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< >这是NENE的OPENGL的框架CB原代码,是黑屏的效果,最简单的。OPENGL我才开始学,很多不懂的,希望和大家交流,共同进步,我会把我的资料和大家共享的!</P>
- 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 <vcl.h>
5 d+ ?6 c; g0 ]8 |#include <windows.h> // Header file for windows0 q$ u0 ^( U1 y5 r* G0 L/ }
#include <gl\gl.h> // Header file for the OpenGL32 library
p" U: e8 k$ O$ j: L( z$ _#include <gl\glu.h> // Header file for the GLu32 library4 G' w6 h* Q. I: D1 _" Z
#include <gl\glaux.h> // 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 && !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 && !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(&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(&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(&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(&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,&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,&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(&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(&msg); // Translate the message
! c& G4 n2 f6 x- u( M, h0 Q9 t; B DispatchMessage(&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> |
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