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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>
8 p2 h, U% S* Y< >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>
1 q) `3 Q! S7 R; y< >//---------------------------------------------------------------------------</P>
1 W9 I$ {3 _' h4 R1 ]4 l8 A< >#include <vcl.h>( b! }7 F( ]+ Y* m
#include <windows.h> // Header file for windows
. l# K/ D0 h) M) ]#include <gl\gl.h> // Header file for the OpenGL32 library
; w9 F$ j: _2 I1 }4 u5 R7 z3 o#include <gl\glu.h> // Header file for the GLu32 library
0 y( l/ u& s2 b4 I#include <gl\glaux.h> // Header file for the GLaux library- Q6 e0 j h2 \" J
#pragma hdrstop</P>( `2 _9 n7 b- X1 Q
< >//---------------------------------------------------------------------------7 g4 {; l! ~3 `8 f' M
#pragma argsused</P>
7 p2 g8 `7 T6 c6 v# T< >HGLRC hRC = NULL; // Permanent rendering context, R" @# U2 ]9 p" C
HDC hDC = NULL; // Private GDI device context
L% G7 I. G' S: O' t0 k0 B/ DHWND hWnd = NULL; // Holds our window handle
, ] P( _9 g* s: R1 U$ `HINSTANCE hInstance = NULL; // Holds the instance of the application</P>
( T8 O6 Y( F s% i< >bool keys[256]; // Array used for the keyboard routine$ r* Z* C' D- J4 ~7 T* U5 M, V2 |- P/ \
bool active = true; // Window active flag set to true by default
2 K1 B8 c3 o: [! i( Xbool fullscreen = true; // Fullscreen flag set to fullscreen mode by default</P>
+ Z4 V9 U! N5 h5 Q& p8 r6 @< >LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc</P>+ ?; R [) V8 t
< >GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize and initialize the GL window' ?$ o: h+ y* f z
{3 o2 Q, e9 x' D; J5 k; {
if (height == 0) // Prevent a divide by zero by: e) R+ {* G' N5 j" I# [ S% s
{/ [5 `8 L# t0 s# `, l
height = 1; // Making height equal One1 D2 Z1 m' e2 _% w( G! k
}</P>
- W2 y, h, M M3 ^0 U1 ~2 v. {< > glViewport(0, 0, width, height); // Reset the current viewport</P>4 u2 j% o7 b( h% H4 l# d% `- ?
< > glMatrixMode(GL_PROJECTION); // Select the projection matrix
2 \' p5 c! r" r3 C: u glLoadIdentity(); // Reset the projection matrix</P>
" k9 P7 w) D) W$ }< > // Calculate the aspect ratio of the window. k7 z f3 K. G9 A( o
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
4 b/ N# u0 }7 W1 z1 Y7 D2 Q0 ]< > glMatrixMode(GL_MODELVIEW); // Select the modelview matrix; R& |) y3 G+ C- x* w8 x7 m
glLoadIdentity(); // Reset the modelview matrix- |2 u8 W7 B) c8 o9 l6 \4 G6 s% ^
}</P>$ v5 g6 L% `/ `3 _
< >int InitGL(GLvoid) // All setup for OpenGL goes here8 w* z6 X! L. T0 Y4 L2 W
{8 c, K- R4 ^/ P/ t% I$ L
glShadeModel(GL_SMOOTH); // Enable smooth shading1 X, C' p! r4 e1 m$ p1 T
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black background- {/ L2 [. r: D; A& G* H( |- {3 C
glClearDepth(1.0f); // Depth buffer setup
( h/ k7 d2 Q- { glEnable(GL_DEPTH_TEST); // Enables depth testing3 M- Y+ K8 M' [( K" D- o9 }
glDepthFunc(GL_LEQUAL); // The type of depth testing to do
* @4 f. S. _& L glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations
9 j* F G+ C' a return true; // Initialization went OK
# `: A& i3 {5 M. }: g' B P/ x}</P>6 {0 s8 | A; {6 n; m8 X- ^
< >int DrawGLScene(GLvoid) // Here's where we do all the drawing
1 h1 e0 G; k9 o0 O8 k4 r; r1 l{
$ L7 p: X& {. g glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer4 z# A4 E# O& Q( @2 V
glLoadIdentity(); // Reset the current modelview matrix( O/ B' B$ S, m. E- X9 A9 _& m6 x/ N
" a1 \. M! V5 B7 W3 n/ h! c
return true; // Everything went OK- j8 U: a) S: g" m/ W
}</P>% ^7 g1 G* m3 i7 m' F5 b7 S
< >GLvoid KillGLWindow(GLvoid) // Properly kill the window/ f6 U+ @7 B2 ?5 u5 C
{
0 N {3 o( S, g/ o1 I4 Q) e8 K/ k if (fullscreen) // Are we in fullscreen mode?
+ L3 d2 Y8 f) n4 j {
+ k& o# L( h8 Z* o2 g0 R5 J$ C5 y ChangeDisplaySettings(NULL,0); // If so switch back to the desktop9 S2 Y" M" [8 ?, C
ShowCursor(true); // Show mouse pointer
6 l) H- s' C$ R, y }</P>
8 K# P7 N# }& R6 M- o5 |< > if (hRC) // Do we have a rendering context?
4 T$ O9 @( z1 i) G {% N# _2 ?6 {. ], q7 k2 y, T8 _
if (!wglMakeCurrent(NULL,NULL)) // Are we able to release the DC and RC contexts?) Z9 S- H/ K+ Y' Y* v
{
0 R5 E0 T6 k, r. a) s MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
/ h# m/ k! O- M }</P>
9 U; s. I+ ^6 u2 k, G4 R9 Z* B7 i< > if (!wglDeleteContext(hRC)) // Are we able to delete the RC?8 r3 F9 i1 R) s/ V; ?
{
( B4 D4 ?0 ]; w0 Y$ p MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
$ S! a' R) x& d4 x8 l }
9 H/ e) t/ E6 l& l! m: o$ W hRC = NULL; // Set RC to NULL' |! H" Z } R% f' O1 A
}</P>
: v1 s- Z* i4 q) X# h# p& B: @< > if (hDC && !ReleaseDC(hWnd,hDC)) // Are we able to release the DC
& f/ q: r7 G% @# @ o/ C4 [- Y {
/ ?5 S9 `, x9 Y MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
* b: b; Q; @8 c+ C( c( j hDC = NULL; // Set DC to NULL
7 l' f ^2 o, o% K% ~, i/ M! P }</P>" j( F4 P# f# w: y9 X/ N2 K
< > if (hWnd && !DestroyWindow(hWnd)) // Are we able to destroy the window?
. u H$ {% Q8 Y3 ]* }. e {
& y& Q ^% K5 u! u& q" v MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
3 o8 t; O h, D! A f) E hWnd = NULL; // Set hWnd to NULL. |( [. l7 m. c" b: [' K# {
}</P>
: |6 ^$ d' P; h) Z9 F< > if (!UnregisterClass("OpenGL",hInstance)) // Are we able to unregister class1 K, X9 N2 i! a E; n: P# a
{6 n+ u$ z! D. W4 [
MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
9 `9 c; W6 H9 m7 S/ v hInstance = NULL; // Set hInstance to NULL
. F+ T' n8 ^& K2 T }
$ H6 l% o& K" \/ H' e}</P> h8 v" n8 s* X7 }8 o; K& K, v
< >/* This Code Creates Our OpenGL Window. Parameters Are:
3 ~ d/ D) X5 y9 h * title - Title To Appear At The Top Of The Window6 n( [ e# b4 d6 P+ e/ K
* width - Width Of The GL Window Or Fullscreen Mode
( v9 }8 y; P- p T4 ^ * height - Height Of The GL Window Or Fullscreen Mode
4 ~4 v; L+ Z* w1 U1 { * bits - Number Of Bits To Use For Color (8/16/24/32)
2 G }' J" p$ l5 |0 Z' W * fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
( O) |4 ]7 v$ n; ]% A% I5 b : T# N, S6 u Q* r0 w8 \
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
: P4 n+ \7 {7 X. `{
7 t: ~/ v A! x GLuint PixelFormat; // Holds the results after searching for a match4 a! L8 n+ p9 b6 R, S
WNDCLASS wc; // Windows class structure
, n/ I7 H4 \0 a; A: Q3 X DWORD dwExStyle; // Window extended style9 U( E$ K3 n S) S: c
DWORD dwStyle; // Window style" A6 f, {# n' v$ f. d6 b
RECT WindowRect; // Grabs rctangle upper left / lower right values
+ `8 V; s4 O6 B WindowRect.left = (long)0; // Set left value to 0# |% Z0 H2 K5 f) l4 a* O h/ c
WindowRect.right = (long)width; // Set right value to requested width
* J) s" {, {- g; W WindowRect.top = (long)0; // Set top value to 0
k) ?1 S" F) E5 E7 @ WindowRect.bottom = (long)height; // Set bottom value to requested height</P>. \( O* X l v5 w+ H- m0 v$ }
< > fullscreen = fullscreenflag; // Set the global fullscreen flag</P>
' _. Y) ? Q' b" S< > hInstance = GetModuleHandle(NULL); // Grab an instance for our window; ?3 s. H) D( D+ c5 f* a: E" w* {* n
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on size, and own DC for window( U9 f# }7 f# f) s5 `
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc handles messages4 Y8 G9 Y# d1 n9 o, w4 ]
wc.cbClsExtra = 0; // No extra window data
" `$ d, M/ P8 ^2 `& {7 c wc.cbWndExtra = 0; // No extra window data8 [$ N$ q! r0 s2 h" d8 r. d/ j W( W
wc.hInstance = hInstance; // Set the Instance% r/ S+ s0 \* C2 p1 G3 j. ^
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load the default icon: A/ T5 L6 \& Q+ L) m
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer. I. B& U: O0 c6 ]3 _
wc.hbrBackground = NULL; // No background required for GL
. a5 f: x( d7 k, b% B% A$ I- F wc.lpszMenuName = NULL; // We don't want a menu
' U: h' @! p8 i: m5 U- V' k2 T wc.lpszClassName = "OpenGL"; // Set the class name</P>
) ?' A; D4 G0 B7 V< > if (!RegisterClass(&wc)) // Attempt to register the window class4 [$ p# v8 U2 @. D) ^/ B4 S
{/ a' o) H4 f4 c* V
MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>' H. ^0 g) Q+ p
< > return false; // Return false
! C+ |2 \8 s: o% m9 _ }7 Q q: [8 V+ t* v/ r
$ |* q# a+ f1 X' a
if (fullscreen) // Attempt fullscreen mode?
: Z4 b. d& e$ S+ N% R J0 q5 J {' O! N( ~' n# R; u* _& i3 h0 d+ _1 ]
DEVMODE dmScreenSettings; // Device mode
7 O8 [ @4 e( v* R5 @( y* R/ i" m4 e; A memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes sure memory's cleared
. f+ _( t- l; y' M. { dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size of the devmode structure8 z: u8 N; Z: W
dmScreenSettings.dmPelsWidth = width; // Selected screen width
2 U/ p) J9 l7 n4 Q: O dmScreenSettings.dmPelsHeight = height; // Selected screen height
- t: D; k" }, R% y' ^ h. T! x3 q dmScreenSettings.dmBitsPerPel = bits; // Selected bits per pixel
" r E% t/ ?; u) a dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>4 b T3 }& d( v; {8 E' t
< > // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
8 `2 h0 Q2 l, p' _* r+ h if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)# c( v6 d% B% E6 S* r
{
& `7 e- d: j( o) q% x. e5 }& m // If the mode fails, offer two options. Quit or use windowed mode.
/ r+ j1 A/ i) e8 b: ~1 d 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 d2 p6 G. ]$ u L {
% ^* X) N4 G+ \6 h- g fullscreen = false; // Windowed mode selected. Fullscreen = false' A3 d- o/ x- o ~2 }7 X
}
& _- U9 E. Y3 t/ Y else) f+ w# j$ h, x' G& |1 r, z1 ` m; \
{+ X" @2 F3 [9 A7 v
// Pop up a message box letting user know the program is closing.8 g: a* k8 s2 p1 n# Y
MessageBox(NULL," rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
- Z$ z% }$ l' U4 M) d# E return false; // Return false! i3 e; P$ k) U7 `0 [/ }
}
# w3 y8 H! k9 n! ~2 G& V }
d& O) w: P" L7 N+ O1 S }</P>
3 C7 o; `$ R+ t m6 R< > if (fullscreen) // Are We Still In Fullscreen Mode?6 y5 u1 D3 U% W" E% j3 p
{2 t" v9 w! s5 j4 S }
dwExStyle = WS_EX_APPWINDOW; // Window extended style
& D% ^; A. U! `2 K" v dwStyle = WS_POPUP; // Windows style
) y$ ~( s: E C0 e" } ShowCursor(false); // Hide mouse pointer
" D7 ]+ y2 ^; k }6 `, U* u- O8 o$ m: i4 T- v: o' {
else
' G# [; p+ D% Q- m {6 L) g3 {4 Z6 Y
dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style
/ S# X: f: M4 x. n% K3 d dwStyle = WS_OVERLAPPEDWINDOW; // Windows style* H0 f$ _. }: P6 E+ S, b! \
}</P>: W5 f, x3 n$ D& N" u( M
< > AdjustWindowRectEx(&WindowRect,dwStyle,false,dwExStyle); // Adjust window to true requested size</P>- I/ p. [. d# l
<P> // Create the window
1 h2 s; x+ `+ e- b if (!(hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window! l' ^+ H* A5 L
"OpenGL", // Class name9 d9 Y9 c6 g/ b% @) T! v) s
title, // Window title0 W" a, G& w* ] r- c( o! Z
dwStyle | // Defined window style
* B, G! o7 [% v/ R. I! c WS_CLIPSIBLINGS | // Required window style+ _1 @' p$ E% \) |) {, ?
WS_CLIPCHILDREN, // Required window style
; g ]1 d B! f$ r; [/ e! j 0, 0, // Window position
- z4 p# h9 S! G" A' H4 Q0 _& _1 S# b% S WindowRect.right-WindowRect.left, // Calculate window width6 G" k8 J' F+ K' p2 m+ o: x
WindowRect.bottom-WindowRect.top, // Calculate window height
/ ]; s" H' `1 D0 K NULL, // No parent window/ e5 Z% u Y. j: j
NULL, // No menu
& a: Y4 O4 u+ p+ m; ]% [/ V* o+ L hInstance, // Instance
5 {6 `2 J& W. j* S$ N NULL))) // Dont pass anything to WM_CREATE" N6 }/ T" h# _
{) t1 G5 a& e; d8 g+ f# s& O; S; P
KillGLWindow(); // Reset the display
. \% T; w8 R* p. |5 U9 E" \/ J6 w J MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);/ i3 j5 S5 h! Y: M; V2 _+ U3 q8 b
return false; // Return false. a2 i+ Y1 ?% u7 t) @$ g
}</P>( I( h% G; u$ M- c/ I+ A
<P> static PIXELFORMATDESCRIPTOR pfd = // pfd tells windows how we want things to be: _/ S% _8 q: e4 }# U3 f
{
) {' ~8 w/ t5 L9 ^# D sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor# L& E/ K+ Z# R8 V
1, // Version number* {0 ]& I1 T$ e& Y7 M
PFD_DRAW_TO_WINDOW | // Format must support window
! A9 Z- i/ H( m/ M5 w! t; {9 U PFD_SUPPORT_OPENGL | // Format must support OpenGL& a" m, t7 y) _! H) H
PFD_DOUBLEBUFFER, // Must support double buffering
0 F. |! B( o$ ` PFD_TYPE_RGBA, // Request an RGBA format
, u' _+ d2 P5 w a; t$ z) X& X bits, // Select our color depth+ i3 z& ~; m; T% u- n
0, 0, 0, 0, 0, 0, // Color bits ignored
) R! ? ~5 a7 M/ ^ 0, // No alpha buffer$ J9 B- e5 Q) L r2 S
0, // Shift bit ignored
* a A- W C [, e6 Z5 k 0, // No accumulation buffer3 e2 I" @) |: r
0, 0, 0, 0, // Accumulation bits ignored2 W- n. J$ F ~/ o' |# U
16, // 16Bit Z-Buffer (Depth buffer), v4 _1 I4 ^7 y& W' Z# M
0, // No stencil buffer
7 o5 D1 e8 O/ {% z 0, // No auxiliary buffer
2 e1 V/ v/ w6 v, s PFD_MAIN_PLANE, // Main drawing layer
6 _! c) t3 q Z! Y! f ^ 0, // Reserved
1 I/ M- P% _% K9 t* y1 F0 U 0, 0, 0 // Layer masks ignored8 J) B3 m# i, a
};
6 w- D8 a \. y) W/ D( F5 l
/ V" ?' x5 d$ j# r if (!(hDC = GetDC(hWnd))) // Did we get a device context?2 F2 h: @$ _$ G7 C4 _* S
{- l6 I+ N2 O$ S) B
KillGLWindow(); // Reset the display
% w6 ?! t8 Z# z' M MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
. [% l" N; E8 Y, z7 S1 {. m return false; // Return false. `7 r- |7 d* s$ I6 Z3 M
}</P>
$ @) A( D* ~! g0 h<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&pfd))) // Did windows find a matching pixel format?% @2 N0 M+ ?' B# M: |
{4 K; T- J9 ~4 q: i( r) a) N& J
KillGLWindow(); // Reset the display! z, d5 s5 E1 q
MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
6 F, V3 i) `) X: ^% h return false; // Return false$ Y' _* }$ K+ D+ z q2 Z! t
}</P> x, a3 i. g) a
<P> if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are we able to set the pixel format?
' t' l9 A5 K1 [6 g Z {8 G7 I7 r) ~$ l, y& m% \
KillGLWindow(); // Reset the display
+ ?2 u+ u4 Z L4 F MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
- o- }, W% C/ x* L M return false; // Return false
: @& T: D j( i }</P>
0 K( Z' F. D( [, U2 H<P> if (!(hRC = wglCreateContext(hDC))) // Are we able to get a rendering context?
3 E/ p0 {+ g* \ {
3 G- X, W+ }7 x' j& ?( C4 m9 y4 e' @ KillGLWindow(); // Reset the display
' k& I" w4 o. l- Q5 {. g MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
; y) |. L* W# _! s6 W return false; // Return false+ Q& X; ~* t2 \" O
}</P>
4 ~! J6 F9 e8 b7 t" A0 t9 q- v0 N<P> if(!wglMakeCurrent(hDC,hRC)) // Try to activate the rendering context! D' I n. g' s: e( j! Z' F
{1 P- X! y4 k, T: O# A* Z& r
KillGLWindow(); // Reset the display
4 j: w+ R; ]7 b( @- |5 D/ Q MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);8 ]+ i) U& k5 h! ~( K, i
return false; // Return false. `6 \$ e+ `8 x/ C) I% m4 j
}</P>( c% _0 ?6 L# B# z
<P> ShowWindow(hWnd,SW_SHOW); // Show the window
; d# w: q2 D7 Q0 O- P: u+ k SetForegroundWindow(hWnd); // Slightly higher priority H O0 W6 ~) {, @
SetFocus(hWnd); // Sets keyboard focus to the window& Z! ?: _ O' R
ReSizeGLScene(width, height); // Set up our perspective GL screen</P>+ V0 R4 X! p- U4 u' W
<P> if (!InitGL()) // Initialize our newly created GL window
+ ]8 X2 S8 ?4 l6 Q- t. Y/ R( _ {
3 K' A4 O0 R- A* [2 m KillGLWindow(); // Reset the display8 ~$ ?! l0 Y* E7 Y4 E
MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
9 ]5 `) |: r% m3 h" Q. ]; Y return false; // Return false
- B. ?: C% ?' s% ? }</P>
% i- O; a9 A0 E( ?) c<P> return true; // Success, M! i4 j, Y' `- l
}</P>0 f- l1 E I4 {7 A9 ?- y4 u
<P>LRESULT CALLBACK WndProc(HWND hWnd, // Handle for this window
- Y1 X9 _! s; a' j- Z% X UINT uMsg, // Message for this window
& j; j; z" @/ q9 c) H WPARAM wParam, // Additional message information
4 K: y2 o6 O8 Z3 b* x9 x LPARAM lParam) // Additional message information
0 C1 N y4 n. T& H$ B{9 l$ |7 g X% z8 \4 G5 Z
switch (uMsg) // Check for windows messages
! |$ b% o- Z L, z5 q {; J. z6 x8 C! X9 k/ x& u
case WM_ACTIVATE: // Watch for window activate message" ^) Y2 b( d2 T6 q
{
2 d4 A& f8 p( p3 A9 m) K. U0 X if (!HIWORD(wParam)) // Check minimization state
' z' E+ ]# E( ~0 { A6 y; I. m {
0 _ l R2 @' l6 m) e active = true; // Program is active
1 O" F+ O6 y( r% {$ ] }9 a& a/ o8 c& t
else
% r& }/ M3 Z9 P. N4 n" V {
9 T* }8 P- H5 ?" O& R# I& K9 p active = false; // Program is no longer active7 l/ q5 q" |8 p
}</P>
4 ] J- A5 y9 z9 ^! C* ]& D. Z<P> return 0; // Return to the message loop8 t+ l' q2 \* Q/ P: P9 N
}</P>- L# n/ d9 e4 W$ r k2 g, l
<P> case WM_SYSCOMMAND: // Intercept system commands
$ v- q4 Z+ M4 c2 O) i) S. ^# P {
4 y) L7 i3 I' c8 _ switch (wParam) // Check system calls. q" s0 C( b5 m
{; E3 D# a( }- b9 A5 L+ ]4 ]
case SC_SCREENSAVE: // Screensaver trying to start?
5 x# N4 V$ h4 \5 ~, a case SC_MONITORPOWER: // Monitor trying to enter powersave?; A/ \, W& p: L; r& u$ n. r: D7 u( p
return 0; // Prevent from happening3 L9 A; O! l9 t9 R
}
$ y4 P; x. y' ?5 N) X4 m' Y break; // Exit
* B) M, y8 v) |& I6 m }</P>0 I% |3 @# [& M: a4 [
<P> case WM_CLOSE: // Did we receive a close message? a3 e; {9 g9 b+ a4 R
{* f( ^" a7 m( q+ s( n
PostQuitMessage(0); // Send a quit message, }5 s+ D$ _6 M" C9 |% }
return 0; // Jump back8 K' c' N' R1 c+ P5 S$ [5 v
}</P>4 N2 I, V8 @; }* S; M
<P> case WM_KEYDOWN: // Is a key being held down?
) r' ~, q% y! o2 y. _' \8 ` {
& {1 R* e$ ^; p; Y4 e% L! q keys[wParam] = true; // If so, mark it as true
1 X( D& k0 l1 o9 w. `9 Q* A return 0; // Jump back
) h$ e; B4 Z0 t! D3 i }</P>3 M5 K3 Q# L9 v
<P> case WM_KEYUP: // Has a key been released?
0 L& g5 o: A5 a& \( g# ~' u {1 h$ W, O: E6 {7 i
keys[wParam] = false; // If so, mark it as false6 p9 q6 \5 G0 Z X( j1 D& N( Q
return 0; // Jump back
6 i! @ y* O$ n; C e }</P>
% ~; d, c4 m1 w+ s. h<P> case WM_SIZE: // Resize the OpenGL window* x& O9 w. B1 @$ o
{5 M- K: q& g4 {
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord = Width, HiWord = Height e8 S& R5 r, R5 h4 v4 n
return 0; // Jump back
9 n( w/ S% c2 A } l, Q/ r: u' k: n1 W4 c+ p
}</P>3 e3 \6 |+ K9 _' y0 C* x: h
<P> // Pass all unhandled messages to DefWindowProc
& }% m+ r$ ^ |9 R6 I9 g) y {% q return DefWindowProc(hWnd,uMsg,wParam,lParam);
0 \# [ T! j9 @0 [7 w2 T}</P>
- y. Q& p: P* \3 q3 M0 t. s5 E<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
2 y" T- l1 ^1 P- h3 H; G7 u! U{
5 ]7 \7 Q' S z: G! s MSG msg; // Windows message structure$ I( x' X. _, J, ?# b7 Z
bool done = false; // bool variable to exit loop</P>
$ T+ S: J% p7 R1 }7 \3 z) w/ g/ m<P> // Ask the user which screen mode they prefer2 U: V: p _0 M& i) f' S
if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)
8 K) B6 E/ U" ] {4 F l8 R- n: L
fullscreen = false; // Windowed mode1 j# f/ v( H( R; \" R. n# A8 J
}</P>' I1 O1 p0 h8 C" a, y5 }4 Y2 C* L
<P> // Create our OpenGL window
6 n0 t. C( K" b) W/ D if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen)); l" M* h* r$ p5 {$ X! a9 [& x4 z$ Q( C! o
{$ p/ W/ p7 Q( H. W+ J
return 0; // Quit if window was not created: }7 N! i9 \1 c/ Q9 J% f
}</P>
" f7 J M' }' F8 p9 ?3 c; K4 j<P> while(!done) // Loop that runs while done = false
, g J9 B. r$ H$ Z2 ?5 v {
! U) x3 ^$ P9 p z if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?. H! l, Z( o7 R1 h8 h
{9 n1 v. O, P: j8 f/ N3 h( o
if (msg.message == WM_QUIT) // Have we received a quit message?" l% f# Z" y9 `7 p) v u1 k8 j
{$ V) Z5 J/ ~! K# R( j6 y4 j4 c
done = true; // If so done = true
3 W& y. U: A+ p# R# x* u7 @. y. W }( Y1 |: n' ^3 t8 e; W! N, H* @: S/ P
else // If not, deal with window messages
' z: j- ]5 B0 w9 H a {/ E1 t% _/ u6 j. c d5 I0 h* S
TranslateMessage(&msg); // Translate the message
) z3 |- B3 J! \, p6 |" [ DispatchMessage(&msg); // Dispatch the message
+ c1 k$ n+ c0 ~9 |7 L }
% Y* y3 P( _# X7 l }1 U( M! ?8 B" k
else // If there are no messages) V1 M5 m' x6 u+ q# c# \: Y
{# x/ [. a( i3 j( X |: r
// Draw the scene. Watch for ESC key and quit messages from DrawGLScene()
- v3 A+ h. d' N* p if (active) // Program active?* ~( j5 R2 e% h$ b6 U
{2 c) U0 S) Y( @0 A+ B" j- x# `+ d
if (keys[VK_ESCAPE]) // Was ESC pressed?, @ i7 P( I2 y; M) s' T
{
* M" J8 S5 k) S! ]6 x D7 y done = true; // ESC signalled a quit
+ h5 n3 y( ]8 Y7 j% n- c }2 A# G" M E- u! N
else // Not time to quit, Update screen
" R- I, @! H* ~ {0 \# o, V+ y1 [) ^+ H
DrawGLScene(); // Draw the scene6 \/ E3 E- q+ I
SwapBuffers(hDC); // Swap buffers (Double buffering)
2 }9 ^' t: @+ I; b& f. p }7 s' M$ D; V' [. k2 I1 Z
}</P>' z: ^1 X* F/ D& H. \$ {
<P> if (keys[VK_F1]) // Is F1 being pressed?
$ ^; _- m$ V/ p* f# R' b% @ {! \, @% ~( j, L7 @+ t2 R
keys[VK_F1] = false; // If so make key false# Q e( l3 l$ D8 ^2 w
KillGLWindow(); // Kill our current window
& v+ R; |% n& t fullscreen =! fullscreen; // Toggle fullscreen / windowed mode
& H' V( d0 s- u( S. p // Recreate our OpenGL window
7 B9 M+ B t0 n4 e if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))2 Z5 P0 S/ m# Y, o# `( J
{) O; e9 N0 m5 q* \
return 0; // Quit if window was not created
4 y& c: q! \! u& ~ }6 G& b2 H$ S6 z
}* a$ b# e" `. t y0 N Y, V
}* E' v: Y4 Z$ L2 ~' g0 N9 H
}</P>1 T$ A& i+ S3 Y/ {" w& v
<P> // Shutdown
+ Q) M; s) V8 f9 t9 v KillGLWindow(); // Kill the window
& @ m+ r1 \ {2 Y" E return (msg.wParam); // Exit the program
8 H$ L2 k+ W4 |* ]# M6 p) o}
1 c( n F% M) r6 i4 S6 F' g1 V2 H" \6 x//---------------------------------------------------------------------------</P> |
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