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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>
  B+ s2 r4 v% d<>首先在CB下建立一个CONSOLE的程序,然后把CONSOLE APPLICATION的勾去掉即可。然后再把以下的原代码粘贴上去就可以运行了!!</P>
% p: m/ r$ M- t<>//---------------------------------------------------------------------------</P>0 h+ F' X1 ~. n$ h
<>#include &lt;vcl.h&gt;
# [4 p' b  S) z3 ^0 N  j+ _#include &lt;windows.h&gt;    // Header file for windows
( G- ?  O; C% C6 j7 P! E2 A#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library' V/ j2 e3 K9 H& _3 M& ?
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library& f  z( s4 z- h; _  f0 ?
#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library0 U, ]  Y. j# N) [/ g9 \' s
#pragma hdrstop</P>, S0 c& c0 Y5 J0 n5 M; F
<>//---------------------------------------------------------------------------. v5 N/ a1 F% o$ j* {/ ^' r4 a
#pragma argsused</P>8 d$ y0 S$ q2 j" H8 J
<>HGLRC hRC = NULL;               // Permanent rendering context
4 E2 C& _) `$ q2 q- }5 tHDC hDC = NULL;                 // Private GDI device context( [4 |- o7 g; g9 x
HWND hWnd = NULL;               // Holds our window handle- r/ q9 p* }# Z4 [8 L# D0 K4 }; l
HINSTANCE hInstance = NULL;     // Holds the instance of the application</P>- Y: t4 L1 _% C3 P2 p+ V' R* P4 p5 [
<>bool keys[256];                 // Array used for the keyboard routine/ ~" N( ?1 Y! v9 T! l6 T% @( Q
bool active = true;             // Window active flag set to true by default
/ W* w9 k2 ^# F: P. F6 _  gbool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>
( ^' }& p- `" S2 d/ H<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>
! }4 k" x  _* P: T8 s" Y2 v$ Y<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window7 H/ A% V" ~% q& F
{
( {0 V" A, z2 h4 a5 s        if (height == 0)                        // Prevent a divide by zero by- [& F7 p) T) b5 i+ p. B3 ^
        {/ f  L2 ]4 p+ q2 [2 Y
                height = 1;                     // Making height equal One
! i( A7 _' I  j( I        }</P>
, r( o+ \# l  ?<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>
; \% T. _& M8 c1 A' n+ R3 v/ c# z<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix: E1 |8 ?$ ?* G
glLoadIdentity();                       // Reset the projection matrix</P>
/ l; Y, U  j( k& }; h0 ~<> // Calculate the aspect ratio of the window# k$ [3 j; p2 B4 }, w: h
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
* s/ v  Q6 d, T6 _0 A- b: ?<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix6 |2 T% v4 [- a* Q
glLoadIdentity();                       // Reset the modelview matrix
& @* I/ p3 A; c. h6 T/ @}</P>9 H2 U$ F6 e, \3 l, q
<>int InitGL(GLvoid)      // All setup for OpenGL goes here# L% N% }# n$ L; u9 w% U
{
" g0 f% B$ s: R* P9 V glShadeModel(GL_SMOOTH);                // Enable smooth shading
- ]6 s+ M: ?! p9 A4 z' c glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background
1 h* L! ^8 n& b, Q& S! e* q glClearDepth(1.0f);                     // Depth buffer setup. b' X! z$ y7 x  y7 j' ]
glEnable(GL_DEPTH_TEST);                // Enables depth testing0 d& O$ V$ j6 W& k% q5 f" j* a
glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
5 Z; V. c) P% u glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations
( u% P2 i1 [+ b5 s5 n, y return true;                            // Initialization went OK
1 H, y2 j4 c$ f* Y: K8 c; [}</P>. `* W: d1 q! X9 y, W8 C
<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing% P. ~1 q! o: C% y- b5 i" w$ p  o
{% ~0 s% c5 H4 U
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
( H  x8 h" w' Z# p8 Y( g: j glLoadIdentity();       // Reset the current modelview matrix0 T: h/ o5 U2 z7 E. k* R5 W- e
        
% |: \/ v; ~; k0 E- r& m return true;            // Everything went OK; P4 b  Q1 {) [8 y6 n, U
}</P>
# n4 }) Y2 E3 i<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window" N; w; _: }" C2 q$ J* K2 V
{  f# |( v# `, j& Y
if (fullscreen)         // Are we in fullscreen mode?
3 x/ ]! s2 U0 u  e5 H! G& S {
4 y; W( g/ n5 Q: V4 ~# W  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop
: C" D- `2 v( N; K* v4 ]  ShowCursor(true);               // Show mouse pointer
% Y5 u0 N1 |, J. Z7 m& u# S6 C }</P>
' @/ j1 k! |: I& F; s" w<> if (hRC)        // Do we have a rendering context?
' N* {% B. T8 K' I {
' l  X& X" r3 u" d5 P, u' L  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?
( {9 e& Y: S: u8 s8 Q3 F0 j  {
1 Z! l4 u/ M+ ^" n7 z* \   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
0 t6 b/ B& U% k- |- J3 t. M' X  }</P>
7 a; Q- p1 \+ H) Y) D% @, e<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?
2 ^# W& N2 [1 E  p# F# G$ M  {) `; H7 L& `% D& j4 f0 B: e+ E
   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);4 e' B% z0 e' K# i$ W+ y4 X
  }
! e7 m) k4 i; B6 E8 V4 h  hRC = NULL;             // Set RC to NULL
! o3 v+ M/ `) e. b1 A- L& C% r }</P>
2 {( P2 s0 ]5 Z/ Y. [<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC! m7 ~4 w. t9 N( A
{+ p% v( {2 l; z: A. ]; r5 e
  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
0 T4 S' j3 p; j+ Q  m  hDC = NULL;             // Set DC to NULL
- Z% C$ Z# h+ N8 R }</P>2 V0 W; @/ P7 ~2 A7 j: l$ a  [9 M0 y
<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?
9 V" A7 g3 l! Y; t, x {' O# u. I5 j) `  V# t* q
  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
0 t1 C9 d4 X, h8 H- L- ~& y  hWnd = NULL;            // Set hWnd to NULL
( N6 Q1 |1 ~( H( R; _0 a }</P>
6 S+ n- H' D: S, H0 |<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class
+ \& m9 |, |* ~1 b. v3 N1 g {) M+ L9 \. M" J6 b& a; l
  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);/ e9 Z' Y* ], {! q. U. l+ X
  hInstance = NULL;       // Set hInstance to NULL
! w6 [3 z2 _9 F6 s# c1 Y* V }
, T& Z; r2 A; J5 J6 J}</P>& T& [6 X9 Y2 u2 W
<>/* This Code Creates Our OpenGL Window.  Parameters Are:2 G1 x, ?) {$ @/ `. h
* title   - Title To Appear At The Top Of The Window
) F2 @- Z: {& K  S, R% Z * width   - Width Of The GL Window Or Fullscreen Mode
. U5 Z& E; K+ `+ N * height   - Height Of The GL Window Or Fullscreen Mode
. C9 p, H3 s: j) ]$ ?  n2 K: e * bits   - Number Of Bits To Use For Color (8/16/24/32)+ F, d2 m. q8 b8 E/ }. X
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
; x& l3 \3 Z; g. x3 F# s% {0 Y$ E , b3 _: C$ U" V- |0 B
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
7 u* I3 N8 r$ q9 i0 n% z{
' }+ c: y/ d! Y0 E' l  J' j GLuint  PixelFormat;  // Holds the results after searching for a match8 s* _; B6 W' P/ M# }
WNDCLASS wc;          // Windows class structure
  H! l/ j3 F$ ~" [! X) B DWORD  dwExStyle;              // Window extended style
  t+ P" T- ]. M* ?9 u DWORD  dwStyle;                // Window style( o1 }0 j2 V9 w  _! P
RECT  WindowRect;             // Grabs rctangle upper left / lower right values
' \; T$ ]" L% f WindowRect.left = (long)0;              // Set left value to 0
( T7 w0 n" i4 p2 z WindowRect.right = (long)width;  // Set right value to requested width2 ?6 C+ V4 g/ f, J
WindowRect.top = (long)0;               // Set top value to 0
/ [4 Y- {+ T7 G- Y WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>) U6 x& I( F/ l  M+ y
<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>
$ G7 A& P7 i2 e& N( A<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window8 C+ G8 ~* C/ k) y( h% B/ p
wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window
; z: k( y  |% y" z; K wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages( ?5 w8 G$ L$ w# \& o. K) q
wc.cbClsExtra           = 0;     // No extra window data5 i5 d* B' @7 E5 K! v9 j4 t
wc.cbWndExtra           = 0;     // No extra window data
: O4 z. j, P4 R wc.hInstance            = hInstance;    // Set the Instance) X5 R' T5 A& `1 Y  N3 \& U( V
wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon
( V8 O+ u( z( l! f8 i wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer
. d- Q9 Y9 x) L1 O; x/ ` wc.hbrBackground        = NULL;     // No background required for GL$ h& h% Y+ o4 ]! {6 V$ m' {, ?% T# Z
wc.lpszMenuName  = NULL;     // We don't want a menu2 Z" j# X" b* s+ o1 e
wc.lpszClassName = "OpenGL";    // Set the class name</P>
" W, U. c8 E0 }. [! y- W. d: s<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class
* i  c$ N5 N$ q) K% s {5 J" `# x3 b/ x4 f
  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>& O$ B# F3 B' {! ?9 k% \; i" @
<>  return false;   // Return false- X8 h3 n: @$ u6 ^/ u) s4 f2 r
}
5 A9 l8 T7 S4 V3 C8 ^# R
4 |& C: m' c& R. j1 D if (fullscreen)         // Attempt fullscreen mode?7 L  b% `; o7 P. i7 }# ]
{5 [  v, Q3 F9 y$ F) J" d
  DEVMODE dmScreenSettings;                                       // Device mode6 P- \3 p- k$ W8 D: ?; w
  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared
" ?& c- B# ^$ D  M# D: O1 ~  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure& @7 S+ n) j8 @+ x1 O' }: I+ b
  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width/ ^6 [$ v% l; E) ^' S6 q
  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height
; \' k' i9 P$ t* P: Y5 b; F  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel$ \0 e6 ]% G9 B2 q& |- r3 x
  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>0 v! `4 m( A$ u8 b1 ]. B" h8 ~
<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar." `: c( M2 e9 {, H& V
  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)  |% z$ x& P( U6 n7 x) Q
  {: J" q4 R: S4 h' i5 g# q
   // If the mode fails, offer two options. Quit or use windowed mode.
* U# ^5 `2 b" L% ]( f7 i3 A   if (MessageBox(NULL,"The requested fullscreen mode is not supported by\nyour video card. Use windowed mode instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION) == IDYES)1 |4 Z; H7 e8 H9 l) m7 m# M
   {
) h# E5 c# s7 L) k. F% E    fullscreen = false;       // Windowed mode selected. Fullscreen = false3 \! O4 `( j, j3 a# E
   }1 X6 O6 i, f1 @9 l' S; X) K5 v; V
   else4 \5 B4 l' T" J
   {6 Q' B+ w9 ~) h6 z" w1 A4 m
    // Pop up a message box letting user know the program is closing.3 w$ ~, a: J4 g
    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
# C( G5 q8 \6 \* d    return false;           // Return false
" e- O( @8 o# o; J0 }   }
1 z8 b4 [3 a4 L, N+ s  }" Z/ U+ a; v  b3 I
}</P>8 s% k1 o  S0 x5 s7 b9 H! t" a
<> if (fullscreen)                         // Are We Still In Fullscreen Mode?6 c7 t- \5 f9 A! `2 _) P
{0 i; c: o. }2 M1 ~: o
  dwExStyle = WS_EX_APPWINDOW;    // Window extended style
; y8 i% Z* y8 b6 C5 z. G6 }; j  Z  dwStyle = WS_POPUP;  // Windows style
, G5 q0 V! s8 l8 t. C5 P8 z  ShowCursor(false);  // Hide mouse pointer
7 f! }# t0 m! U5 I, y }
" x. {+ }5 O+ n. l9 ^ else
5 C& |/ T! i. k: j- F! m- G9 b {/ T7 t) ^, X% ]! P1 j: p, S
  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style+ d$ [  b3 g3 H4 `& b0 \+ }( A
  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style
* o  i; D+ Z& p. o  x }</P>
4 k' ~: E! A9 p) ^<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>/ k0 q4 D$ d; R
<P> // Create the window
7 s* v# S* n. ?: h if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window
3 G* J. j) R  _1 s, R. i: q                "OpenGL",    // Class name
, o3 I. k& I7 _1 b6 Q- U  title,     // Window title2 V+ K" A7 _$ ^8 n( B
  dwStyle |    // Defined window style' t7 s$ @" N5 S) ]
  WS_CLIPSIBLINGS |   // Required window style
: t) l! L) h$ j, Q/ v1 A/ \& q' J- g  WS_CLIPCHILDREN,   // Required window style
9 c/ o! O4 y$ t: S  0, 0,     // Window position
% h0 Q' G/ y3 s) ?  n6 c; R  ]  WindowRect.right-WindowRect.left, // Calculate window width2 m. ]2 t: C4 k4 h" x6 E
  WindowRect.bottom-WindowRect.top, // Calculate window height
. B, T' B8 J( b6 }5 x  NULL,     // No parent window
/ ^9 k$ ?& T( a6 @( H, K  NULL,     // No menu
- V. V! F  C$ V3 O5 F; ~  hInstance,    // Instance
4 V- D9 |! F: Q  s$ D* Q+ S' ^2 p  NULL)))     // Dont pass anything to WM_CREATE
6 k- T! m, e: M" [. m7 f  j {
+ Q: H+ S5 O" k- e! [# q: y; y/ f  KillGLWindow();                         // Reset the display
* o4 z0 t& d9 l! ?% ?- h  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
' P1 S- w( O+ O& I9 B  return false;                           // Return false
3 O) g- k9 D# ^# h! U! B }</P>2 v+ m/ U: o/ ~6 s: E6 W: _
<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be
2 c: j) e) J$ H0 [( |$ o {
% q( ~- O+ N# `/ O+ {3 s. z  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor
9 O1 G; }8 J' p+ r' L3 i: p  1,     // Version number
) C& A1 r; C" d$ h  G8 Q  PFD_DRAW_TO_WINDOW |   // Format must support window
1 ~  L0 A2 K, y7 x; d* j  PFD_SUPPORT_OPENGL |   // Format must support OpenGL
( d( P" F, T% s  PFD_DOUBLEBUFFER,   // Must support double buffering
* z/ r7 D1 D1 ]/ U4 `7 o  PFD_TYPE_RGBA,    // Request an RGBA format% o; u8 u6 x5 K+ w0 u# s
  bits,     // Select our color depth1 X) O) Y9 t/ f
  0, 0, 0, 0, 0, 0,   // Color bits ignored
0 p% x8 b% N) q: S+ I  0,     // No alpha buffer+ u3 s1 g& s3 B+ D! b
  0,     // Shift bit ignored
% _1 y. X8 |4 M/ o/ z  0,     // No accumulation buffer/ D0 u8 @( y: Y9 D% y' o
  0, 0, 0, 0,    // Accumulation bits ignored2 v9 f  j& {8 h, O% l& B$ y$ d
  16,     // 16Bit Z-Buffer (Depth buffer). k$ q- K1 w/ V' X3 c& U
  0,     // No stencil buffer
- b, t3 f  u* x" x) p. o  0,     // No auxiliary buffer, E! V  X) `: S4 Q# S: R
  PFD_MAIN_PLANE,    // Main drawing layer5 h% Z" K/ T" o+ g2 U2 i8 B
  0,     // Reserved/ U' `* O# V  y' ]
  0, 0, 0     // Layer masks ignored7 `, o- {: E. l
};
# S" M# ]/ q# ^9 |
. b3 Y: P/ K/ H1 i+ h& l6 Y+ \' N' w if (!(hDC = GetDC(hWnd)))         // Did we get a device context?
- v: a" W: b6 M/ ^0 }/ p: G {
1 E& o, H6 L$ @% f- c  KillGLWindow();         // Reset the display' @2 |% N, j* P/ S, c6 I
  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);( F! x' W9 u5 c& z8 d* [
  return false;           // Return false
# R  g" C& {2 F- H) o }</P>. ]! n- N2 G! z: [' V5 ]! m
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?7 a. ?* Q& g# o7 T9 I, M
{) g- V- \8 r% b0 ]! C& }5 ]
  KillGLWindow();         // Reset the display/ n! U' a6 T4 C, Y0 B  O) w
  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);" A7 `+ I  j9 z7 ^8 o
  return false;           // Return false5 q/ p3 m! p1 S* M
}</P>% \6 }& B. P1 f+ ]
<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?
, w6 x- J8 y' ^# P( i* s" r {
  s( x1 b9 ]; d- Q( \  KillGLWindow();         // Reset the display
$ c3 ?  e( s7 K9 O  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
5 w# ^' U* k" r9 v  return false;           // Return false
' Q+ ?: @) N& G& @2 }! U3 p }</P>
8 r( t% M5 S% C/ r: ?<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?4 b6 l% h9 M" x, R5 m& J
{9 e) h0 E+ k; E+ _' I  `9 `
  KillGLWindow();         // Reset the display0 G0 J" s9 h& \7 a
  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
. j" x6 u  N+ e# t  return false;           // Return false
6 y. C' e  n1 u) ]6 k+ ^ }</P>
% d# M- C9 O3 r- i5 h0 X7 S/ ]<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context- R( V% u8 G4 ~' L0 x/ P( u
{+ Y& {( Z3 r, U7 Z4 A- B: k
  KillGLWindow();         // Reset the display: Y8 F8 ~! w, ?5 a( N8 `
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
+ y) h. I7 g; s' m; z, n1 h  return false;           // Return false
9 m- h) g3 D3 y* d( a1 X6 q }</P>
$ m) _6 N" K+ D  }$ F+ Q<P> ShowWindow(hWnd,SW_SHOW);       // Show the window6 z9 o% P: N- J4 U6 l8 Y, R, z$ o
SetForegroundWindow(hWnd);      // Slightly higher priority: `* M$ E$ \4 v/ ?) [
SetFocus(hWnd);                 // Sets keyboard focus to the window
) n% T! p/ Z& b: X3 ~, U ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>1 T& b: p/ D" F% D
<P> if (!InitGL())                  // Initialize our newly created GL window. c4 |% o7 R/ x" T
{
$ _* v7 {4 w+ F  `( i  KillGLWindow();         // Reset the display- A2 \" E5 ]; r* C/ n
  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
" a" g% r. B/ ~3 m$ \: }4 ]  return false;           // Return false; W# o0 {" t( Y, B; d/ o
}</P>) f' \/ G; f  E+ Z- L& m' O- j  I
<P> return true;                    // Success
4 \- G! J. F3 q$ _. U$ k}</P>
% C; r  A, T7 ], B0 `<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window
; e% ~. m, z. j9 z) d' l7 g                        UINT uMsg,      // Message for this window
- d6 V3 L! E7 l$ C   WPARAM wParam,  // Additional message information9 X) Y3 O) h  ~$ s8 |
   LPARAM lParam)  // Additional message information, M' U" I0 W3 h3 w0 K2 ~6 h9 v. n
{$ [2 ~/ i2 k( x
switch (uMsg)                           // Check for windows messages
. [# }! J! }8 N( _6 s- U  j' r {
8 F0 R5 V- ~  r" ]( f  case WM_ACTIVATE:               // Watch for window activate message
! [) B  k" w- F" Y; }( ~  {# i; h, B- k) y. a" g5 N: |! }
   if (!HIWORD(wParam))    // Check minimization state
1 @) C0 \1 w0 W6 Q- Z   {" Y9 q& n3 n/ E
    active = true;  // Program is active
8 D+ E4 n( a- m0 ~9 O) {5 l   }, n" g! i- L+ m6 J. @9 Z
   else
: S: F6 K6 ]- A* N7 ]; b9 |) k   {# d- }5 [* [0 W' w* ]% f
    active = false; // Program is no longer active. n* ~5 w2 q( Z5 u1 V9 V: H% q/ f
   }</P>/ }2 v$ o; P8 ]& I- Q8 ?+ R; ~
<P>   return 0;               // Return to the message loop4 w  \, U1 s' O' Q: X1 `. E  t2 \
  }</P>
8 D2 s# B1 M! c4 @: c3 i2 y3 O$ g/ [<P>  case WM_SYSCOMMAND:             // Intercept system commands
& C5 z( G! V2 {: {. c$ w5 u  P  {
( V  x# t( I3 \   switch (wParam)         // Check system calls/ L9 L! k: _$ C1 r. k& l
   {2 N5 W( `3 D- L8 x# w, d
    case SC_SCREENSAVE:     // Screensaver trying to start?
% X- c# ~6 y6 {+ S& n; G' s( f- Y    case SC_MONITORPOWER: // Monitor trying to enter powersave?5 @; H% S7 i! B6 W, `
    return 0;       // Prevent from happening" x1 _/ c0 y, L8 b& |
   }0 k) u0 X) e( Y/ M  B
   break;                  // Exit
3 x3 n1 A& |2 r2 s  }</P>
5 P$ O6 F( f" c$ f<P>  case WM_CLOSE:                  // Did we receive a close message?# J: k/ ~( t$ P0 L' @: H* b- ^! k
  {
* u3 Z! z8 ~5 w/ L3 k' g   PostQuitMessage(0);     // Send a quit message# ^& k" R4 R; f; T" A6 v2 J# M
   return 0;               // Jump back
; u1 O( j, P, `* D3 n5 X! o' q  }</P>
. a4 j, ], \- H5 @8 ]& L( w<P>  case WM_KEYDOWN:                // Is a key being held down?* w# z; ?: Y  g; Y/ y
  {
* q' F8 L# Q3 M/ w   keys[wParam] = true;    // If so, mark it as true
* B! o! f5 Q( B! W$ M$ ?% n   return 0;               // Jump back
* W( p! U3 f: o; e$ b3 A: I  }</P>. ^! z2 g: {0 S  k1 B# W( E
<P>  case WM_KEYUP:                  // Has a key been released?: q& }3 Q! a" q8 p0 C
  {
2 ]. w' O$ q# Q# Y   keys[wParam] = false;   // If so, mark it as false' W2 @$ v5 E4 l) c7 Q  L4 j6 A
   return 0;               // Jump back" m2 C9 ]& C: m, H1 X% V+ c
  }</P>" C- b2 i# d/ t" U6 I+ H: \9 i0 r
<P>  case WM_SIZE:                   // Resize the OpenGL window1 D8 Q3 k( N  O
  {/ H2 g1 V  Y/ O
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height. v5 E* H" K6 o" o2 G0 x. }
   return 0;               // Jump back
) v! c9 j- \& W2 l  }! \- E# _. G5 t1 X: b/ z( Z- P6 S
}</P>
2 r/ v4 S* j: I<P> // Pass all unhandled messages to DefWindowProc
, a3 o* r$ a7 c# n  | return DefWindowProc(hWnd,uMsg,wParam,lParam);4 L# l7 J! \! t$ K; Z6 T
}</P>9 t1 Y8 G- E& z2 p
<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)2 H" I! r' \; s9 X
{  g. `1 X* [& Q5 S$ s) g8 u
        MSG msg;                // Windows message structure' e) j! w0 `( V. Z
bool done = false;      // bool variable to exit loop</P>/ D  C, I4 N( t/ g8 }  X
<P> // Ask the user which screen mode they prefer( v; [* G! d# }0 o& U$ P" t
if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO), o, r! z7 n4 k# E$ o9 k
{  ?. Y; d) _; b% ]7 K. E- Y
  fullscreen = false;       // Windowed mode
, ^1 t  H) S8 M9 Q* f# `! X" {. ^ }</P>& E4 H" n3 D6 ~9 T
<P> // Create our OpenGL window! ^' d1 ~0 w; c4 K' a: x) ]; _
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))5 V& @$ {7 A( U6 D  @1 y3 [' A' ]
{* O5 U2 O' t' ~
  return 0;               // Quit if window was not created/ ]" R4 g' _4 S/ t" N
}</P>/ M* Y, r! j# B9 B: m3 \- z& n
<P> while(!done)                    // Loop that runs while done = false
3 S% ]- \" d2 X/ a# L3 B# P {
. @2 D9 D6 J. j2 t- x9 ?  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
- o4 I3 E' X0 r2 V* ?0 C4 M  {: l9 m, L8 ~$ |& J6 B% o5 u
   if (msg.message == WM_QUIT)             // Have we received a quit message?% u+ ~+ y5 t: d0 f5 s9 V
   {  c" T4 T% S# c
    done = true;                    // If so done = true
" @$ \& [, D; ?% R& ?   }
1 y1 R, E! l: K( Y- ~   else                                    // If not, deal with window messages% O$ l) Z9 E8 d# y& @
   {
) G, `  E/ n6 Q( A    TranslateMessage(&amp;msg);         // Translate the message& d1 j- r3 w& c: t
    DispatchMessage(&amp;msg);          // Dispatch the message
: b1 I# o* b$ n   }9 ]& X. H( `  `7 ~! \
  }8 h2 r* X6 i& D. P
  else            // If there are no messages
0 q  ]( u. f9 \' [, z1 o  {
, ?3 a- X* Q! k. u7 L) l2 {" Q5 w   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()
; J1 M3 F) W" N% B   if (active)                             // Program active?
; C; X4 R8 J+ P% v: C! }* p9 n   {
, b* U1 \: @+ d. }: b4 M: M+ V    if (keys[VK_ESCAPE])            // Was ESC pressed?
/ ^' v7 c$ x9 c, p5 d    {
9 m- Z* s( q1 I. c' M+ ]     done = true;            // ESC signalled a quit
4 Q# v7 O4 f7 y+ t/ @    }5 o. j/ ?  f0 V: O" h7 I
    else                            // Not time to quit, Update screen% i) s6 g) V* f
    {
- F" V# m: W5 a" u+ X. q     DrawGLScene();          // Draw the scene' I6 k, p8 B- d  x- D; d
     SwapBuffers(hDC);       // Swap buffers (Double buffering)
2 ?5 p+ M) N4 T" o2 S    }
- O7 [7 }; b+ J) ]9 t& o   }</P>1 m, L; P  `+ K' L: _+ y
<P>   if (keys[VK_F1])                        // Is F1 being pressed?8 }4 _8 |# p' v
   {
' o! Z0 p. X/ x+ s/ c    keys[VK_F1] = false;            // If so make key false
6 ?7 @- c0 Y3 c    KillGLWindow();                 // Kill our current window
; ^% f' {$ \% }$ w    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode
: _# C( r5 \3 a  ~    // Recreate our OpenGL window
2 M% i6 F4 o0 V( D6 o; N( l    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
0 g; A8 Z  q8 ?1 f3 g    {* z+ O* B3 `# V& i
     return 0;               // Quit if window was not created% ~) V+ p" N# s6 V. ~" F
    }
$ i3 ~3 S/ X- t, |( i6 e   }% e5 N% C7 q0 _) `$ F
  }
3 K- |: l& ?7 f' Q! k }</P>
* ]  ]5 m% a! E( p! {<P> // Shutdown/ G% w. Q! `9 I$ D
KillGLWindow();         // Kill the window1 C5 b0 o9 Z6 G  H
return (msg.wParam);    // Exit the program
5 W  J. G  s; k% {. c}" L: P# Q3 `- O+ m3 B* m
//---------------------------------------------------------------------------</P>
zan
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    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

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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' T3 \- y3 a$ F! e6 \
    OpenGL API,使三维世界的"平民化"已成为必然。; P' D( ], p) j, m( X- v/ I1 O
    ----Windows操作系统对OpenGL的支持5 k/ }* d3 h% J+ I/ t' i3 |
    ----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:
    2 K3 l4 P6 r; E$ I----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 c: u7 z9 r$ q+ h6 K
    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。& Y0 }. c( U. E* C( D0 X! q) |
    ----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。" N% B5 F# `0 \2 f: Q& }7 o4 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 P. f* |1 V2 z3 ^' `9 X1 D
    ----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。# y! g  _& A3 l( \0 e( D, u
    ----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。% N- n$ v8 q  n1 U1 D) s& O
    </P><>----用VC来编写OpenGL程序
    . x! y# H2 V5 H$ p) _* P5 f7 e* A3 z; A
    ----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:: C* r( N9 r& N2 l0 f
    % u7 p  E* \- A. K1 W* o6 l
    ----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! P" G; [- J6 a3 S+ }# P7 N. Q% T; ^! a

    - p1 n0 f7 w7 G. I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
    6 `7 j% j7 W# O: {1 O
    - k" V0 f; y" |0 }  G7 W6 ^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DC3 a" t& x, u8 z% n
    3 S# l) m& R/ R. p' x2 n! i- U7 Q
    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+ G3 m5 \  n7 H9 T2 {! O4 P
    - |+ M, i0 d6 G% s( O% m/ @  G% }
    8 X! q# O  [9 J; h! J. U) Y
    / c1 H- o2 ?. W6 i! \, 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)。! J+ r/ P# F% Q$ T) X7 O2 j/ D' g
    " Q. E0 w% g/ ^6 Z$ m
    ----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)
    + ]+ N( ?4 b$ N% I3 J, ~1 A! T+ C6 _+ c% f" ?
    ----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: {9 f* P7 P% t( {5 f( V9 l
    0 r) j  J' z* x5 M
    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(
    ! ^! v# n- n0 |  Z0 W' M  x! I+ @, X  T& d
    if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC
    7 C& I' Q+ n; I/ h8 h0 Z; V0 n1 m2 m; C* I
    ----所附程序说明
    7 m2 y. i6 p; F( D6 b, D- A
    / R6 H/ x. s& S: ^& l) T2 m- e----所附的程序用MFC完成了一个简单的OpenGL作图,用OpenGL的辅助库画了一个有光照的实心圆球。OpenGL本身的函数这里就不解释了,仅对用1 C  E" C+ M5 l* `# J' p" f
    0 x$ B  _9 W9 L3 z9 v* I
    MFC编OpenGL时需要注意的内容做一个简要的说明:1 f! s7 l- m9 z. O' [) L0 T3 ?

    0 B' w6 L3 a/ ], h' r* Q% N----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; `- R' [% v6 E- Z, l8 j0 H
    ( U" b3 L8 u  v; ~+ b5 \
    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
    ! W2 i; [2 y! K% I% [; n% j
      P4 A+ ]( |* [- j" E) m: V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% _# u8 [7 E  O# e, D  S
    ) W2 ~# Y8 q& }3 b2 n9 P7 M
    格。# p8 b  M$ Y5 `$ ^
    ( r" R7 K  t+ l6 O  p# T
    ----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& n5 X3 k% H& J0 d: T* G" U

    ( V" y0 t5 x# U, J3 ^' f。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
    * o% ^0 I- }0 s8 g* s6 F! V+ h/ q: o) [. Z! p
    、鼠标处理函数都应该由相应的Windows处理函数来响应。/ A. R9 P& Q4 S

      Z4 x7 A* O! Z& q8 A: T) y+ c----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
    2 D5 q6 i! o# D, p( ^$ u, m, T, L
    ,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
    6 i, ?# H0 [7 {" @2 Y- ~4 A5 i4 A( s& E" [. N8 R4 a2 h9 l  D
    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。1 {4 X, G/ u" O/ j$ X' z
    - T- z1 b' N( p2 B/ [& y8 a
    ----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& ]* M& e. d8 d5 e) H- b( r8 s

      P+ C5 [' K# ZGL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
    3 O3 ?( J( c! U2 Y9 c0 w4 t( s, k1 ]; l+ P
    ----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
    & {( u4 x% P2 `9 G& f) L2 D- H, l+ n2 i2 ^
    ----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++
    ! ?7 x+ t, g( o& O
    1 K! A! c( ?- L' j1 G, o1 v5 ?3 l1 {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: Z- b8 T4 d; _2 \
    : R# t+ p9 e2 d
    CS_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# I9 k, }+ W) f& W' f, C4 t# y- E
    ' r% [+ ?7 D! f* \
    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。! L* E  P! ~3 K+ x2 K' O

    ) A, R3 {' `' B7 ?' u7 d% P1 w----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
    7 K$ g: ^/ e; R- v
    2 t. s5 |( C1 p- j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1 t8 M' f# x. a

    / p' o3 M* E% M5 [函数应当非常小心。& g& [# u7 |% O$ Q- F2 k2 I
    + q& g& c/ v4 Y: c
    ----参考书籍:& ~+ H& o# Q2 _# d2 A) {
    $ C9 |9 U) I2 O4 k* \1 \
    ----《OpenGLProgrammer'sGuide》SGIinc.
    7 ?& e9 A7 U( Y' a
    9 J4 G/ E# K; n0 w----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社  ~# x' a- b; f' m

    ' V4 V+ Z; r) B) @----《VisualC++5.0联机帮助》
    $ K4 c; D+ |9 o. R) P: L' L9 _, o. c1 y: f% |+ @; |5 p
    ----附程序:
    & W& o# v; T" O+ p2 \2 ]5 z. z2 I; ]$ `5 `: 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
    2 ?6 \, F1 Q1 r0 i, R9 _
    9 b$ q3 z/ h' B% {2 A- V3 ^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
    8 a  r4 c, T; ^& c. u" Z6 o! B. }
    ! B6 b0 R' _) s# F! a' h/ xOpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。
    : w: z( \& N- p: _: D
    ) R; ?( \2 m& b1 ]5 y----主窗口类定义(OpenGLWnd.h):. W/ Q! V/ j  S

    6 W5 C/ A& O2 N6 us#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70
    , y- T6 c) \% T! U# g$ ?" K0 C_11D2_9ACA_48543300E17D__INCLUDED_)
    ( s/ ?! c, R. L" r% G- [#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
    2 N: T, n) Y  }3 Q- t. t_9ACA_48543300E17D__INCLUDED_% V( j/ N  Z& h  C
    9 x& E" ~/ g: d, N
    #if _MSC_VER &amp;= 1000
    ) C1 b& U1 j$ ]#pragma once
    . e) E4 n9 K( \% J& |% W#endif // _MSC_VER &amp;= 1000
    ' r! d' x* [  r! p( d3 K3 K5 s$ _! o& K# l( T2 I  S8 Q
    #include &amp; afxwin.h &amp;" U( `* [$ v+ \' I8 c. z
    #include "SimpleGLApp.h"
    0 o& ]/ J! g* I! d/ |8 h$ y#include "resource.h"
    # b7 V7 ?, k. ^5 ^4 G" l// OpenGLWnd.h : header file
    $ c# G$ S4 i9 p  [0 G//! y7 ^! I6 U8 \9 Y- q
    ///////////////////////////////////////
    ( Y, ]- D2 ]7 e6 S$ u7 c# C//////////////////////////////////////
    $ t$ t) Z2 a0 A; r8 `, x// COpenGLWnd frame
    8 ?, k% C" q" o/ _1 x. y
    ; Z7 T* [- R$ w! i  |class COpenGLWnd : public CFrameWnd# D% q2 W  Q3 ~/ c. ?& p$ ~# H
    {
    # K  l1 ~' n2 F! y) ODECLARE_DYNCREATE(COpenGLWnd)8 V* W3 [8 v. \. w' z! J1 c+ ?
    public:0 B2 T" {( k+ Y
    COpenGLWnd();&amp;&amp;7 H  k+ f9 L5 G, B" l
    // protected constructor used by dynamic creation9 c8 S8 m: T! ^# Y8 S. V
    protected:
    ! j, r) p4 w/ W/ B0 Q# GHGLRC m_hrc;- P+ @  H( v; e4 y9 G7 O6 k
    CClientDC *m_pDC;
    , R  U  Z5 D0 g2 N$ s5 \) z// Attributes9 t8 x8 U1 ^  Z: D; N5 i
    public:
    % Z4 e! i7 s6 e& Z7 S- L
    * n. U& I: \) k7 _7 }1 H3 V$ N) F// Operations! w4 H7 ?. \2 m" H
    public:
    : h. k9 P- x: j  X1 ?3 o, Z' s; k# I! l  l0 M, _% U
    // Overrides- M' {) _; d& }5 ^- n% D  D/ D
    // ClassWizard generated virtual function overrides
    9 d2 `$ Y; g! ^! s//{{AFX_VIRTUAL(COpenGLWnd)
    : ~$ I- A0 U5 r. Xprotected:1 \* \7 k9 ^: G+ y, d
    virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);# B5 S) L) {% G
    //}}AFX_VIRTUAL4 `( ~" b' g' y0 Q
    ) o. ?! B5 a0 U5 Z. h* X9 G
    // Implementation: @4 _- J3 l2 ?" Z/ y  ?4 B+ P
    public:0 q& d+ {) m6 K! Q( `# P6 ^
    virtual ~COpenGLWnd();
    5 C; K* ^4 _/ R( w! S: Q7 z& ?6 Y0 g* s& l2 M- ~1 }
    // Generated message map functions
    . a6 C, ]7 [- z" p, R2 X//{{AFX_MSG(COpenGLWnd)) R9 T! L! y5 E. n- ~/ z6 S
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    1 ~  Y7 C! ^' T4 v' ?8 |, _afx_msg void OnSize(UINT nType, int cx, int cy);
    ; B( ^( r, L9 s6 h- Uafx_msg void OnDestroy();; O" o2 ~, I- ~' F+ E
    afx_msg BOOL OnEraseBkgnd(CDC* pDC);' a) y9 _* V( Q# v5 A1 b% w
    afx_msg void OnPaint();
    . v  J+ J% r$ g. G//}}AFX_MSG
    / w0 ^' h' E" o3 J& c4 ?0 _7 N$ [% [+ tDECLARE_MESSAGE_MAP()
    & [! C1 n" n/ ]1 S+ O5 M" N};
    " Y; M( C: c4 C3 X; Q2 p; R5 j4 Z
    ///////////////////////////////////////% s  T. {/ E1 f1 c, S6 a5 K
    //////////////////////////////////////
    : M  \4 V6 ?- V# D% F: U2 d
    " I4 _- b0 ^+ i; C//{{AFX_INSERT_LOCATION}}
    5 T" V# C! e. X$ ^1 h// Microsoft Developer Studio will insert
    . w! F% Y' W: s$ g( F# k% sadditional declarations immediately before the previous line.# h/ l8 A  p: T
    ( E  G7 G0 W1 U" i/ b9 z
    #endif // !defined(AFX_OPENGLWND_H__3FB1AB28_: \' ~# e: K: G4 X( N
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    5 i0 f& V  |  o4 ^- ?& Z/ I主窗口类的实现(OpenGLWnd.cpp):& w0 S9 P1 ^+ }- Q% n5 g. F
    // OpenGLWnd.cpp : implementation file, Z3 t' W8 Y, p4 X8 M0 u
    //
    # G9 X4 X3 G  ?( \& T1 Q
    8 t* R' }" h6 y. j2 Q4 W# |& }#include "stdafx.h"
    " K& _- S7 i2 c2 R% }" d! ?, c#include "OpenGLWnd.h"
    + P/ y) p+ t; ?#include "SimpleGLApp.h"
    % o- ?0 }, k2 J# E2 h#include "gl\glu.h"- B: F% }& a* V4 X9 s5 Y
    #include "gl\gl.h"
    2 j% V( z3 U8 k  M0 c- G4 S" E#include "gl\glaux.h"
    ) G% v- P1 A1 s2 S4 X) O8 `7 Z+ y# m( C/ P
    #ifdef _DEBUG
    ; T" C7 p1 Q$ {2 m#define new DEBUG_NEW
    4 O& |; `* G% v' t#undef THIS_FILE  P& D+ S' v( Y  A
    static char THIS_FILE[] = __FILE__;* v( Q6 u1 F/ ]( b7 ?4 |8 R3 N8 i
    #endif% N$ I/ h1 F$ r, ?; B

    ) i( C% B  f' M/ L///////////////////////////////////////) L. ?# I' u/ c3 H! o; b
    //////////////////////////////////////$ D/ Y3 s3 g- d7 x2 D! P7 r' U
    // COpenGLWnd+ Y$ X8 G, q/ e- J) V" i2 {

    5 T- X: J: X5 v2 x4 }% E+ RIMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)/ ~: @( I1 I& p4 m- r

      V/ |5 h/ B; l( k# ~4 uCOpenGLWnd::COpenGLWnd(). Q0 U$ y  r; i
    {
    # L8 H. @, |  |; T( c2 ?m_pDC = NULL;. c, I9 u! I4 L9 q8 X
    m_hrc = 0;
    7 }" m; Y9 Q! |/ h4 ~. o6 a0 d2 zLoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
    ; L! H3 M8 c, d! a7 B| WS_CLIPCHILDREN | WS_CLIPSIBLINGS
    . E7 o" ~: N( {1 j8 ]) Q,NULL,NULL );
    ; h' D$ A( d& M  l( t6 o}
    ) c0 W5 Q: W* s5 l% \3 A7 a
    + Q4 G, M( V9 i: uCOpenGLWnd::~COpenGLWnd()
    4 u+ c: S& W* D: M! D{
    , l7 i5 y6 i7 j}
    ( L/ M6 g  c* M- q& ?9 x" \
    9 B0 C. h- c8 x7 c& ^
    ; d4 ?5 q- u. Q. C3 s+ ^4 ]BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)* |0 M& E: z  ^! C
    //{{AFX_MSG_MAP(COpenGLWnd)
    ; `% ^5 ?, c6 h7 ?* I( PON_WM_CREATE()9 G: ?: g  g5 @: n
    ON_WM_SIZE()+ a) O1 u* s8 r0 X  V' ]- v$ S
    ON_WM_DESTROY()' F- i1 X; X' A: a0 W
    ON_WM_ERASEBKGND()
    ( p" T& z" @4 y- _7 cON_WM_PAINT()
      _/ \6 `0 t6 B$ L6 v" ?//}}AFX_MSG_MAP2 M3 z1 J0 I% l5 W
    END_MESSAGE_MAP()1 B4 Q  [* N5 V0 `, R3 N6 B
    7 _5 h1 w  M3 z% U+ {

    $ i; C7 B* \3 t2 m8 f* M6 B# V- Z
    / `0 P: {+ S7 q) Y1 F; O6 fBOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) ) H  h1 [) P* u! A9 n
    {5 d* J# x# C; Z8 w3 C4 ^
    // TOD Add your specialized
    - i& V9 x4 d9 r: r  N" H' Pcode here and/or call the base class" {8 c- p: L! ?$ l( j' Z
    cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |4 |" F" o( {9 ^- C
    CS_HREDRAW |0 s3 d0 ]0 N9 j( _2 y. o+ I! [9 G6 w( A
    CS_VREDRAW |
    : ?: q( J- D6 H1 X$ ]8 eCS_SAVEBITS |
    4 N- U0 F1 ]$ k* v1 `- aCS_NOCLOSE |  D" v' b) |/ o0 D6 s  E& g6 e6 O
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
    ( X$ e- I2 i8 t0 f# T2 Y, H, s2 [,AfxGetApp( )-. S' Q6 ~1 b7 g. b! |  u3 P
    &amp; LoadStandardCursor(IDC_ARROW), 0 ,7 h: V7 d; d  R
    AfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));
    ' m1 W5 o( {. ]) j3 \( Preturn CFrameWnd:reCreateWindow(cs);
    0 `2 E: s8 a- y9 A- X" J}* D8 S& u: A: H! N# d! k' Y. U

    7 i/ w: `/ O; j8 g/ p* Z, d/ ?8 q$ T: ^$ W( e; _
    int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
    / I$ f2 D% N* X$ L* C% ], c{
      E7 T$ A/ {5 Q6 Uif (CFrameWnd::OnCreate(lpCreateStruct) == -1), N* t% J7 E* h5 G  q% F2 h% n9 _
    return -1;
    ; v# ]6 E0 H7 p. d, r
    # E5 T1 v4 ~/ L4 K&amp;&amp;&amp;&amp;int pixelformat;
    1 \/ \/ w; f6 g
    9 d0 E+ h/ a1 M" V, ]&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图# a4 Z2 W$ ]. N/ T8 g6 C
    ASSERT(m_pDC != NULL);
    4 w& d8 T8 Y" d5 t' [: j$ W
    ; s: L* |+ S9 d: \. j3 {; B% U7 N0 @static PIXELFORMATDESCRIPTOR pfd =
    / G* `9 k- Q1 T0 G( e{
    - o, n' Y+ S- ?# {+ u&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值5 c( U1 m) [5 d
    &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. `6 O( T9 b/ k
    &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
    - r/ B' `+ w+ o! X8 M3 R2 \# c$ U&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
      G( w0 O/ m; J$ F! S+ V! O&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3 V$ @8 k5 f: j; j0 y6 J, ~
    &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
    2 a) m8 A: n" n( Y. f&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 ignored3 j# K3 O- h& J& X
    &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- [; h* Q% z/ }5 Z: q( M, h
    &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
    4 D) S* C! U% r) p: ]' U: i4 v1 \&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* `& Z# I: ]& L9 d' ~
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0, 0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// accum bits ignored
    + L& w0 p+ ^! [' _$ U% J9 X&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-buffer5 q% ?8 I" I( U' Z: F; I6 v
    &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 buffer6 H- q  O1 j' V( 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
    6 y; I9 k  u( q2 m&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_MAIN_PLANE,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// main layer$ N$ S& S+ R# ]& W; \
    &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;// reserved0 d3 s7 n3 s+ S
    &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& C0 U, q* s2 {) U! A/ @
    &amp;&amp;&amp;&amp;};
      q/ D* ^/ h3 z1 M; f0 a1 E. n6 n" e! b8 a2 T/ W9 Y( ~7 x
    - ^0 P; t7 k- E7 Q+ O
    if ( (pixelformat = ChoosePixelFormat) H* ?) i  d/ |) M+ o, V6 \
    (m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )  i2 w6 L% p3 Z8 o; t" V3 L
    &amp;&amp;&amp;&amp;{) P, V) r$ A8 s+ [0 x, [  h
    &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");% E% x; z7 S2 o9 k: J: T1 b: T: e
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    ( V! J8 w) M1 q, L- S&amp;&amp;&amp;&amp;}  N6 G' J$ |: Y, w0 Y+ q5 ?
    9 v/ o' C  W0 S/ s- L8 j
    if (SetPixelFormat(m_pDC- &amp;6 ?  E& U  N! ]6 Y. G- X4 @
    GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)
    ) H4 y! q" P0 ]6 _1 n, Y1 t&amp;&amp;&amp;&amp;{* m: q4 t& z5 b( v
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");
    + S  ~& j& @" Z( _' h$ n+ Q&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;1 p/ R: }! K- g4 p% y
    &amp;&amp;&amp;&amp;}: C5 R$ `% z. d6 r$ ]+ _/ _
    &amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    ( k7 J7 V' U( @! w2 e: V* L+ p- [&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);8 r* j1 g7 Y  b% `( {; |
    ' Q+ g: h  n5 v3 I$ _
    &amp;&amp;&amp;&amp;glClearDepth(1.0f);
    1 v9 p/ c2 _# ^; b; ~5 X% ~8 \&amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);* _% X7 L1 u0 t
    * T5 i  F1 Y3 |1 L. J1 E) ]7 E3 Y1 z
    6 K: _, g, P$ Q, f4 B& |4 \# k
    &amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    ( [; d. J7 z. E9 ]- G9 h&amp;&amp;&amp;&amp;glLoadIdentity();. D& Y& I3 j7 r# t
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);$ o5 M+ K' V* W" L/ p
    . ^+ s1 p' t) H' o
    return 0;//OpenGL窗口构造成功) c( k+ P& n- @& r
    }
    * t1 M9 k: [" t
    ' _3 }# H+ T, a5 e, Nvoid COpenGLWnd::OnSize(UINT nType, int cx, int cy) / s- \1 P( h) L+ x( j& z
    {# b2 _  ?" C$ r' Y3 V. p; J  ]2 F  U8 H: e
    CFrameWnd::OnSize(nType, cx, cy);
    . b* b% }7 {/ f, o$ h  p
    / a3 r) \3 i- ^: g// TOD Add your message handler code here
    9 M/ i' J+ A; Z! m* I4 n# X&amp;&amp;&amp;&amp;if(cy &amp; 0)
    4 \4 l1 n  n8 f! w5 @6 g" T&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;: Z$ U& w& N3 x0 X6 j
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);1 B% w& b: J6 V. ?' ~3 C! _. w
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);& o: U# z1 Z' ?9 |3 h
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();
    ) D6 F) ^" u4 \if (cx &amp; = cy)
    % k; `' S$ h! j&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,/ H5 g9 ^# E5 u* k
    3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);/ B9 u5 |% O# j+ ~  e9 r9 V
    else# S) ]: U# k9 f( o, Q" a1 R  ]
    glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    # `3 p3 _3 ?3 r$ P3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
    ; _6 ~) n' Y/ l1 T* H, b&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    7 P$ @0 q! n: O7 V&amp;&amp;&amp;&amp;}# C3 H( U. `, w
    }* t( ~5 Q% g6 _

    ' A6 o& T4 b5 S& B0 [: ^( q3 \void COpenGLWnd::OnDestroy() $ Y$ }9 y; ~: G. u0 N3 K
    {; A  c( E) d3 Z5 c( O. u  A0 o- O

    4 @9 @$ ]! \( t  JCFrameWnd::OnDestroy();# J8 M% |7 k0 ~
    &amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);
    ( C+ w0 R+ `8 R" |# L8 J6 @&amp;&amp;&amp;&amp;if (m_hrc); i5 D, ^- d" i4 n; r" `% n
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    : |7 i# G) @% u9 `- hif (m_pDC)5 H9 q7 A# |# t( I/ _' ]9 ^* o
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;$ W& c" G, i4 h# p
    // TOD Add your message handler code here
    - ^* Z, z$ ^) f0 n! y" r- ?}
    " s3 C% V3 j: `5 l* M, g% _& b4 J2 P, T, o# I+ }: Y. O) k
    BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC) & R. x( B0 H5 P7 \  i! v/ \8 p
    {
    $ B3 n1 U+ u- a, ^/ N// TOD Add your message
    . B! j% Z4 G. }! I& {: Ohandler code here and/or call default5 a/ y, P! g" v
    return TRUE;2 K/ n* Z& P1 v. q& M7 R0 I- x
    //return CFrameWnd::OnEraseBkgnd(pDC);
    0 k  V, \6 {# G- I}
    8 m% k. I2 F( m( V
    2 R3 J! W) ~4 R9 [- Tvoid COpenGLWnd::OnPaint() 2 `2 B- b. ]  ~- z2 X# f
    {2 a9 T8 `4 O7 |
    CPaintDC dc(this); // device context for painting5 J; ~  F) J+ @' t+ e

    2 x6 ^6 a1 m8 }7 w: AGlfloat light_position[]={2.0f,0.0f,4.0f,0.0f};
    ( b/ k+ \1 b  \- |, I( s5 f
    6 @9 i3 M- \4 r+ q  f// TOD Add your message handler code here/ F) v& z1 w' L; w. g. K; E

    5 L4 C1 h! z  J&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);5 k* [" t8 g  j( h, r+ ]
    &amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);+ s! }) @" u% {

    1 Z) s  s" T  k: d" I$ c: l8 }&amp;&amp;&amp;&amp;glPushMatrix();
    5 k1 w3 O2 {7 v8 @
    : l5 O5 d- i. ?! ?8 v4 P2 C# T&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);% g# N4 E$ Q+ ?& H3 p
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);% p9 A3 {: l6 w9 e1 H
    glEnable(GL_LIGHTING);: ]/ U6 Y; W6 i, W! H! o
    glEnable(GL_LIGHT0);
    8 y! m) ^) W8 G! b' _glDepthFunc(GL_LESS);. y8 j3 [& b! j3 z/ Y. }
    glEnable(GL_DEPTH_TEST);7 F9 c- J5 p6 ^$ ]- k; s0 {
    auxSolidSphere(1.0);
    ( d9 l- k% L6 ?- h5 v$ l: K' z! u: u4 W& {0 c: O
    &amp;&amp;&amp;&amp;glPopMatrix();
    : ^' P9 Z% R% q  c
    8 a. o  b# X: A9 }- ?7 J! ~&amp;&amp;&amp;&amp;glFinish();
    ; w/ P) i/ J  _/ e/ f, Q
    0 v, u0 ^2 |* G8 U( @* X// Do not call CFrameWnd::OnPaint() for painting messages0 I  v3 P( r5 I0 k
    }
    6 J' J" S0 [/ e& f应用程序类的定义(SimpleGLApp.h):
    6 c. O% K& a5 o$ R#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
    $ E$ ]8 K+ E3 {; l_0E70_11D2_9ACA_48543300E17D__INCLUDED_). o& w9 l4 Z# j$ |. \; y
    #define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70" {8 H2 K: ]9 W2 w( ]2 x
    _11D2_9ACA_48543300E17D__INCLUDED_, x- z  |, _9 P" i  {& Y
    ! B# k* o$ ~3 N6 B$ [$ o
    #if _MSC_VER &amp;= 10005 v) _* J2 ^+ s' M
    #pragma once
    * t4 y: |) a5 S$ h5 X#endif // _MSC_VER &amp;= 1000' b) }: M, H: E3 P! t9 y% X% a6 q3 X
    // SimpleGLApp.h : header file
    ; C% c  p: K4 q0 `! s1 v//
    4 U! j" s7 [/ s' H' Q: ^$ U#include &amp; afxwin.h &amp;
    " @2 W1 ~. d2 n#include "OpenGLWnd.h"
    2 ]/ C! P7 z& s3 p& h#include "resource.h"
    4 x( r$ q4 [8 k; B2 v! J" c/ u3 F( ?/ d+ O  d- o
    ///////////////////////////////////////' N6 O( s5 v, v+ E; v6 q; O' H+ D  |
    //////////////////////////////////////
    % N3 |  _( ^7 q$ x// CSimpleGLApp thread7 `$ a  h. {& O4 J0 j" D0 ?) s# s

    , J0 E, h. \# {6 s4 F6 C* hclass CSimpleGLApp : public CWinApp
    # d* e% u, a" W{! F* [: ?# |# W5 j
    DECLARE_DYNCREATE(CSimpleGLApp)* b1 |+ L' W! ^- R
    public:
    ' m' Y0 Q& K0 C) zCSimpleGLApp();
    ) n# Q( Z. g0 a: |9 @&amp;&amp;&amp;// protected constructor used by dynamic creation
    6 i) }$ v8 R$ I. d2 t, ~9 k; X+ P1 p( P2 }5 z5 e  F! K) N
    // Attributes
    / b# q$ T* w' m' [public:
    1 n  k. m& [' c$ |! g) l( P, X9 Z( o( V4 ]: F
    // Operations- U0 J0 I. \* A3 s" a3 ^& Q
    public:
    $ h! A2 F7 U! K* v( m2 ?0 ]. m1 f4 ~+ z  _3 A' h
    // Overrides6 b: J* ~2 u6 S2 Y, S' _8 O
    // ClassWizard generated virtual function overrides
    6 y9 _/ H2 [# [& U: F//{{AFX_VIRTUAL(CSimpleGLApp)% m; \7 |  h2 G2 e; Y+ m. U
    public:! M3 j& n7 {# [$ q5 i
    virtual BOOL InitInstance();7 l- a$ ^; U4 h8 p- ~/ ]
    virtual int ExitInstance();
    . [0 }$ r: p, ~3 l; |: u! W//}}AFX_VIRTUAL
    * @& q: C) S3 E/ J0 d% z, k' ]7 Y/ D9 R
    // Implementation
    % a- |' W( X" {# ?; d+ ?public:
    / t/ O$ h3 M2 @5 F2 o( S% Uvirtual ~CSimpleGLApp();
    4 k9 A( t* v' @9 Q2 `- D( N0 S* ^6 M; ?5 ]5 Q
    // Generated message map functions) R7 t' S! `" M& C% p* K' |) r
    //{{AFX_MSG(CSimpleGLApp); {6 F9 `- M2 N- \6 ^4 w
    afx_msg void OnAppExit();5 w* i7 ?" i, v- S
    //}}AFX_MSG6 T# J0 T4 r/ U4 Y

    + C5 N( h3 r' i: |2 i! P- jDECLARE_MESSAGE_MAP()
    ! x! I, x1 G1 y1 c9 p& j3 C1 m/ o};
    9 l6 ?8 s" G2 I4 n$ i0 E" j( ^; Y3 F3 _
    ///////////////////////////////////////2 [- B( J8 m3 R
    //////////////////////////////////////
      v6 {6 g9 f1 d: Z1 c" y' Q3 k6 T9 D
    //{{AFX_INSERT_LOCATION}}, T0 o9 j" P( w2 Y
    // Microsoft Developer Studio will insert - y" \$ `9 h# C( s
    additional declarations " f- x( ^: J; I/ {) e
    immediately before the previous line.: M, Z9 F  g3 e

    7 E3 i- V: q8 u5 y#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_( f* o) j# Y# e; W7 a
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)$ F% O$ m9 n' c) ]
    应用程序类的实现(SimpleGLApp.cpp):
    , d9 a% P  s- N: h7 M// SimpleGLApp.cpp : implementation file0 O; \2 |0 M6 A* `+ R( p
    //
    ' o1 f2 m9 `' D6 c# P# g( M' F2 X! n# w
    #include "stdafx.h"" S% h/ x% D* }6 d6 W' ?
    #include "SimpleGLApp.h"
    1 u# q) t# u" W* R#include "OpenGLWnd.h"
    / I  G/ \: [  P7 O2 \' c2 x* e; p* M' O/ t! \, E
    #ifdef _DEBUG5 \+ R+ \) q- z7 W6 ]" E
    #define new DEBUG_NEW
    " }4 d* Y1 @9 h; Y5 |5 p' y4 U#undef THIS_FILE
    # \) v! g. u+ P4 Q  u3 J+ Kstatic char THIS_FILE[] = __FILE__;
    ! j* G5 n4 s: B# x5 Q2 _#endif
    6 n0 Z& t, H8 s& a: ?; w% x) Z8 p2 k- t/ }
    ///////////////////////////////////////- U6 B0 v9 l2 v- E  \$ ]
    //////////////////////////////////////- ]4 H% C0 P' q( Y  q
    // CSimpleGLApp1 H% {+ X3 Z" B+ a2 r

    8 I- o- _6 f# N; z  {/ cIMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
    " \0 q, V' w8 P" m$ r( `' h' E3 R4 v! m  z4 q' Q5 I3 J
    CSimpleGLApp::CSimpleGLApp()9 m: n" _& A# G, g" X7 y; ^
    {3 m; Z1 Y6 d4 b  C6 f7 x+ z- c
    }; @. h" L0 I4 Q, z

    ( s  _9 l) s" K: A. {/ [; ^* ]CSimpleGLApp::~CSimpleGLApp()
    0 D- v+ C* g& T) K! z! V6 f, c{
    " s6 H3 J2 x  n5 X' s. f( M& g}
    % H! n9 T# I) Q' o
    - S) a" o' _2 v7 z% e% jBOOL CSimpleGLApp::InitInstance()6 N3 k# |4 h1 \. ]$ G% d5 _
    {
    6 l# z0 A1 c8 O# \5 k# L: h, X5 Z% ~// TOD&amp;&amp;perform and per-thread initialization here7 K6 D1 G& S( b7 `* O$ G0 D
    m_pMainWnd = new COpenGLWnd();" ~6 {4 _5 s. Y/ A$ t6 X7 E3 g
    m_pMainWnd- &amp;ShowWindow(m_nCmdShow);
    3 `& f$ j8 [$ U! d0 R! dm_pMainWnd- &amp;UpdateWindow();; q, }2 b* C+ V6 d
    return TRUE;
    / ]( D% \: Z' h+ r- W2 s9 z}
    ! |/ K% a; g5 M3 F# K3 {' J# j
      P* t# u, H$ _' b' tint CSimpleGLApp::ExitInstance(); U) z2 Y) s# _
    {
    " K! V5 W( C0 r5 N4 U/ ?# Creturn CWinApp::ExitInstance();1 {. a0 |' @; {6 s$ i8 h3 Y# d& x! a
    }: j" A' u. x- B1 I) L: I' l5 {
    * {" W# K1 Z1 u( U, r  q: G
    BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)
    % U$ k- x$ A3 H- W" W//{{AFX_MSG_MAP(CSimpleGLApp)
    4 P9 l- E0 z/ r' k9 f$ }9 yON_COMMAND(ID_APP_EXIT, OnAppExit)
    + s# a2 G; Q9 K8 g; `4 C//}}AFX_MSG_MAP% v5 d. l& l. I! K7 t4 r4 V8 T
    END_MESSAGE_MAP()% W, _4 e. f8 u4 p: u5 \6 U' S2 G  m
    % B. p* T! L8 U$ b2 }
    ///////////////////////////////////////5 c5 E; }' o; S: B  u
    //////////////////////////////////////. N7 g" _5 B# p
    // CSimpleGLApp message handlers* L8 h1 m- N- R' f3 _
    void CSimpleGLApp::OnAppExit() 8 E8 s3 l5 d) @# n3 ?$ G' n
    {
      b6 K! P. s# m% i6 O" f( S// TOD Add your command handler code here% R5 q/ h1 U7 i
    CWinApp::OnAppExit();$ ^9 B1 ^$ X0 y1 x" G
    }
    8 c+ c& _% k8 A8 |. X
    + O. G3 M" M" M; x* Y9 @1 vCSimpleGLApp SimpleGLApp;</P>
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