x: N return DefWindowProc(hWnd,uMsg,wParam,lParam);# M, M7 F2 s* y5 H7 P8 ~- N$ B) a
}</P>
5 {5 p# T3 `+ e% u/ z<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
" G! T2 e0 {2 T* i: q$ g$ w& \# X{
1 O) o  F  H. E; ~        MSG msg;                // Windows message structure- Q9 c. t4 E# U( g. g* w
bool done = false;      // bool variable to exit loop</P>$ L( [0 e$ T( E
<P> // Ask the user which screen mode they prefer
& `9 S- A' z3 h6 B# e8 I! @! h if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)2 y% \  ~# r, Y6 T( u, ?
{2 \$ b6 Q0 K7 B( Z5 X
  fullscreen = false;       // Windowed mode
* a, B* f$ Q7 U! t: U/ p9 c6 _ }</P>  o" y% X+ e5 X- W- V0 I
<P> // Create our OpenGL window
7 z5 `" d) O- b5 K" g' |, h+ ?+ Y if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))9 n9 i1 k. t6 o2 P
{9 @- Q5 X, x9 k, D
  return 0;               // Quit if window was not created7 O* C% U/ W7 d- O) X
}</P>
% z( L; P, c7 Y) ^8 R<P> while(!done)                    // Loop that runs while done = false
" x% y$ V% f8 e. Q/ T {
2 W8 ?2 e" }5 h" t1 _! T7 {$ K. Q  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
8 H. q6 k$ n- }8 Q4 }- d: o2 D  {
9 [; }5 O, @% L: n7 J1 ]  Q7 h   if (msg.message == WM_QUIT)             // Have we received a quit message?
4 K$ P: C+ c+ x   {9 b9 V1 U  [: ~* L$ f5 K# G
    done = true;                    // If so done = true: s7 {, M% R0 K2 s- B
   }; \) {2 x# d2 H9 T+ h7 d0 i
   else                                    // If not, deal with window messages. t# k/ K2 j/ K, H1 d
   {; H- T; q% x1 L# d
    TranslateMessage(&amp;msg);         // Translate the message
! c& G4 n2 f6 x- u( M, h0 Q9 t; B    DispatchMessage(&amp;msg);          // Dispatch the message
+ u2 ]; K4 ^9 V4 n% k   }* R" n8 |: R6 |: C; `. b; W
  }
. F; b4 S) {; ]' P" s9 e  else            // If there are no messages' A% I" R- F& s/ C) x: s
  {
6 s6 M4 ?8 j+ x6 z7 y4 r   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()
6 {% H3 w: A9 `" V   if (active)                             // Program active?
" f1 J( D! V2 M$ F2 [   {+ x$ X5 U  R8 o7 c
    if (keys[VK_ESCAPE])            // Was ESC pressed?
2 t& d8 S( ]  ~( R    {4 s$ Y) J2 y7 [) t
     done = true;            // ESC signalled a quit
, X: s% D7 [. D9 E0 `( @    }
* \5 C7 G. s6 i3 h$ l3 _    else                            // Not time to quit, Update screen
# Q9 f& m. ^( ]7 m2 C8 V    {
) {8 r* Z* G& u9 P/ w5 e     DrawGLScene();          // Draw the scene
7 H- G: i! K6 R% i  G$ g6 }* m     SwapBuffers(hDC);       // Swap buffers (Double buffering)+ j0 H% a* R2 ~; M5 ^: t( v
    }
& J! V- }& r& u5 [   }</P>
5 n" x# ?2 f0 i+ X# y<P>   if (keys[VK_F1])                        // Is F1 being pressed?
& @/ ]; H$ L! @  v, x   {' A* q' v* @" c2 l: o* Y0 F' E/ C
    keys[VK_F1] = false;            // If so make key false
) `4 o- Q/ Z4 [3 ^& w" K5 N) X    KillGLWindow();                 // Kill our current window
0 ?" O. H+ d6 l5 z    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode- b' o9 P, a8 |9 d! p5 y
    // Recreate our OpenGL window
- s6 W7 n$ J, G+ q$ P    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))( C/ P( N+ w# I
    {+ I8 e8 }( i) A
     return 0;               // Quit if window was not created
/ C0 {- V, W4 k2 @4 X    }$ g1 u1 V' K4 Q# l( ?6 j5 T
   }: u, K6 [6 w/ z" V: ]. F9 I4 ~
  }
% \2 I' d5 W  `: E% P  X/ } }</P>1 A. n! |4 x1 C& T* l
<P> // Shutdown
' g" S" C5 ~+ ~6 ^* H* O+ X KillGLWindow();         // Kill the window
& ~$ H  V+ J. P return (msg.wParam);    // Exit the program
  }# F! v. `1 y# B}
% g  H+ J+ W. p" n+ A0 R& G) f//---------------------------------------------------------------------------</P>
zan
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    ilikenba 实名认证       

    1万

    主题

    49

    听众

    2万

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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

    群组sas讨论小组

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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) ^4 I8 O! B& E
    OpenGL API,使三维世界的"平民化"已成为必然。
    ! q  \6 ?5 d: e- h4 Y" W7 S& T----Windows操作系统对OpenGL的支持' @5 C. J" [7 F1 p4 S
    ----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:
    3 G6 F# E; u* @# N- q----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4 {  C8 s1 t/ p" ~
    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。
    4 K" r4 G" f' p- V9 H----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。
    / X4 o' o6 W8 y1 _1 w* r+ \----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。2 N* T+ x9 G5 n# A- z
    ----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。
      T. N- s/ H0 i; S9 p( X& r----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。
    : h' h+ }/ x* N+ w</P><>----用VC来编写OpenGL程序2 E; f! Q- k5 v( N

      Q) y1 H5 w* D0 A& l, t& V8 J----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:
    6 h1 q3 M% o; t) g1 ^0 y, Z4 X/ l7 ^( {
    ----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; ~+ J6 j, C4 L! ^+ b

      [0 O  E% U; T: n" ]" O& o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# x" f. R0 g0 _# q4 a7 t

    / k  q. u6 Q" Z. R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
    1 S5 U  |8 S: @" M% r& S- O; U4 Q5 p4 o- P0 `
    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' I' F% ?' n: [3 p$ N# Y/ ~7 i0 g

    % i$ f8 w' r6 t9 j; P+ |3 F$ x/ }- P( c; K9 ~9 A& ~) c, T! ?8 ]
    3 F/ z) }& w/ e6 z; p, l$ g) e! R
    ----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)。/ W, K: A4 _  }8 e  m+ ~

    6 c) x, k: x* |9 ^2 Z& G----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)
    - d' i. K3 X8 I+ {' }3 C! j. E
    ; p( C3 Q8 s% r7 G) A----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! T) q* n- T7 n. _

    + a* r- k5 \" W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(4 n/ \  ~. |# J

    6 W* ]9 b0 U. R$ l! S$ k, Sif(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC
    + s* {8 U8 ~- P1 F3 e. Y- O% X( u% v# p4 P: J# @! E7 X" Z
    ----所附程序说明6 h& T- T! R) ~, {
    % q) g7 Z& a9 l2 `* N( o
    ----所附的程序用MFC完成了一个简单的OpenGL作图,用OpenGL的辅助库画了一个有光照的实心圆球。OpenGL本身的函数这里就不解释了,仅对用
    . N- v4 j. F9 W8 ]0 p
      ?3 B0 `+ x  X5 U. NMFC编OpenGL时需要注意的内容做一个简要的说明:
    % J1 N% R" x# J" {& C
    6 w/ X9 B- U4 x  Y; w" C& f  T----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
    ( H$ o. e# d5 m- _) g. }& H
    - ~& k9 R8 C+ J$ ~+ _; K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
    - Z3 V8 Y, B# a( L4 c* r7 b4 p. V6 m( H( o; ?  R
    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
    % A; v& I7 Z; p; w2 F6 d3 K- K/ [# c! q3 `* B7 e
    格。
    ; w; Z2 U9 ~  E
    6 k* _  d, K9 m3 s. s9 y3 f----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
      q" ^0 z; h) U4 u% w8 o2 k5 v9 V5 v4 ]+ \" W3 i
    。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6 d1 b: l6 a: P" z

    : Q/ X3 v( D# n+ T8 l/ v8 T* ?+ X、鼠标处理函数都应该由相应的Windows处理函数来响应。
    7 _/ Q5 }- t7 A2 i
    : t: |: Q! l+ U' J$ h----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) G* Z( o8 _, k$ Q( N
    . M9 P" D. v5 g5 O
    ,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! s" `$ @' q/ o0 @7 h3 C% z

    - C: s4 p( p9 f: u; S8 t7 }% }只需要在WM_ERASEBKGND的消息处理函数中禁止父窗口类的消息处理,简单的返回一个TRUE即可。5 N& M) Q7 w6 J' M: ^6 f; F8 I, J
    % S4 u( m4 p# G, x# A+ l' r
    ----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( u) \" G" O8 ^, t

    6 m+ n) x! v% S) J' F- @- d- c( jGL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
    7 \( n' [. w, o: l) E/ z. ^! z* T. |: a/ q1 V' z# F" n
    ----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
    4 r. C: V2 g* m6 s" F, u" E9 R
    , m% c- g; u% a: ~- q% f7 n----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++
    3 v6 N! A4 I+ B9 ?6 y; W# a
    5 p* M1 C4 s; O9 k1 @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
    / p( O  o% s5 L) r2 g
    - c: |+ Z5 g8 K: N; R5 gCS_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5 b% f8 v6 O6 Y0 ?9 l6 Y
    7 E; G' S* h: e+ K4 X! K6 }( @8 K
    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。
    . ]6 ~5 \9 c, f8 V+ J
    1 T) K+ r- d1 \, }" p' V& C  R  M; ]----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5 D# Y9 p' S# g
    & _- u: ^7 N( J: N% g  U$ n) h
    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
    + y1 k6 l+ }3 Z" b' g  ]+ c' _% o2 h' N; }; g' j, T
    函数应当非常小心。4 v: }/ d! |, N3 m  {2 p

    9 ~: K* d  [7 a# u----参考书籍:9 w( A1 [" k+ S5 H

    : x0 z8 x, V7 ^9 ^----《OpenGLProgrammer'sGuide》SGIinc.! T' f, Q# {8 N9 ?3 `
    8 w' _5 j$ O% Z
    ----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
    ' R5 M7 C# }- s2 W$ A' C( W) I* p3 e  Y* B: ?
    ----《VisualC++5.0联机帮助》
    3 ^: x( f: T, i# U) c# Y; T3 W1 _/ [8 ~7 E5 L9 }0 B
    ----附程序:+ W  b8 q3 S4 e

    . h. ~+ [# Z! G' h5 ?; s----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
    * b/ }8 Y. F! C' P9 K' `6 Z7 G. w& ]+ t8 \
    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( J% j" o# E" k; ^
      ^% o* r$ l1 _7 P  [
    OpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。. R: l8 e) L4 T: [5 h" a

    # j8 E6 T  R8 {. L----主窗口类定义(OpenGLWnd.h):
    4 `  L8 x/ e  k  K( a2 I) d- h" r  I/ v0 i+ I( S) N
    s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70. n, h& }! {& k# |
    _11D2_9ACA_48543300E17D__INCLUDED_)9 m9 q6 t- F! \' |+ i8 c7 i( r
    #define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2; I# W" B: ]4 B! `
    _9ACA_48543300E17D__INCLUDED_( T1 Z( _) y; f) E  q" u. E9 J( S. X
    ! b9 N+ a& b' r% l/ f; W# @$ ~
    #if _MSC_VER &amp;= 1000
    8 @! N6 f) ?9 a7 C% l5 _#pragma once! ]) t9 r  L: b
    #endif // _MSC_VER &amp;= 1000
    . g* W. r) o6 ^2 ~) s, m4 n9 c: v& d2 s8 V
    #include &amp; afxwin.h &amp;
    $ V4 u' e0 E6 @#include "SimpleGLApp.h"
    : Y' [8 h4 Q' G8 k7 C8 y#include "resource.h"+ a7 `4 N2 b: k9 d
    // OpenGLWnd.h : header file
      k: V! ?9 G1 F, `7 k//
    4 l* Q% `0 C, B- B1 ]' e/ ^( B$ _///////////////////////////////////////
    ) \) }: @# f* S6 l" X8 [//////////////////////////////////////- t# q. T, _" Y% j- y" O5 e8 a
    // COpenGLWnd frame
    3 Y% d/ k  h6 i* n* c3 C8 a) H  f# c  t. ~$ w8 n0 `6 R
    class COpenGLWnd : public CFrameWnd' U: ~* b. {$ e( }. c, d9 y
    {5 @5 |! _. o8 @& ]1 U
    DECLARE_DYNCREATE(COpenGLWnd)% W5 [1 c& V2 F: g# ~
    public:
    9 `3 O% z: c3 f6 B3 wCOpenGLWnd();&amp;&amp;
    4 u9 f5 |3 c  \2 ]# y, [// protected constructor used by dynamic creation0 r) ]) o7 u' _% m6 H9 a0 A: B# K
    protected:) o4 |# Z8 s" T: M' J" j
    HGLRC m_hrc;
    # {' \' i6 }& ^% \) @CClientDC *m_pDC;
    3 S/ N. e4 J# ~5 q! [- j1 G// Attributes5 p  D' c9 x8 r: j7 J* H# y
    public:. j: V3 X# v9 U! o2 y- e. l
    1 g& m: U+ ], i; j& `
    // Operations
    2 f+ O1 y& t5 ~5 T6 rpublic:% C+ j  j( v9 U- X' k8 s
    ( {* I/ p# J; |, N# O& Y: r: U
    // Overrides3 W# _4 S: W' A3 I- n
    // ClassWizard generated virtual function overrides
    8 y2 W3 f- K: p2 c& J* G6 t! h//{{AFX_VIRTUAL(COpenGLWnd)
    0 l, ~. {# \, oprotected:' }" {3 r0 Z- f9 B" f
    virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);
    5 [# \$ A% s# p8 \3 S//}}AFX_VIRTUAL
    $ T& Q: r( @$ l- {+ {* ^  z
    2 u! W9 ~, _4 e( g/ w/ f- ?// Implementation
      f( Q) j; T& G8 _: ?. {6 W3 o7 @public:( z! z- i' z) K9 I- D' S
    virtual ~COpenGLWnd();& ~( W; A& @1 \/ t- [" @$ U
      [- T. q( M1 r1 D& s9 C8 E
    // Generated message map functions2 i3 S% e, V. o0 k5 O+ y4 C
    //{{AFX_MSG(COpenGLWnd)" X& W$ _+ p3 n1 J/ Q
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    ! ]# |6 O8 A# T2 G- dafx_msg void OnSize(UINT nType, int cx, int cy);
    ) t0 B; b1 @( p. [afx_msg void OnDestroy();
    7 l, e9 A: S, p8 D, t9 c9 Aafx_msg BOOL OnEraseBkgnd(CDC* pDC);
    ! x+ {. _! K: K' J8 F0 `. H; b% Lafx_msg void OnPaint();' A6 j- L  I5 i
    //}}AFX_MSG
    4 p& n" n8 A, R: H' J1 j, ]% C* t/ NDECLARE_MESSAGE_MAP()
    ; i5 j" T' R1 A9 l- b' I5 g};
    3 Y+ E7 t. C) r5 D* P. }$ G8 ^; S% d% Q$ V  f$ x, q3 C3 e3 ?) N
    ///////////////////////////////////////
    / A; l5 J0 j, U/ [7 ^//////////////////////////////////////
    3 F* `. I+ Y6 s  L: u+ J: h- P% r& I/ F0 w
    //{{AFX_INSERT_LOCATION}}4 ^+ G7 `1 N" N/ F" h" J
    // Microsoft Developer Studio will insert 7 p8 m8 V9 D5 o/ @
    additional declarations immediately before the previous line." A; C0 Z6 U' |1 e

    3 L2 O( B, N; l: v! ^#endif // !defined(AFX_OPENGLWND_H__3FB1AB28_1 k8 z! |2 g2 U* [# l9 r
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    8 v1 ~/ J) i9 E6 Z) t' ]- _5 p$ U主窗口类的实现(OpenGLWnd.cpp):/ Z% J, ~. u  z' J4 U/ k
    // OpenGLWnd.cpp : implementation file
    ( C3 \& K* m7 U. h0 d3 V# j1 K//
    & y3 v3 r  N; ^; z3 {% `# Q0 O3 m7 e" ~; m* j2 V. S
    #include "stdafx.h"9 X( a/ G" Q/ q9 A6 U& o; l% E
    #include "OpenGLWnd.h"
    & v& o4 t! N& x#include "SimpleGLApp.h"
    9 J# I2 I! ~% c" p9 i- h! M% O" N#include "gl\glu.h"
    2 B- O) ~/ v) k7 M  c! J0 N2 t% y#include "gl\gl.h"+ l* G8 d. N* y4 g+ o
    #include "gl\glaux.h": f6 z2 i# a/ ?' ^

    5 U3 B+ I' @: M1 G2 D#ifdef _DEBUG
    ! D6 m1 E* z) ?#define new DEBUG_NEW0 }' h9 W% C5 H5 J! A3 s) p
    #undef THIS_FILE" t6 a1 M% v7 S% w! O3 Q
    static char THIS_FILE[] = __FILE__;8 X+ Q: N& J2 [2 `, v( B& T7 \
    #endif' L- d$ ^+ Y2 k4 T
    8 {  U7 n: V  o% V
    ///////////////////////////////////////
    # q1 J5 L6 b+ g5 r5 z# c7 r: J//////////////////////////////////////
    1 i  {% d& q0 q, o9 a* k// COpenGLWnd
    ! h3 i- Y2 i* d0 K4 \/ i( m8 p
    + z8 l( Q0 Y3 i% i) kIMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)9 m; ~' |2 y2 V3 M9 D. }
    . N5 _- W: K  a. U; B
    COpenGLWnd::COpenGLWnd()0 F* [4 n1 J' b8 A; [6 w% f7 K
    {
    0 H# Q/ @9 v- |" k8 Fm_pDC = NULL;( V& A8 u, V, d; P, ~7 Z
    m_hrc = 0;
    # f4 }+ O9 `; P- E* p) zLoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW$ T/ R9 u& w' P4 J* m
    | WS_CLIPCHILDREN | WS_CLIPSIBLINGS
    7 U* t2 u1 t5 V. V" y3 o( B% j,NULL,NULL );
    ! f4 f9 b: z9 w}4 q1 l4 e- u* a# u2 k3 S6 ^

    6 [; y, d$ {- J6 v8 o# L2 gCOpenGLWnd::~COpenGLWnd()
    ; M* g9 {: g1 \8 h{( y) J* Y4 `$ g. \& b% e
    }' U/ _8 f' c/ ]

    5 z# L; `6 x3 j) q( s4 {
    : U1 _* Y+ J! E$ uBEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)
    $ H' Q' G5 j8 S//{{AFX_MSG_MAP(COpenGLWnd)
    # e' R) Q( p: }5 t! cON_WM_CREATE()1 T: u' F1 V0 R6 Y- n
    ON_WM_SIZE()2 Z) L0 K: H2 O) v
    ON_WM_DESTROY()
    " g8 J4 B/ {+ B3 mON_WM_ERASEBKGND()
    ' W& d5 H2 q& q5 m. c. MON_WM_PAINT()8 P6 Y2 ]9 P+ h: _; H: Q' O
    //}}AFX_MSG_MAP
    1 ~  x5 d. i" K/ w1 _  KEND_MESSAGE_MAP()
    0 L8 T2 @" _  J( r, B* r0 G; x
    % m2 ]' a8 ]& S( y# S% z* D) _2 N& A- n; c- I
    0 x" `/ H; U0 W' f4 ]
    BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) 5 S6 L7 g6 ]8 l2 m) J4 M. I2 P( s
    {
    : R  Q9 I3 D+ A; I6 u3 c( E. S// TOD Add your specialized+ j3 h4 t0 R. u0 {
    code here and/or call the base class  q! X' n' R* a# g
    cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |( Q5 ?: g/ n5 I. f2 g* ~
    CS_HREDRAW |/ c9 z" @  h% y1 r1 v- }
    CS_VREDRAW |+ v* x3 @& A# M  ?( q% O1 u
    CS_SAVEBITS |1 G+ A, ~' @% k) C
    CS_NOCLOSE |4 e/ w/ q# f% J
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC7 W4 q7 `2 S4 F2 o8 S0 }/ r
    ,AfxGetApp( )-
    3 h2 z% J4 p' o' e5 J1 c5 z&amp; LoadStandardCursor(IDC_ARROW), 0 ,
    & @; |% B" y( y8 G2 cAfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));
    5 H8 d' t' c# ~& k# [$ E2 Creturn CFrameWnd:reCreateWindow(cs);# y# g+ q- [9 A0 R$ h0 y2 Q7 n/ T
    }
    ) y! f3 Q$ q. D/ E" n  O8 R$ t  H
    - u! H5 q/ q9 U8 P4 J% a
    8 {" T! i8 P/ N% ^: |- Yint COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) 9 p$ r6 C/ Z, Z3 r
    {
    * z0 E4 ~( a( {8 ]) w# Eif (CFrameWnd::OnCreate(lpCreateStruct) == -1)0 y& ~, _4 E' D  _2 D2 V- S  U
    return -1;
    ! v7 N  G8 j2 T
    ; D8 ~, o8 ]8 t) b6 l! [&amp;&amp;&amp;&amp;int pixelformat;
    % T2 r" [9 S/ b+ b4 g" V$ `: G8 ?" y% g0 x( D6 E( R+ F
    &amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图; n8 }: h1 D# [( K2 y
    ASSERT(m_pDC != NULL);2 d: }4 }- Z5 @" p5 o

    / \* G* @; [2 k( ?, p$ ~static PIXELFORMATDESCRIPTOR pfd =
    9 `* w5 B9 Z/ S  V{
    , j; ?' x! B" v: f' B&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
    ) Y/ _( K; f+ d7 v9 n1 Q+ I&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 @7 S% A2 E! [9 K2 J&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
    & Y5 M9 K$ [/ G* i0 V+ _&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
    5 p1 X- q; A& j# b, R  t&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) T; P8 o- Y  t
    &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8 b+ I# i& n  h1 E, p
    &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! D7 {0 O0 h* l2 n4 R* B4 F- A
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no alpha buffer
    7 }7 t. B; d/ ^. m&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# b0 k" {# m* O$ `7 g4 ?4 T
    &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- U! t8 w/ |9 d( o9 p& F
    &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 ignored2 v6 T  e: D3 ~, r: k. S6 l/ r
    &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
    : b9 E0 [/ t2 K9 Z, m&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
    ; l1 C+ n$ ]' b3 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;// no auxiliary buffer: K' }0 D" `/ v& d( r
    &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 layer1 J' q# D5 J1 H* e0 _
    &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
    " J( Z: G9 ?+ h( \7 S+ k&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
    . {, a2 x2 F" |: s9 @7 m&amp;&amp;&amp;&amp;};3 p3 k: c1 x* I' y5 M4 Q/ l1 W

    & h0 v7 q) t4 |6 }7 d* E. B! m; z- ]8 D8 v. R# V8 o8 S% Z2 P
    if ( (pixelformat = ChoosePixelFormat/ N" o- {5 D7 [, w( Q' H
    (m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )4 L6 E6 M/ ~1 g# S
    &amp;&amp;&amp;&amp;{
    + V0 k4 a  D6 \! L( z&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");
    1 I& j) q% u% [- p6 k# g&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    5 R+ \3 U) N0 w& {- p: K&amp;&amp;&amp;&amp;}
    . ^* ^" Z3 \, p( p7 K/ q/ z
    % S) [9 ]) ]5 L( q( o" bif (SetPixelFormat(m_pDC- &amp;
    3 n& U1 N# j- l, ?7 xGetSafeHdc(), pixelformat, &amp;pfd) == FALSE)
    , x, F; {$ [3 q5 R1 _&amp;&amp;&amp;&amp;{
    ) e5 h2 @/ {+ T3 }, g1 ?) K&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");# l1 x, I& q. U. ?6 T( j
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;. i" O4 G1 J! U6 X- _
    &amp;&amp;&amp;&amp;}
    3 o' ^+ h7 b! q&amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    1 ?& F7 u2 k1 [  _" ~&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
    0 E7 Z; z. [+ g* B+ G$ Z6 M( a( ?" S" I. [
    &amp;&amp;&amp;&amp;glClearDepth(1.0f);6 e' E: B4 s# U6 z
    &amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);2 O* A6 m0 n( Z3 }$ E+ v# b. B! W
    ; T' B# O9 S4 C' C- i4 Q
    # Q- S0 v# }4 r. K
    &amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    ' d, p8 F! a- v&amp;&amp;&amp;&amp;glLoadIdentity();5 E. K  i1 ]& q4 l7 ^6 k( U
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    0 Q4 P# }# o, X3 \+ p0 s. j
    / b1 Y0 W  ^6 R% h1 A; e7 rreturn 0;//OpenGL窗口构造成功
    3 y9 t( Y* L: _% L/ E4 ^}
    5 L% y& _2 O  c4 N8 ^) x$ w% G, y$ [
    void COpenGLWnd::OnSize(UINT nType, int cx, int cy)
    2 `) t8 n; i! m* M* F{/ L% O+ T7 G( c
    CFrameWnd::OnSize(nType, cx, cy);
    % V  E3 t  L" l
    ' B5 [- I2 [2 @" t. z// TOD Add your message handler code here8 S; Q, D; F3 r' u
    &amp;&amp;&amp;&amp;if(cy &amp; 0). g7 ^7 S# @! x! c
    &amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;7 A5 U/ _0 {1 y6 e9 ]& q
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);/ R) j7 N. Z. o4 b
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    " Z6 k; P& E7 v# j' S# y&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();9 [$ R9 v( A6 R% u2 E+ }6 e. ^% k
    if (cx &amp; = cy)! q2 D& A/ ]" c$ Y/ i5 e1 n
    &amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
    ; H( A" N) y0 ^% h6 ^# S3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
    * h4 D' I$ I/ O5 a, celse, t( h6 d( C, w2 a2 ?3 P
    glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    - L- ]9 z1 A6 P3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
    6 t- x: P+ h/ m4 D; r4 h&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);6 I! c( s% i* T0 ^& B- e
    &amp;&amp;&amp;&amp;}8 P, U. n2 t9 T9 f
    }8 B* m0 y3 ]7 @) \
    . w4 {2 e, G  R, G; Z' U% j
    void COpenGLWnd::OnDestroy()
    ; T' ?0 _9 k& }{
    8 p# Q+ M) w! [3 b. u+ U- s/ {2 O- l8 f. C2 \7 G% @
    CFrameWnd::OnDestroy();
    $ ]! v+ z! S# [: ~7 a- j&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);
      r5 l4 `/ n0 G; v3 @" d% G&amp;&amp;&amp;&amp;if (m_hrc)
    : f" W) f; {! n, }# @0 k; u7 J&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    ; X1 f$ f  x& \9 H( Fif (m_pDC)
    8 ]9 m; \% o0 U3 y1 V&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;
    # ]( U  \4 C& o3 _+ ~2 ]( q5 L// TOD Add your message handler code here# c/ o' h2 P4 |$ M
    }7 i* C# N" [+ i6 @. Y

    * I. h8 ~5 h6 Q/ k/ S8 oBOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)
    ) F# J; t7 I& f+ S; U" d{1 ^, y9 P' e2 j' T* U
    // TOD Add your message
    , y" {; N% Y! U% whandler code here and/or call default
    6 [4 A9 J0 u4 ~/ f# d, ]$ }! {return TRUE;
    9 S: \1 @6 L7 m4 @$ L//return CFrameWnd::OnEraseBkgnd(pDC);( z4 T8 M9 B' [2 y$ X& a6 j
    }
    7 s& p( |9 \1 ~4 |+ [7 [$ J) p
    ; A; o. ?- c& z' o7 r, Tvoid COpenGLWnd::OnPaint() # Z$ D  A6 w7 z7 P6 U- G" B7 C
    {, ?  q! [/ E8 w" i; ]
    CPaintDC dc(this); // device context for painting3 [0 w# b$ z- _7 R2 r# g

    $ @- x+ D* p, Y8 T, wGlfloat light_position[]={2.0f,0.0f,4.0f,0.0f};
    9 J9 t: A6 V) i, s. A+ y& }. O0 V" w4 q: y
    // TOD Add your message handler code here
    ) K& l2 e8 w1 l' E
    7 L3 ~0 `- T3 q" A: G&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);+ M& }8 @+ u2 m& G5 ~, T
    &amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);+ J( V! R0 b3 k" k  I! F0 I

    : g, G0 ^+ `! o&amp;&amp;&amp;&amp;glPushMatrix();
    # T1 M" c0 _6 t0 N9 y& A5 \' Z- f. c( v1 ~' P  R: x6 I
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);3 k8 `' H2 d. _" k  B$ \- F
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);4 A7 t2 @5 I5 \; L* k$ a
    glEnable(GL_LIGHTING);9 I& p2 K0 U' A8 B
    glEnable(GL_LIGHT0);
    6 `$ C$ K7 s1 j. DglDepthFunc(GL_LESS);- r) O( e4 B# U4 ^+ x. Z( ]4 \' I
    glEnable(GL_DEPTH_TEST);
      j/ `7 b' d6 t# k* V( LauxSolidSphere(1.0);8 D6 }  n7 [5 x

    ' }" e! k0 x8 [! Z9 R&amp;&amp;&amp;&amp;glPopMatrix();+ @' R; Y$ m2 x; o
    7 T$ ?% ]1 M9 _) [: ~( b  N" w
    &amp;&amp;&amp;&amp;glFinish();
    4 ?8 H4 Q! X7 }& Q& _; S! V+ Z+ L' j0 p$ w3 ?" t
    // Do not call CFrameWnd::OnPaint() for painting messages* x6 j, y; e9 Z& A
    }
    - O6 G; H- R; W5 U% \应用程序类的定义(SimpleGLApp.h):2 _+ Q+ A3 c  z- G/ t
    #if !defined(AFX_SIMPLEGLAPP_H__3FB1AB298 n6 g6 ]" B$ F7 V" o+ o  y
    _0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    & ]% h+ c/ |7 y  B; p#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
    ' a. N- M4 P! M& __11D2_9ACA_48543300E17D__INCLUDED_$ d6 y% e, A* ^2 i' V

    6 E5 l8 ]& ~' t; R#if _MSC_VER &amp;= 10001 _: f- P1 w' H  i$ r
    #pragma once* X5 L3 W, z0 B- q
    #endif // _MSC_VER &amp;= 10000 e. f$ }, L4 f6 J; P
    // SimpleGLApp.h : header file
    . i* P" p- j# Y% D8 Z( S. C  g//2 F  }& p3 @7 n; B2 m
    #include &amp; afxwin.h &amp;5 I3 m% a, ~0 P* _9 ~( k* ]  g1 O
    #include "OpenGLWnd.h"" k, F0 Q% V( W* A5 _) r
    #include "resource.h"3 s' g1 ]" z0 g' J$ @5 G9 V" f

    2 h8 Q' v! k+ U. q- N' n/ \///////////////////////////////////////
    2 n" W& w% H6 J3 ~6 j! P" ]//////////////////////////////////////
    $ P) ~$ I6 U4 g! v// CSimpleGLApp thread
    7 P6 ?" T/ H( a0 n- F: j
    % S/ F# {8 [' ?3 e- q/ p  yclass CSimpleGLApp : public CWinApp, Y- D* F) a8 Q5 B1 _" W9 }
    {1 a1 J& ~. p3 A0 ~+ _
    DECLARE_DYNCREATE(CSimpleGLApp)
    8 E/ |2 Y* P, ^* u2 _4 @9 e* x/ Ypublic:! E2 W( [9 ~0 K3 K/ L' S8 X
    CSimpleGLApp();
    ' T9 x3 A1 ?7 d" y; [% k&amp;&amp;&amp;// protected constructor used by dynamic creation
    % z" V# r2 k0 ]$ v/ z" x& a+ v. u8 b' U: X, A4 P& w
    // Attributes2 ~* V5 s1 b0 m$ P
    public:% }" Y$ w2 a& e9 U5 K$ ?

    * G: }8 I6 v- b% y9 ~7 n// Operations2 g" j* X  i+ q: c- J: G
    public:; v( P$ t4 v1 ]
    ) y! S. C9 i% U0 s$ y- [2 ?: v
    // Overrides+ }2 c2 a% f% E, [* Q
    // ClassWizard generated virtual function overrides* |' c6 n$ z5 \  ]% M  O
    //{{AFX_VIRTUAL(CSimpleGLApp)
    " m8 C) {/ g+ Y1 _public:$ x! n" a' i, w
    virtual BOOL InitInstance();9 a- D. ~5 m" s% j5 Q% C
    virtual int ExitInstance();
    3 \7 i6 K2 y: c0 a//}}AFX_VIRTUAL8 f$ |! w; T* p# ~, y% v; r
    + i$ J, t- m8 B# Z+ x! v( ^/ k) F
    // Implementation
    % h+ Z0 ^& f; ?public:/ r+ b& C- n' @! }3 c
    virtual ~CSimpleGLApp();/ u2 d% v, W- G7 S

    / x& `$ b2 Y, m+ m8 K// Generated message map functions6 R! k' r7 i- U/ w3 a, \: ]0 Q
    //{{AFX_MSG(CSimpleGLApp)2 z6 ]& l& D; x2 G% p7 X
    afx_msg void OnAppExit();- I2 I# r& c6 m( K
    //}}AFX_MSG
    + k" B1 f+ q  M2 }( t2 B% \8 y; d+ L# R' ^
    DECLARE_MESSAGE_MAP()3 n/ B2 x) k) l- r6 I* c7 w' `6 }
    };/ [3 e  [* n7 Q* I- |! N
    / }! F& T6 B; a  B8 j
    ///////////////////////////////////////
    $ t, f( O' J  L" C//////////////////////////////////////
    5 w* R2 f) w3 Q- O  Z: ~' A
    . Z$ m  }8 e6 F2 Q# q9 _3 q" ?//{{AFX_INSERT_LOCATION}}
    " }* i9 h, i9 }. ~2 @, L! t, J8 J// Microsoft Developer Studio will insert
    : W4 I/ u( F( R' }# padditional declarations
    $ ]$ W# j* A4 t+ U! d* Kimmediately before the previous line.. y+ }/ |; y2 S9 O7 ?2 b6 r$ P

    . |7 E! g, `: ?" J1 R. u#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
    + {7 {+ l9 o: ?7 @' _0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    ; E0 \2 s- T- [6 Z应用程序类的实现(SimpleGLApp.cpp):9 S" Y. P. H  v( A  z8 X2 I6 l* W
    // SimpleGLApp.cpp : implementation file# B3 p$ B* q* _7 t
    //9 r! H8 `! A8 q4 N
    2 L: D& l8 f. q9 h. |& B, u
    #include "stdafx.h"5 o* s6 f; i! ^( A
    #include "SimpleGLApp.h"
    4 V( j; i% b5 U* K* i#include "OpenGLWnd.h"
    , k6 J0 u7 G$ {; ?- b, q
    ' y% O) x& Q; D#ifdef _DEBUG
    % }" o8 n4 F4 k5 y& W#define new DEBUG_NEW
    & r5 G# X% [" L: k, G9 @#undef THIS_FILE' @) {9 X% F# r$ N
    static char THIS_FILE[] = __FILE__;& m  i" `. P# z5 d1 X
    #endif2 H* Z& o0 u8 N2 P( i( z: W

    - @& ~( t" L5 d" r///////////////////////////////////////
    & u% j; J. @5 H3 Y6 F$ @' O! R% e//////////////////////////////////////
    3 B5 a/ h& \0 ^// CSimpleGLApp. S, {8 h' _# u6 @8 t) R
    ! x6 o$ c; {7 M$ m4 j2 X% {% M1 q
    IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
    - x6 U+ Q7 T+ F7 T6 e6 f* L& x; Y
    CSimpleGLApp::CSimpleGLApp()) I/ _* I4 o9 E
    {
    3 g( n+ S# F+ N* U/ L4 J2 u}0 d# x' Z$ {) `1 y4 X9 [
    / L/ L  [+ \* d0 z& \! }6 T" h- n
    CSimpleGLApp::~CSimpleGLApp()" m' A- B" P4 G/ H' m
    {
    5 E' e: L+ w' v1 @! t" [+ f}& z4 I' z0 T  Q5 ~

    4 f; h$ _$ ?4 m+ a/ ^5 ?. F: v0 j/ gBOOL CSimpleGLApp::InitInstance()8 @5 P6 W9 }1 n! e0 ]3 o
    {0 G- s/ ~: }" k
    // TOD&amp;&amp;perform and per-thread initialization here
    ; h' W1 n6 v  \$ nm_pMainWnd = new COpenGLWnd();
    - P$ K. v, {4 f: ^, [; G" l1 {; km_pMainWnd- &amp;ShowWindow(m_nCmdShow);! A' F: Y. {& T  ?
    m_pMainWnd- &amp;UpdateWindow();
    4 i; i/ I1 ~& K1 X1 E# ?1 Jreturn TRUE;1 j! l& S4 e& H
    }
    + Z- J% K+ [- _1 d0 d6 ?6 J% E& N* ?
    int CSimpleGLApp::ExitInstance()
    , J5 u; t: Q$ s$ E5 N" o8 c* K6 u{
    0 ?% R; X9 x8 r: zreturn CWinApp::ExitInstance();
    $ N. I. l: N7 g( }}
    ! G' E+ t( Z+ }& S0 q' c1 z* t2 Z0 F1 v( C& P- ]
    BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)
    % C  S- P8 v1 J//{{AFX_MSG_MAP(CSimpleGLApp)
    + Y) o, w/ q' s2 z8 wON_COMMAND(ID_APP_EXIT, OnAppExit)( s, R. k4 a. n0 u# p
    //}}AFX_MSG_MAP2 O0 k' T) T- ?/ m9 N; R
    END_MESSAGE_MAP()9 b( @/ \$ [* _* \& X' K

    7 S8 F. k+ a- J7 A* M///////////////////////////////////////, _5 X3 V5 [2 f) k$ @$ b( @( v1 H2 y% l
    //////////////////////////////////////
    / M0 e+ e: @1 [5 F" i; y// CSimpleGLApp message handlers
    ) y1 [5 j7 u( O0 m7 Rvoid CSimpleGLApp::OnAppExit() 8 ^' e+ z; W/ [  B
    {
    ! G" v3 p5 X6 i// TOD Add your command handler code here
    - k) D- u$ O0 Z) w- ]4 YCWinApp::OnAppExit();5 N, J6 }  @/ Q% `2 C" Q1 f! x+ G
    }
    & }( N2 L1 T9 |6 r6 {$ ?1 n
    : a8 p( b3 \5 ?  [/ gCSimpleGLApp SimpleGLApp;</P>
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