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发表于 2004-10-15 21:27 |只看该作者 |正序浏览
|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>5 ]; P% l- |% `4 y4 W
<>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>2 i" s+ U9 M" v' `+ s+ `
<>//---------------------------------------------------------------------------</P>2 \2 J, I+ j. T6 E7 d
<>#include &lt;vcl.h&gt;5 b0 X: X) c: J+ k7 G0 d
#include &lt;windows.h&gt;    // Header file for windows
! T. |. p* A7 u% M9 j! D#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library8 p( B- H# q# V/ O, ]- n
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library
  u+ x' ?9 s/ S$ C#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library
2 \/ A, u& r& u3 {, p4 V#pragma hdrstop</P>3 W8 X7 y( n! V4 a
<>//---------------------------------------------------------------------------; ?' q; b" q* e" ~. V8 B
#pragma argsused</P>
7 @! e3 m( E5 Z<>HGLRC hRC = NULL;               // Permanent rendering context
( y) `9 ~3 \! |, X7 XHDC hDC = NULL;                 // Private GDI device context& ~# D1 g; [( o6 c
HWND hWnd = NULL;               // Holds our window handle) T& j& y; r: C, W# ^! E$ F/ f& k
HINSTANCE hInstance = NULL;     // Holds the instance of the application</P>2 W" h3 T' j: _
<>bool keys[256];                 // Array used for the keyboard routine
4 u% |8 D9 G# G; hbool active = true;             // Window active flag set to true by default
- i# ?) l! s- J9 l) G$ Q3 lbool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>
$ M  R4 E  @  b+ W2 Y<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>; l% ?) ~# P7 ]) Y6 f% l
<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window
8 w4 O  W" s) N$ K3 k( y# u$ j{
; ]1 H/ _% W3 n" T: s2 _        if (height == 0)                        // Prevent a divide by zero by: M4 ~2 m! e( v; t7 R
        {
: q- W! H$ j# Q                height = 1;                     // Making height equal One$ _& ^7 g- b0 Z+ f0 W0 V
        }</P>
# Y+ l. P/ \! |0 L5 g<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>
; E% X: \' F# c( {3 N+ t<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix- U( R8 R: e# x
glLoadIdentity();                       // Reset the projection matrix</P>) t4 _6 s2 l! j6 P+ K  d6 |/ [
<> // Calculate the aspect ratio of the window9 A+ A. E3 `6 p% H! K% U' @
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
$ V' ?; P6 v' J8 `- C<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix. f1 {; X3 R3 z' |" k3 P; T2 N
glLoadIdentity();                       // Reset the modelview matrix. [% i% @* O5 u" X
}</P>
- o. \3 P4 V2 K7 C6 Q<>int InitGL(GLvoid)      // All setup for OpenGL goes here- A' i% ]& }$ o8 f
{
0 k* s) t: f( t glShadeModel(GL_SMOOTH);                // Enable smooth shading
' q' R6 o* P3 h& H0 t) v glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background8 M- B8 R8 U9 y) r( N! X0 O
glClearDepth(1.0f);                     // Depth buffer setup; ]' J1 H( }1 p8 @; q
glEnable(GL_DEPTH_TEST);                // Enables depth testing
- G) E& g5 s: k% c! g% o glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
* z* J1 v& N4 I2 H( p7 ^: j% { glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations
0 o: z  X/ d1 v+ N! X/ G/ [0 A return true;                            // Initialization went OK
) R' n1 b$ W" M}</P>
" j# N1 s9 V; r) T  }<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing/ I6 \% S, F# D; O- Y
{) m" r7 G3 a4 H. O
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer( ?8 ?, V8 {/ f! c# q9 i" v; c9 y
glLoadIdentity();       // Reset the current modelview matrix
# b' z: J7 Q- r/ h3 ?/ O( j        $ H6 e2 h0 ?% H
return true;            // Everything went OK# e6 J$ `5 q, \" a/ b  Y  `$ E- i
}</P>8 ?+ ?5 G" q7 d, b
<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window
+ D% z" q' l3 w+ X2 y8 G0 C{% L( V* W+ R. Q7 E: \% o4 [
if (fullscreen)         // Are we in fullscreen mode?9 o3 m' g' @4 J/ |% o( h1 H- w! w
{
& j& ~1 d7 W4 b5 b7 {# D  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop9 b. U& v- Z; |0 P
  ShowCursor(true);               // Show mouse pointer  }1 T3 ^; c4 L$ t5 l: K
}</P># |; \7 S$ Z' W6 [' F, C$ Z# O
<> if (hRC)        // Do we have a rendering context?
/ L/ `2 o6 V) |1 r) R. t  C {
: W  ^# N( O7 J4 G0 ]( O2 d& P, I/ ^5 S  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?
% V1 o7 T# s% y, _4 x8 G& |  {
3 ^6 z6 A& A( k; P   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
( y! [7 Q. }7 p  }</P>
: s' x- j. l  z9 b& B, w4 A& t& ^<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?4 m; ~" K& ~$ I7 @# @
  {
6 p4 Y( w8 W  P" ?   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);+ J. u: Y% Z) e* [+ B; P2 A2 T# l
  }
  S7 ?' B$ e1 I( _0 N' f  hRC = NULL;             // Set RC to NULL6 O& f% [, D, L0 D
}</P>
8 @5 q+ S0 P& W# x9 a$ S# k; M: s9 Z<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC8 _( {& `$ t3 M  I0 z1 P& L- x
{
7 D2 O. R, n/ N8 J; a  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
8 F6 c, O. O1 O; q4 R  hDC = NULL;             // Set DC to NULL' t% `/ B( j+ C6 n& a: V( M# A! U
}</P>
) @) k% |! z5 w<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?
; e& @6 g8 s3 h4 v {
7 J4 J( r" N4 _  {( h: e- D: A  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
5 B1 p) Q2 D6 D3 X( L  hWnd = NULL;            // Set hWnd to NULL; @; K" S0 G) Z6 q5 S$ Y
}</P>/ V2 U7 Z/ k8 X4 h  e: D' t9 v
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class# x3 g- R7 n# `2 g% X6 H
{% q/ q, M; w1 L: L+ }2 l
  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
' {/ Q) o" [! o4 L% J0 M$ x1 W, X  hInstance = NULL;       // Set hInstance to NULL
1 g8 D; A" i8 X1 o5 l5 w( E }
" H: ?# z4 z- p! C( q! x, G}</P>" {) W8 ]/ @5 x6 S6 k0 T
<>/* This Code Creates Our OpenGL Window.  Parameters Are:
* P  C& d' ^. e7 i1 K * title   - Title To Appear At The Top Of The Window
! j4 k3 O+ M& P6 U! u4 v: _ * width   - Width Of The GL Window Or Fullscreen Mode
; x! @) {* h, B+ M% G! Z2 `; s * height   - Height Of The GL Window Or Fullscreen Mode
% q( U( e! e( N; |! p * bits   - Number Of Bits To Use For Color (8/16/24/32)
) J# ?$ w+ r5 Z" ~! B * fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
/ J: Z3 Z. H+ h6 {
( r4 t+ k3 f, ~; V8 D* h% N; R& X: ]bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag): h$ {0 A/ E2 \9 e- m# R
{: s; @. n! _. }3 V7 T4 Q
GLuint  PixelFormat;  // Holds the results after searching for a match
( |; {3 f3 ~% A" j0 P# t5 _ WNDCLASS wc;          // Windows class structure
2 `+ y3 l7 h* k( r) l4 S" ?4 ] DWORD  dwExStyle;              // Window extended style
  h2 I) l0 B7 L! i DWORD  dwStyle;                // Window style; f: @! b# ^+ C3 a4 ^
RECT  WindowRect;             // Grabs rctangle upper left / lower right values6 Z4 s: `& g+ R; i8 d* A
WindowRect.left = (long)0;              // Set left value to 0# ?9 K# l" E/ ]; ?
WindowRect.right = (long)width;  // Set right value to requested width: L  }6 I) ]  O1 y  J1 y
WindowRect.top = (long)0;               // Set top value to 0
8 R7 W. @% C# ^$ s% j  Y  F WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>$ k  P, n: I( j# |" K" ]% L% c5 b9 \' v9 Y
<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>
. h  a% ~3 M8 \% E<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window
- `: z% o) m4 F) u) _( T wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window
3 j8 k+ f7 e3 n7 R2 H% | wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
7 a; A: L8 D0 r8 n& G  u wc.cbClsExtra           = 0;     // No extra window data
* k6 Z1 \7 Q& q' }8 N; F$ L  { wc.cbWndExtra           = 0;     // No extra window data" z7 w& n  |( S; y% }/ n( f8 B
wc.hInstance            = hInstance;    // Set the Instance9 q# r' A9 }$ a
wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon) ^% g& a% `% Z% N% P2 ^# u
wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer/ q% C$ y; C  a, P/ g# R
wc.hbrBackground        = NULL;     // No background required for GL. U- E5 ?7 E1 B* B$ b1 y8 i4 b
wc.lpszMenuName  = NULL;     // We don't want a menu7 a8 m) ^+ T6 v, H2 R8 a7 N
wc.lpszClassName = "OpenGL";    // Set the class name</P>) o1 R9 r/ t8 [( B8 |' {# L
<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class
- d9 t8 {4 J' [! U5 O1 A0 z {
2 h7 Z# A1 H/ J$ ]9 |  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
! ~0 A2 \8 R0 u: O<>  return false;   // Return false1 a! H3 V0 H# s! w6 K6 X- g
}2 y2 g& m( m  i0 r! \& ]5 O3 ]
6 F" g6 y  Z/ b
if (fullscreen)         // Attempt fullscreen mode?. s8 N- L' T# y0 y' ^% t* \
{
. D: K1 u3 a+ ?  DEVMODE dmScreenSettings;                                       // Device mode
- Y3 e" d8 |* G7 k5 T; w; y  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared  h' E" F6 s6 K! P& Z
  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure
5 k$ s# q; v* l" F) f  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width9 n& ]0 J8 G/ y% I
  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height
2 d: A& Q- g4 z( o' Q2 Q  i  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel3 Z  d  ~1 L+ R
  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>
& B  h1 ^+ p+ X# \. E# j7 C<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.; u8 X. z# b9 f* _
  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL). j  k0 a! o+ y2 B% {, g; ~
  {1 X% v' ^- w. {5 @# F) W
   // If the mode fails, offer two options. Quit or use windowed mode.
  V, K3 R5 @3 s+ a6 g   if (MessageBox(NULL,"The requested fullscreen mode is not supported by\nyour video card. Use windowed mode instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION) == IDYES)0 M2 Y8 B" K, N, j
   {; C+ _3 U# M. w. h: s& S9 e2 `) j
    fullscreen = false;       // Windowed mode selected. Fullscreen = false
. [' V9 m7 f6 @- r3 U4 G   }
2 k( D2 B6 q  [8 o5 L$ q' F   else) }  r" S  N/ N9 w8 ]: R
   {
6 y+ W8 ~9 q4 z. \# u9 E    // Pop up a message box letting user know the program is closing.
2 K* c  p+ `. d& R    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
( j  @- ^, ]& [; b- |2 L4 r    return false;           // Return false1 \4 a/ l/ f: S. [1 r
   }
" j% e9 O& L( u& A2 X9 l; e  }3 y% F* _# z1 J
}</P># F( U( Y6 M: Z2 w) e
<> if (fullscreen)                         // Are We Still In Fullscreen Mode?0 ^) x* A* [5 W" ]
{6 X# a  p1 {1 e  h5 q
  dwExStyle = WS_EX_APPWINDOW;    // Window extended style
# _" U, `% q/ I8 g/ B  dwStyle = WS_POPUP;  // Windows style3 ]4 X. a; J$ [; ^8 N; i
  ShowCursor(false);  // Hide mouse pointer) C  @7 W" F$ a# o, E! E+ l: A( m1 r
}3 Q1 H' G0 }" d- O4 x; D
else1 B7 B5 i; O' D& R* y/ |8 p2 l
{
5 d$ Q5 _) m( ~  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style5 A# V: K$ q: C7 Q3 Q+ J+ p2 N
  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style1 a; T7 i, y3 }  J
}</P>; z" A2 g& F: v6 B
<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>
! u' ?0 n0 \1 u0 A. z8 E- F" c; s<P> // Create the window4 A* A6 D5 N) E
if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window) w  T, f( j" a+ U4 z+ a5 o; j/ D# x
                "OpenGL",    // Class name( E! j8 s1 d- S7 ]/ i
  title,     // Window title0 k7 N: p2 V/ K, u6 W) |
  dwStyle |    // Defined window style- m+ O0 l1 B" Q
  WS_CLIPSIBLINGS |   // Required window style& T+ \" F" Z8 }) @7 k" n
  WS_CLIPCHILDREN,   // Required window style2 k+ ~* l  s. k& g4 j8 u
  0, 0,     // Window position
5 Y% U* s/ X! O! Z* A' R. }) q3 @/ M( k  WindowRect.right-WindowRect.left, // Calculate window width
* \! c" s) H* V0 X6 M, V$ Z  WindowRect.bottom-WindowRect.top, // Calculate window height
- x/ l8 E) o1 P- k- Z  NULL,     // No parent window
' N" B* ~# C" s  NULL,     // No menu  \% G- V& J# F! J6 t
  hInstance,    // Instance4 _0 m8 R4 T3 e' B2 ~
  NULL)))     // Dont pass anything to WM_CREATE6 Z6 R" `$ y1 g/ A* q
{
: A3 V! |5 U  G! N( l  KillGLWindow();                         // Reset the display
4 b# H0 K7 s" G  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
; Q( V2 ?4 n  s$ k% `  return false;                           // Return false
- v+ b( I- }- [* W }</P>
% ]6 f9 u) H$ P<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be
% p4 G$ J3 n2 _9 _0 j& z1 K {6 ^* q1 K2 m9 ~, d4 w& }9 ]6 D; D3 a
  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor
( P0 M  B9 E5 |6 f: l# }  1,     // Version number
8 n0 f/ U* g# A, Z6 N9 H9 ]  PFD_DRAW_TO_WINDOW |   // Format must support window
& |; A+ p2 S" H3 j, M/ W8 [9 ?- ?  PFD_SUPPORT_OPENGL |   // Format must support OpenGL  \7 J6 v. |2 P- o5 d: A$ k2 N
  PFD_DOUBLEBUFFER,   // Must support double buffering, Q# X; A& n$ S. c# M% Z: I" [0 Z
  PFD_TYPE_RGBA,    // Request an RGBA format
# L# B& c3 H3 \  bits,     // Select our color depth; ~1 H- B9 T$ }+ M& }8 F
  0, 0, 0, 0, 0, 0,   // Color bits ignored* b; Q6 C' k$ i) @$ Q
  0,     // No alpha buffer' P0 b, ^9 p( g6 X5 D& I& J" R
  0,     // Shift bit ignored( G# q8 _' H6 m$ v1 {* m2 {
  0,     // No accumulation buffer
- y. C1 R% j  L8 a; k$ `; p6 N/ J) k% E  0, 0, 0, 0,    // Accumulation bits ignored2 G! K' D# c4 a6 i
  16,     // 16Bit Z-Buffer (Depth buffer)
) R# L9 H& W4 v# R' n  ?6 G' i  0,     // No stencil buffer
# T+ F  S7 ?- a) b6 }% D  0,     // No auxiliary buffer
% G" k% W  |! o( n% m" J  PFD_MAIN_PLANE,    // Main drawing layer
8 `  ]" n/ K* o: \/ H: c  0,     // Reserved
1 G( b7 K/ B& B8 p8 V: ?  0, 0, 0     // Layer masks ignored  `# G- P+ x8 t2 [1 R2 X
};# L* ]3 n# T4 Z, `
1 I7 d* {1 x. A
if (!(hDC = GetDC(hWnd)))         // Did we get a device context?
3 C! v5 z# Q4 {3 j1 l5 C {
  w7 J- T; I/ O  KillGLWindow();         // Reset the display2 V$ [7 G4 g; D0 n. E# ~
  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);4 G) B6 C+ X- W: _& r0 v! [& B$ f3 e
  return false;           // Return false. J' K: P$ _0 J$ b% w& Y
}</P>
8 S6 z5 t8 U% o; j<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?
) o, e+ l+ y, M) l& K2 E" N: X- o {
/ i+ S5 ?! Y7 I- J* ]: Q1 j3 `  KillGLWindow();         // Reset the display- Q2 p- m. ?) n$ f# t, z
  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
3 N) _6 q; S8 o  return false;           // Return false
8 H. Q* x. `6 M7 M }</P>
1 `2 T! r. U% }3 P* s8 n: \<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?9 X% d. {% \4 Y, c6 \4 K
{5 F0 H# S) s! i5 M' g3 |
  KillGLWindow();         // Reset the display. L& j3 D' Z  t4 D8 Y; E0 _
  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
5 P" Q! M9 p  ~* P  return false;           // Return false
8 p' m9 Q" v! N) R/ p }</P>
) r0 s* C5 x0 j/ b* {<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?9 T0 R' \" }' i5 a
{8 H" C: v2 B* U; ]: U# u) _- o
  KillGLWindow();         // Reset the display& D: A. b, \& N* d+ g  f
  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
8 m1 c) K6 u6 r2 H1 S  return false;           // Return false
! u  s% j0 b+ t3 ~ }</P>
5 j5 v2 X5 i$ E<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context
( B, A- L; M# b9 K$ l) r {8 c3 o4 r& ?) i/ e7 C
  KillGLWindow();         // Reset the display
4 w; ^$ @/ B/ a. q- Q4 i6 O8 i+ a  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);- C5 s# Z' n/ h" U4 c
  return false;           // Return false
5 v" ^0 v9 r6 {$ V }</P>
: \9 Q5 Z$ V+ o; Z! v<P> ShowWindow(hWnd,SW_SHOW);       // Show the window1 M  O9 }# F+ p, D/ Y
SetForegroundWindow(hWnd);      // Slightly higher priority
: f3 x+ f  ~6 P$ N5 _ SetFocus(hWnd);                 // Sets keyboard focus to the window3 [7 H5 x- F1 b) E, w+ e
ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>" U% V; P4 T! E* [. w5 o6 q
<P> if (!InitGL())                  // Initialize our newly created GL window
; K: z' d( _7 o) _6 { {1 O1 K4 x0 ?1 v, d+ Q, k
  KillGLWindow();         // Reset the display
# @% e7 L7 W/ t  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
# ?7 p" P8 _1 F; Z3 C  return false;           // Return false
% H' a& x' U" o5 W! j4 { }</P>
2 j" B6 U( v  n  F0 i5 s- J9 A& S<P> return true;                    // Success4 F0 y; y: B! s# C# R
}</P>" H) [( J* r, Q7 ?3 Q
<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window7 l5 n& y# [8 C$ q' @; C: }
                        UINT uMsg,      // Message for this window! @" t* o8 a/ R8 N7 }9 Z3 I
   WPARAM wParam,  // Additional message information
- X3 I# j& p6 M" Y   LPARAM lParam)  // Additional message information7 }( u& y9 A' N% }1 f" P
{& O. m9 _/ o" E) p* K) s" Z
switch (uMsg)                           // Check for windows messages
. V: }" R; b7 N2 Z  b' Q* V {+ |7 T9 @/ m8 [: \$ N
  case WM_ACTIVATE:               // Watch for window activate message& ]! [) f( O9 F8 L
  {4 {8 X) q$ M4 I, z  b
   if (!HIWORD(wParam))    // Check minimization state
0 Y! _3 R. p4 \) m; N; K1 q, a+ `   {
3 q" w/ ^/ y, t2 _' P    active = true;  // Program is active
: \) g2 v, f$ J  q" }   }4 R# o6 d! g) R8 w5 o( P" f; R9 r
   else; ?  }& G8 T) d# t# o* v6 \/ ?
   {9 x/ F6 B( }% `4 E+ ?4 Z
    active = false; // Program is no longer active
2 \# j! T' n+ \3 A- \; S* L! I   }</P>6 x7 d- c7 Q& N! H
<P>   return 0;               // Return to the message loop
0 R3 u7 x( q7 Y* a/ n  }</P>
8 C: ?* b+ ]- D$ V' n. {' s; N<P>  case WM_SYSCOMMAND:             // Intercept system commands, ?: Q) h8 P) v3 x! p' C6 L( G
  {
# {# k. Z9 u$ }+ g+ p   switch (wParam)         // Check system calls
# c- M6 N. z" o- u+ N& U   {
* {& z5 B% [( q, ]$ k0 ^    case SC_SCREENSAVE:     // Screensaver trying to start?1 C# k! E) Z& H, i
    case SC_MONITORPOWER: // Monitor trying to enter powersave?
- }' X  H7 s- z7 o6 f. {9 T+ H    return 0;       // Prevent from happening% F; `. y$ l* A2 Z6 t0 ]: f0 _8 F
   }' t6 x; i) `% T9 \
   break;                  // Exit
& ^. L1 I( q6 H. n) _  }</P>% |- b. N; a' d! u
<P>  case WM_CLOSE:                  // Did we receive a close message?
  }8 V& P1 h5 p  {
9 l0 O1 p% w: @' t   PostQuitMessage(0);     // Send a quit message
6 R1 c1 C9 U- M7 i. w2 Q' ]7 V   return 0;               // Jump back- g! h: R$ @- H, E, g
  }</P>
0 p% j9 e  `7 a; @<P>  case WM_KEYDOWN:                // Is a key being held down?
) m! W! N4 O5 v4 P- {( K, j0 ~  {6 u; o( V: q1 j$ {  ^# C
   keys[wParam] = true;    // If so, mark it as true
" b- O' }& B6 N" f   return 0;               // Jump back% h' G+ G9 s; X: ^
  }</P>& H9 h8 G9 t& n1 g
<P>  case WM_KEYUP:                  // Has a key been released?' g$ n, Q, [; y) c
  {3 G1 E+ z, _( H8 P/ v
   keys[wParam] = false;   // If so, mark it as false
/ U- F5 ~- j7 a   return 0;               // Jump back% p6 @$ p8 o8 M& U4 k
  }</P>+ @9 u, ^: m0 M; f$ i
<P>  case WM_SIZE:                   // Resize the OpenGL window
6 w: ?# h4 u2 _+ L6 C3 k  j  {
+ O! R  {# |. O1 a   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height# Z  M4 A& ~! E. `& C6 P
   return 0;               // Jump back
. J2 l( G$ E8 O) T& c6 Q* V8 P  }% ^3 U! r' W7 X4 l7 ?! H1 h
}</P>
/ `/ e3 E# e7 g: ^7 t<P> // Pass all unhandled messages to DefWindowProc) Y0 D/ _( {) Q2 H+ O2 K! w$ q9 H
return DefWindowProc(hWnd,uMsg,wParam,lParam);
0 e4 U0 r  Q, u+ h, Y+ _4 N}</P>3 a2 }: S) M  k6 B, a  V% Y+ O
<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
( t9 J# L% q/ U0 ~7 X{
: S6 x2 ]& p* D. v        MSG msg;                // Windows message structure
8 `% ^8 ], u2 C* R9 Q4 e: u6 \% b bool done = false;      // bool variable to exit loop</P>
# \( g; `' j7 e0 O<P> // Ask the user which screen mode they prefer
( o2 t: ]% g9 O6 g* k! \3 I" J if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)6 G) }& z% ?' N
{
  d* y9 `! z$ X4 y* D# Q  fullscreen = false;       // Windowed mode& g7 c: ~! E& X+ R- G; Q
}</P>
- @% O3 f1 E0 ~+ S3 U! U<P> // Create our OpenGL window, R2 x. D3 K+ v) R
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))% U: b* [( m) }, p2 g5 |
{
5 c$ f. j( c2 \  return 0;               // Quit if window was not created. j# D1 d" V. j
}</P>2 [9 J& J* j7 C8 X
<P> while(!done)                    // Loop that runs while done = false
. f# e3 u) }8 ~- D  H% a( ]+ Z {: g, C# V; {0 C
  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?, s5 w9 ]! g4 z/ U$ J3 T- Y
  {
" @) Z0 r: C/ }4 [9 Q, V5 n   if (msg.message == WM_QUIT)             // Have we received a quit message?
* f' V: ?) e; w  \6 A" D4 ~   {
; y* ]* g: f7 y    done = true;                    // If so done = true) f7 z' X' S8 ~9 i
   }
2 N$ Q  O! b) G3 Y, G   else                                    // If not, deal with window messages
4 a$ V3 k8 k3 y, p# l$ s   {
" o; h  A6 Q+ u5 b% r! Z, |; U8 L    TranslateMessage(&amp;msg);         // Translate the message, M. X6 Q" ?2 n
    DispatchMessage(&amp;msg);          // Dispatch the message
5 w2 }, s. S0 g/ {- P   }
- A9 i4 s0 D! T8 J- b  }
1 M4 S/ ~1 [' h  else            // If there are no messages
; Q( i0 z7 z) _  Q3 ~+ r  {
2 h+ Z  s  q6 n0 H" r. ]/ t   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()  y5 R) L) Y6 W1 H9 @7 _7 _
   if (active)                             // Program active?
3 w1 y2 X" u. y* H   {
2 e- f7 C5 H, T: |    if (keys[VK_ESCAPE])            // Was ESC pressed?: I. u; z3 r1 }+ P/ D) c! v
    {# f6 _5 `' a  H" r8 N
     done = true;            // ESC signalled a quit+ Y8 ~; v  G: c) c. r- {3 F
    }
; s8 F( C( m2 ]" m  p; Q6 ]; Z    else                            // Not time to quit, Update screen
- Y' ^$ h4 Z0 C# a% T- f4 J    {
/ j% \# x8 `3 D7 N, ~/ k     DrawGLScene();          // Draw the scene
7 B# o. }% M9 x# L' Q3 h# A     SwapBuffers(hDC);       // Swap buffers (Double buffering)
* e. ?4 o- W9 h% S2 S: A4 W8 U    }2 M) Y( q! N% f2 s+ G
   }</P>; r5 F  q" f' f; c
<P>   if (keys[VK_F1])                        // Is F1 being pressed?! M0 Z0 @- h5 @. I8 Y
   {
+ p! w0 D/ P) y# j- P" y4 y    keys[VK_F1] = false;            // If so make key false$ h4 M( ~, {8 |: S8 l7 m2 |
    KillGLWindow();                 // Kill our current window0 _- C. V/ }9 G2 J
    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode
2 d1 M7 A: m: `: F0 G! m    // Recreate our OpenGL window4 o5 E$ }5 V/ m; v: z! z
    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))2 b6 \$ P+ ^  G: R1 j4 F
    {
8 g. z0 t" T0 O% h5 e& W2 j9 q     return 0;               // Quit if window was not created
6 X, q/ w& j( i( s# G& w    }
" B( F; y) u4 k+ L4 B   }# x4 I! g. b& `
  }- n' E/ W! r! a) _/ x6 D) J
}</P>" n7 @7 e! }! W1 S/ g& P
<P> // Shutdown
1 W# R9 R$ W7 F0 R7 C1 V KillGLWindow();         // Kill the window
) H# x3 A3 J2 M3 J# v" k3 K return (msg.wParam);    // Exit the program1 V  Y# Z( e' E, s) A" x$ S1 o7 ~
}( W8 A6 D8 j' _" t
//---------------------------------------------------------------------------</P>
zan
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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
    8 m  L1 d# w. H, |* G( pOpenGL API,使三维世界的"平民化"已成为必然。
    ! @6 L2 e6 ?3 z) ]$ K2 ^----Windows操作系统对OpenGL的支持& R8 C; n9 p% a  m/ R& a) t; ]4 }) \
    ----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:
    + v+ s+ e# r% V& N1 R2 l9 N/ e----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; b0 F+ P$ K: y  \
    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。
    . I* m/ A4 P% W( N6 o----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。/ g9 g- q; v% ~
    ----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。( d4 ]' n5 {7 z2 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。
      {; `# z1 a  t- L" {----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。
    ; V+ \- I2 W/ a, k" Q( b</P><>----用VC来编写OpenGL程序
    3 e# d/ v9 D& h& S
    0 I! @5 n' ^- J% n, p----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:. ?8 |6 n5 C* _; @

    2 Q2 k3 F9 Q. d: P. \( s----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
    * f, \7 G6 [7 B8 Q- _
    ' G% r% e! ~+ D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
    3 }7 t) Z* S1 S* b/ {: p% `% n8 F0 g6 c4 F
    没有设置(置1),通过该设备的DC上作图的OpenGL命令就不可能使用双缓冲来做动画。有一些位图格式(PIXELFORMAT)是DC支持的,而有一些DC- d* d; V. u6 T! u

    3 _2 J; ^; s$ W4 F& e" b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
    5 z' g; k+ L% @+ P
    ' ^% ^; E9 }6 {- P' [5 b5 o" l: |# {0 c
    . C3 F1 L4 J, Q5 |
    ----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)。
    3 R3 n+ A* Y% x+ G2 ]; f( x6 z$ p& `* @& F; f4 T  R, X
    ----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)1 Y* C+ p: |) V( @( U. q

    6 U8 l) ^* n1 J9 z. ^----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! A- u) O6 _0 f& N# J  g- }

    + q; {; H, O6 @1 i% V: k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(. ?, r0 n8 |2 E2 U
    # a' |' o, s! O7 W* k; l
    if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC
    # M: w& i& p& N& X
    & a; b* |3 G, d1 g( C----所附程序说明1 Z( I9 `& m, n

    $ \. z+ r" _5 |* u8 z7 I----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
    # _: _9 l+ x3 N  x( B
    * w5 [% o! J  i" Z# zMFC编OpenGL时需要注意的内容做一个简要的说明:) M5 \; M2 `! ~9 L3 g$ D+ O
    . ~! Y# f7 @' [7 i% g: y0 K
    ----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
    ' B  H) R+ `; G+ C* v  x3 L8 R, z) J: v
    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. f/ M2 J5 h7 i& W- ?# g  i
    5 I6 P, q( }7 y. v- \4 Y( a1 V4 ~3 W
    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$ m  C# j$ }# X# c6 @+ Y
    9 q( y* c% q* U' N2 X, Z
    格。
    . J! m4 g) C7 X5 U2 s/ c$ ?3 j
    ! W4 D; n( Z9 g6 Q. _5 O* V----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
    & U% o  G3 I; I4 Z- k# s4 N
    1 o# f/ C/ R7 x$ C9 c。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8 ^( b, ?/ W4 ?) t; M

    , c: x9 f1 |3 s、鼠标处理函数都应该由相应的Windows处理函数来响应。4 i8 d' N- q' Q4 _2 p% a# F

    5 G8 |3 @4 N& A- X3 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% _; O8 y+ `: a

    2 j0 v1 j; J) Y0 g! D" p6 M,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
    1 h& w9 B- w6 g1 d  S% S5 z4 X
    8 S3 G; B* C+ p! |' A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。
    - H9 I/ o/ G2 }: \
    + ^4 \( n! y: F) s/ c----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
    1 w. C; P; T# ^9 J0 W2 a. U' m: p5 o
    GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。1 i- }( J7 `+ p
    - v: y# y" M( F1 n
    ----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
    / C3 R: Z8 m1 ~! z9 E1 L$ L# x- k2 C* E
    ----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++
    ( c, I! E. a1 t8 j6 \. X7 @3 {& h: G
    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. {5 I1 S& C# ]5 M# O9 w
    5 I( a! d! C' d( I: E' W9 K6 M5 k
    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
    ! q" I* _0 U& C  v2 G
    - X" E" _  K% i3 I. a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。2 [: d9 J; d; y
    7 m' p# l6 C$ t6 ]8 u; ~
    ----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
    3 q5 E9 L4 W8 s" B! K$ Z9 M1 ?. s# Q6 F  e
    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
    3 i; ]# i1 c3 A; |5 \$ i, t
    , J: Y# Q0 {% O1 h7 ]函数应当非常小心。
    # e1 b4 v) W( d$ B/ F- n- @0 n% |! W. j! K! j2 t! R! _- `
    ----参考书籍:& R1 q7 n: m; L* F: h; V7 r
    1 r  z( T- B9 p' Y8 p% N; X% E3 Z
    ----《OpenGLProgrammer'sGuide》SGIinc.7 |  F) j9 a/ ~8 G
    ! d5 N; h/ ~, Z( `9 R. C! t
    ----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
    ; v& Q% n  ]5 N) U" _) ~
    * S2 q. N9 B# B----《VisualC++5.0联机帮助》
    ! [$ p! s8 t  Q, l8 l4 j7 m0 ^  P# [& k9 P6 M: g0 U- S$ Y
    ----附程序:
    * [# V1 g& R$ ~" q8 @/ |. k- _) m% t6 u$ g4 P
    ----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$ _9 k# I( p1 q! o
    & ^) _! \3 a8 l! @* C* |1 T# u2 V; m0 t
    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
    % N! G- W8 E' L' j' k& S/ t$ Y
    " W' x0 `6 D& A3 S! G9 qOpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。' q  h8 E6 A6 U( p1 g
    ( ]7 Z- I. ~6 ]! B& \! B& W
    ----主窗口类定义(OpenGLWnd.h):
    % b5 }. ]  X+ D6 b9 {3 J  R, A! v  s+ d0 x
    s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70& Z6 k6 R5 H  q+ R0 X- u7 b) r
    _11D2_9ACA_48543300E17D__INCLUDED_)( C+ H+ i; s; X
    #define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2) I8 |. K9 a3 ^7 H5 |
    _9ACA_48543300E17D__INCLUDED_5 b4 k! q6 L9 `  G4 w3 x
      V! d" C' I! L* G" Z* H- I" z
    #if _MSC_VER &amp;= 1000
    ' A: G% e: q, X) H8 U#pragma once
    3 ^5 \$ r5 j; W2 `( S#endif // _MSC_VER &amp;= 10003 }0 N% Z8 R9 h  b6 d
    . l8 u5 G! F, Z' ]& o
    #include &amp; afxwin.h &amp;
      Y0 \1 l* F1 k. [#include "SimpleGLApp.h"  @; S( e$ P+ i! I% X, R
    #include "resource.h"6 ]; M: `: v! V  k4 z6 g  V3 U
    // OpenGLWnd.h : header file3 A; f0 j' T0 O+ f& ]8 Y/ f5 s
    //$ k. D  k# H9 y2 ^- f! O6 `
    ///////////////////////////////////////, ~) m, ?) p# S9 \0 s7 Z$ s
    //////////////////////////////////////8 N2 T/ y* G4 f1 f3 N5 K* b0 p
    // COpenGLWnd frame
    * I% R0 R, s: `5 Q" @$ S
    ) \7 x, ]! i8 o9 Tclass COpenGLWnd : public CFrameWnd
    7 V4 C/ H1 f0 b8 T+ {{& o( g9 Q/ a& ^9 D% g: y
    DECLARE_DYNCREATE(COpenGLWnd)6 n9 \3 s; l) D' ?5 r8 b7 ?: `
    public:
    3 V' w% m3 U+ I$ I) fCOpenGLWnd();&amp;&amp;0 ?& R- g. w2 c+ S* {
    // protected constructor used by dynamic creation
    2 l2 f" K& C$ bprotected:9 m" w$ {+ N9 G5 Y5 `
    HGLRC m_hrc;
    9 ]( N- e) h2 S1 MCClientDC *m_pDC;' ^4 H; J7 Q* W" H7 C* o
    // Attributes
    $ R5 k: ^9 r4 Dpublic:
    * n6 q- w) b* t$ a0 a8 _* F0 T; g
    5 J/ H& l3 u# o+ H! }// Operations
    , }3 c7 _: q' C+ F9 Z* v" G  hpublic:
    ' A7 m0 a  r+ p3 {: W9 i0 a" _/ v9 F& D" w3 E/ x, \) T
    // Overrides: ?; L4 @  ~  B& o" m: ~" B
    // ClassWizard generated virtual function overrides
    9 _1 V4 a- D- j' P5 y6 b  _5 r" v//{{AFX_VIRTUAL(COpenGLWnd)" o- ~  \$ l0 c/ g: ~+ @
    protected:
    ) e7 [6 T% f* o! u. H+ Y* @virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);) Z" J7 Q5 F7 C3 |$ n7 }
    //}}AFX_VIRTUAL: I3 Q9 y! ]4 E# x4 J  O

    . E; O* d4 m8 I' M, a# l, H/ m// Implementation
    ' g- s9 G: j: |1 z& J- z0 @# ^public:8 V- G& ?9 H$ V* G
    virtual ~COpenGLWnd();
    ; y3 q3 d  p* d8 |* }( o! d2 M+ y$ J# g+ t+ T4 Z, C+ i% ?
    // Generated message map functions& H7 ?1 y# u6 w- w* Y2 p
    //{{AFX_MSG(COpenGLWnd)3 t2 K! B! f0 u& ]! v0 w
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);/ f' K0 R/ s/ q, z3 [
    afx_msg void OnSize(UINT nType, int cx, int cy);
    4 @! d5 P6 N  ^" ~! mafx_msg void OnDestroy();/ V/ Z1 Y! }" ]$ }$ |5 }& x
    afx_msg BOOL OnEraseBkgnd(CDC* pDC);
    ( ^# O2 S; u( {+ q3 M3 iafx_msg void OnPaint();
    , V; V1 N3 y+ D9 d) R//}}AFX_MSG
    * H8 c" ?# [  S5 i; t# DDECLARE_MESSAGE_MAP()
    6 @- i) q0 t/ o. M+ r4 C};
    , M$ [& P! s7 h
    ; Q8 |( R' w6 O" e. E) I' C7 }1 v///////////////////////////////////////
    ) c4 C7 u  ?. e" _: P2 e//////////////////////////////////////( g+ Z$ ]6 U$ D! F9 @: h. I
    ! y0 O* d1 s+ B+ y' i+ A
    //{{AFX_INSERT_LOCATION}}
    + `: M+ ]/ N+ a, @3 `) d// Microsoft Developer Studio will insert 4 P: r, w' z' m' G' M( l% c% \
    additional declarations immediately before the previous line.
    ) @0 ?# d' e& ~( Q( y
    . ?5 s7 Q& w3 D: G; F#endif // !defined(AFX_OPENGLWND_H__3FB1AB28_+ |* i9 ~7 U' I  X. }  ~0 `
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)2 g3 Z0 @3 f& u9 v- {( O; S
    主窗口类的实现(OpenGLWnd.cpp):+ l) c1 d" h) w2 d+ C+ F& r" V
    // OpenGLWnd.cpp : implementation file
    - @; u' k( m" r( ?# _$ c//  n8 J$ H0 U  D; S- W
    ; U5 A2 n& `& U8 K9 g# d5 P9 j' D
    #include "stdafx.h". m) O2 C% w) I
    #include "OpenGLWnd.h"
    ! O1 c+ Y9 ~4 p9 H3 ~% Y#include "SimpleGLApp.h"
    & c+ G- l  f9 ?, q" r3 L7 b' k#include "gl\glu.h"
    $ E# `; J; L- ?' }3 t; X. P2 V+ r" f#include "gl\gl.h"; T8 A" `  N  ]  s
    #include "gl\glaux.h"
    ) q: _8 g3 _* u0 }( A! G3 w. F, ~% J: v1 w9 W7 q5 O9 ^9 {' j4 \
    #ifdef _DEBUG. [9 }; @  b$ G& g9 k! ^5 c
    #define new DEBUG_NEW7 B" }9 a, G+ l9 G' W7 i% E3 H, Z
    #undef THIS_FILE' \, t+ n% E0 s0 {
    static char THIS_FILE[] = __FILE__;
    % R: ~7 @+ |+ I2 M1 Y/ g# ]#endif
    0 f( [, p5 P% n( l* b3 d* n2 x( _/ o: {
    ///////////////////////////////////////3 V0 c' t! O) z) \9 M. K
    //////////////////////////////////////
    , B1 }; F- x$ h2 S// COpenGLWnd2 [2 S# b4 C6 T4 q1 ]; J
    1 d/ e2 v* l; C% _& j+ g  J
    IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)0 H' p: q" }4 n  s: [- t4 s

    6 a1 c% ]* g" }* G+ S9 n7 u$ z4 YCOpenGLWnd::COpenGLWnd()4 }# m4 R5 l; S6 W, s
    {& C0 h$ a4 f: ~# J
    m_pDC = NULL;
    5 a& J* N7 {) D0 e( v+ D0 ]+ tm_hrc = 0;
    4 N0 x6 z, f" o6 t: O. P+ K2 XLoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
    3 X2 N( j) l: s" f9 b8 f$ Z- t| WS_CLIPCHILDREN | WS_CLIPSIBLINGS
    : p6 Q+ e+ q8 l/ r,NULL,NULL );
    9 k3 B- `1 j9 K+ E' ]+ B7 E. S}3 u1 l6 I! `. L2 m: b$ [2 R
    ( u! \2 K; Q) V1 m; o4 W% C' e' n
    COpenGLWnd::~COpenGLWnd()
    * ^6 ~. G0 ^2 D! d4 s4 z! q4 ?; z{4 {# ^. t7 G! V4 A* m
    }3 _1 d- ~  D8 g5 S$ |" c

    + ^2 H, W! m" ?! u8 |! p! h* j1 ?4 O& ~7 F
    BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)
    9 r- C3 B$ M  M//{{AFX_MSG_MAP(COpenGLWnd)
    9 O% o. F$ b& N8 a4 N# I$ T! GON_WM_CREATE()/ f* L$ l$ c, |. d2 N9 ]. M
    ON_WM_SIZE()4 f. J+ ~$ \2 [0 ]
    ON_WM_DESTROY()3 S0 q4 J0 C! K! I
    ON_WM_ERASEBKGND()
    ( G1 R3 v2 F7 t/ c: XON_WM_PAINT()  M: h& e" w+ N5 M
    //}}AFX_MSG_MAP
    ( f! r/ M4 ^4 I: y9 ~* K$ VEND_MESSAGE_MAP()
    6 L6 s4 y4 c  f
    5 n7 E9 W% O/ j9 {9 D
    & }+ s) b7 Q6 p; S: N" n! V# @8 A6 u, @. I$ y6 A
    BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) 9 {0 o7 `: @6 r3 v6 t2 \# G
    {8 {6 {! J* t* F+ j  [  ?# R1 X& x
    // TOD Add your specialized; t0 N% P" Y+ a5 O$ ?
    code here and/or call the base class0 R" |, `, Q# Z! A& Z. Q% }( H
    cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
    ( K- \+ N+ M9 P* S- @CS_HREDRAW |
    ! a8 l1 Y. ~3 \# ~2 s) A+ q  jCS_VREDRAW |" j2 o7 _, q9 _5 r
    CS_SAVEBITS |+ i3 S2 W% k- p  j  u$ O
    CS_NOCLOSE |
    ' e& U7 L& t: B- f) ?4 `% o& F5 x&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC- u# g1 J) l7 `; l0 V4 z# W' Z
    ,AfxGetApp( )-
    5 m% ~: T* N6 F2 n; \$ V' X$ ?. W&amp; LoadStandardCursor(IDC_ARROW), 0 ,
    ) R: n0 X; M9 k( EAfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));* _- v- l' q! H5 z
    return CFrameWnd:reCreateWindow(cs);
    % I, }" l/ \! [) N: W9 I( R+ y}
    " t- C8 f# L) w! f: b2 ~& k/ l; J0 n5 u4 b
    1 O0 G+ ~; x2 m
    int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) 5 x2 l% {1 O5 Q
    {
    ! F4 O. i! e* H4 H' f3 \if (CFrameWnd::OnCreate(lpCreateStruct) == -1)% Z, y  t1 f9 r( c
    return -1;1 |- w' {3 E+ N
    " D2 ~; D7 O' ~2 g" }- o
    &amp;&amp;&amp;&amp;int pixelformat;
    ( J# P, ]! z+ L3 ~6 ^4 Y; Q7 I/ H2 X. \% t0 E9 c- r, `
    &amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图
    7 f3 M3 B, U4 F( N5 l' h! a; t+ _ASSERT(m_pDC != NULL);% p7 a" ?2 A/ G5 \* v, ]" ?

    * N" |# e% ^' C9 Rstatic PIXELFORMATDESCRIPTOR pfd =
    6 ]8 X  s( m) x' m{2 K1 \/ D+ k, `' E
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
    4 G$ C* W& x4 v2 ^. x9 l; c& V5 U3 w&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+ `) l6 t1 y+ Z7 d! R
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_DRAW_TO_WINDOW |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support window3 m9 F* `5 `( K2 {# M4 d
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL1 y+ x' G  H- F3 y; N' y) M
    &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$ C) w: E9 u4 |2 O% o4 F
    &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7 F9 G9 n( q8 t
    &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 ignored9 V) o4 Y: R1 B6 g. \2 I- [/ O
    &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( n" \% `7 O% d" B7 B
    &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
    ; G4 D5 M+ A( e0 |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no accumulation buffer
    5 n  X' h! O/ O, ^: P4 k& O&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+ q7 |- W. E4 i' J3 E
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;32,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// 32-bit z-buffer
    7 ?4 e2 P, x, I( `# @/ P- _- 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 stencil buffer
    ' c  z$ o/ U2 j&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
    , z6 d0 P" k2 a! H&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" v4 |4 c  [$ x6 e
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// reserved" _3 j7 S$ o1 k  D4 f/ i  u
    &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
    ; Y( `( H0 n8 @! }$ j$ t* m&amp;&amp;&amp;&amp;};
    " ]2 {6 f" g& y/ H: O% f
    . ^, b5 A$ }- Q  \/ n
    5 r* _2 v0 S6 W& m, @4 u7 Q  uif ( (pixelformat = ChoosePixelFormat
    ( W  o8 x/ @) u, _) P(m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )1 s- ?2 N& f2 e' m: r. k$ \
    &amp;&amp;&amp;&amp;{
    1 j, _/ l5 B' z# q! v' `8 X  @&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");% O7 d) r9 V$ N+ F  v: s4 [0 ?, M/ ]
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    ' R- r/ z: A2 |+ Q. z& w' S5 E&amp;&amp;&amp;&amp;}( y- F8 V9 E0 C5 e; v7 L# e

    / \" ?7 E. z2 Q# p" K9 Dif (SetPixelFormat(m_pDC- &amp;
    ; x/ D" s5 G# {: bGetSafeHdc(), pixelformat, &amp;pfd) == FALSE)
    7 D' X/ o6 c( [& n3 O5 b( r; t&amp;&amp;&amp;&amp;{0 W" Y2 Y6 |; A( p6 |" `# t
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");! d* w" c. Y+ K
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;$ Y+ y. T+ r/ U" z. p
    &amp;&amp;&amp;&amp;}$ q4 c* x1 B: N. \! Q& h6 ~  T' X. c
    &amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    3 \5 b" X6 R7 H&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
    ' z0 X0 J# v- q  o: y) V( T' ^% ?: U' s& u
    &amp;&amp;&amp;&amp;glClearDepth(1.0f);: p' `) K$ v  p0 t5 D
    &amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);
    7 b; x! F& `; G! Y; k% T) x+ j: V: F% o) \$ f5 l$ @5 g3 E8 V

    " o$ x: p* D$ H&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);: \7 d& e9 e) ?  D4 M
    &amp;&amp;&amp;&amp;glLoadIdentity();% x: m. K! ]& I# U
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);6 P* Q: P" d' m6 L$ H, ^7 x2 L

    6 M! U4 j* p% l; b2 C- Vreturn 0;//OpenGL窗口构造成功4 f6 m3 l: `8 i! I4 ^
    }
    2 Q2 _  [0 {2 n" i9 N4 V# n" y. s; u' r" d$ V8 X/ Z
    void COpenGLWnd::OnSize(UINT nType, int cx, int cy) 6 A+ B4 X) G: D, `9 `
    {
    " V# S5 {0 J/ u# X/ j" DCFrameWnd::OnSize(nType, cx, cy);
    , m+ d4 K5 \. E5 m$ f3 c& ?- m+ Q- H' }' L
    // TOD Add your message handler code here2 v: ~; q* G: Y/ S# z3 j
    &amp;&amp;&amp;&amp;if(cy &amp; 0)
    + c' K3 b. O; J! ]9 [3 Q$ [* `) w0 m0 L&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    3 p) F: ~( A) P& x/ r0 K&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);8 L  l/ V5 Z/ n! B* x/ C0 z
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);1 j2 h% E$ X$ ^
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();
    6 P! ^7 Z- B- P$ H% e# L' a7 f; k# ]8 cif (cx &amp; = cy)/ d: P, x. a- k7 N" G
    &amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,! p' `; }5 O) P: Y- d. m+ Y
    3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
    - ^: x" v$ v, N8 k# m/ yelse
    5 j$ X8 i/ A# x! Z. PglOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    ( n6 `+ j7 B7 h: A3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
    5 A& D6 P+ c: P/ Z+ ]4 o&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    ; b, Q) V0 M3 P, h&amp;&amp;&amp;&amp;}
    " }- A$ c1 c4 u7 c& q}
    1 s0 b1 z$ C& z& b: s- W/ C
    - D) ?( Z3 L( `" K6 Xvoid COpenGLWnd::OnDestroy()
    / e8 N4 n+ y! b: C9 Y& j{
    ! g7 ]# n8 g1 y' i
      i. V. D. d& e" S/ KCFrameWnd::OnDestroy();8 R6 C4 f/ ~0 u3 b! Y" U
    &amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);  i+ j# p3 s( A  F" K4 o
    &amp;&amp;&amp;&amp;if (m_hrc)6 Y" h( l& d2 X( p" u8 p3 b
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);2 I( p" ~0 p) R# O& W+ f" t/ i
    if (m_pDC)5 h* R& X1 y6 |5 u4 X
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;
    # Q; _2 V7 O' N) n+ ]* S0 M// TOD Add your message handler code here
    0 h! Q# g! \2 H; T, @8 D: o. b}
    & P8 \. p1 t& @. U8 H
    * q2 ?* X& R, A* M# |2 y' XBOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)
    ( m% ?  f5 Z6 ?+ i/ H, p' k1 G{1 r( m% H7 W8 ^+ T  i- Y! n
    // TOD Add your message1 S& q2 e6 g# c! U- s
    handler code here and/or call default. R$ S; L4 T1 j& k# z
    return TRUE;
    8 M3 k4 c, ~3 D//return CFrameWnd::OnEraseBkgnd(pDC);
    , A6 X2 P5 E* S% h+ ?# q$ ?}
    7 O8 e$ M* A3 p5 O
    - t+ d7 K: l% Y6 l' g% H& \3 a8 rvoid COpenGLWnd::OnPaint() ( a, ~2 U6 w; a, r& i  L; d% H
    {
    " s* V: B+ n3 c1 R- h4 [* X$ LCPaintDC dc(this); // device context for painting0 s% U, J: C4 X& h5 C6 I
    5 ?* k$ k/ C% G7 b/ t5 E
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};
    2 m* b5 R, ]& n$ f0 m. n  F9 I2 y9 O! T) L! _
    // TOD Add your message handler code here& M4 n, r3 H+ n* o
    % Q5 I& R! o0 S, v
    &amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);, G) T( f. F0 J
    &amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    . ?* I% S5 q! a3 I) A% h: _* Y- u# V
    &amp;&amp;&amp;&amp;glPushMatrix();
    , o1 s4 u* U8 e7 X& V
    5 ?% b0 Y! O5 n; k5 F' A1 N&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);
    * i# x6 \8 _( ~2 Q3 ~2 [glLightfv(GL_LIGHT0,GL_POSITION,light_position);: l$ t' i; ~4 h( J0 J; Z; }; J; l- r
    glEnable(GL_LIGHTING);
    2 N" g1 T, w2 g" z) B$ ~& w1 yglEnable(GL_LIGHT0);
    : o3 w( G8 p3 W" l: F" MglDepthFunc(GL_LESS);* `/ h, m- h) c5 t( Y4 [4 V
    glEnable(GL_DEPTH_TEST);
    ! Y( t" g: H! p: G- I/ E6 n# bauxSolidSphere(1.0);& U2 W) R, [0 ^; ~: G4 |
    % x3 v6 ]1 ]7 z9 R) Q4 T
    &amp;&amp;&amp;&amp;glPopMatrix();
    - o4 L5 q8 d, t( y5 l+ l! i, Y- T+ c% Q9 C2 c$ K: m9 W
    &amp;&amp;&amp;&amp;glFinish();
    7 a; x$ @$ t$ R- v) j1 n' i; `* B! a( o+ p  H* \
    // Do not call CFrameWnd::OnPaint() for painting messages: Z5 h! J- Z) _4 _. ]
    }8 \- b0 b. i0 s! D# I+ j
    应用程序类的定义(SimpleGLApp.h):* a: ?2 b3 a0 y4 v
    #if !defined(AFX_SIMPLEGLAPP_H__3FB1AB297 ^/ w3 O9 J1 Z5 k: n; H
    _0E70_11D2_9ACA_48543300E17D__INCLUDED_)6 e! }1 m& n/ O
    #define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70" b) I3 c$ m/ U" r0 }
    _11D2_9ACA_48543300E17D__INCLUDED_2 {) W* }8 j" ?: N0 A

    % h* J! a7 F$ h- {: }2 w1 c#if _MSC_VER &amp;= 10006 g5 O; u9 l( a  |9 J8 K! U
    #pragma once& X" Z8 l. T2 _5 z. D) N* E
    #endif // _MSC_VER &amp;= 1000
    # }6 x, t6 I( V// SimpleGLApp.h : header file
    . e8 v% ]& K5 ~+ q& }//
    ( N$ g  R3 o: n: `3 h  [1 `#include &amp; afxwin.h &amp;
    , B3 e, e8 Q. s1 R  A#include "OpenGLWnd.h"
    ; F2 e1 u, s3 u#include "resource.h"9 a7 E, d* Q. }5 g- r% L: `" g

    1 M2 s7 @+ P8 q/ |///////////////////////////////////////( J5 s4 D) U& q! _( L
    //////////////////////////////////////) d2 Z2 C( z) j. z) z. k
    // CSimpleGLApp thread- [$ \# d. B5 ?- m) b$ j

    : N$ K" D# t1 C: T& ]5 Q; M# j# G2 Fclass CSimpleGLApp : public CWinApp
    ' V5 D! p' `# R+ D{& h: E+ D) P' E6 T4 C
    DECLARE_DYNCREATE(CSimpleGLApp)1 M# T3 C9 D5 K$ P: L$ a1 ^; ]0 G
    public:
    ; n3 R( d4 H- \: I+ GCSimpleGLApp(); 7 Q, Q6 U4 e4 @
    &amp;&amp;&amp;// protected constructor used by dynamic creation
    & X9 C9 p% Q' h. z5 v# t3 Q8 z, O! F5 K: I: Y' A0 u3 O0 \
    // Attributes
    7 c" _* U  v5 m: p$ X; p6 p, Dpublic:
    7 b- W. t% p! ^  ~5 }) H! k& R3 z  a7 A) e7 `. q
    // Operations  k; @. m8 w6 ?2 m) l
    public:
    % t  J2 R# c! {6 F
    * N6 }) _) V; A0 e. l6 R9 n// Overrides- H# Z- s3 _% E: c' y
    // ClassWizard generated virtual function overrides
    1 z2 ^7 B. k2 S//{{AFX_VIRTUAL(CSimpleGLApp)
    - @% b. N; L' Z, upublic:9 j1 j8 [3 ~9 |: b3 X
    virtual BOOL InitInstance();4 ~  N/ b9 i  x  J
    virtual int ExitInstance();/ q: f& q" k6 ]) w9 v
    //}}AFX_VIRTUAL! ]" o! o4 z1 _
    & L! S' Q1 I: u) K4 j  u( f3 d
    // Implementation
    9 ?* b7 a6 w+ Ypublic:6 ?: V) c; I, v4 e5 V0 W8 d5 R
    virtual ~CSimpleGLApp();
    ( H) c+ K  h5 y; `
    % m* p5 A6 P: l6 s- Z& q+ f// Generated message map functions" b1 I& s6 [+ C6 w: X& @7 a6 y
    //{{AFX_MSG(CSimpleGLApp)+ k& f. f' T$ I/ d, f
    afx_msg void OnAppExit();5 F1 d3 B  g0 |( U( r
    //}}AFX_MSG
    ' D+ l+ G4 a+ V2 v2 e' B7 E, i' W+ s2 P, W4 W. o; |( V
    DECLARE_MESSAGE_MAP()
    5 L, [2 |2 Y  z7 R};
    ( q" Z4 m( c( U5 d  u: X# j1 B) z5 k: Y" r) i" G
    ///////////////////////////////////////
    ) t1 [/ I& ?5 V' X6 Q6 L//////////////////////////////////////
    ! e0 p( }% t7 }% u# @. g! j. o+ m
    2 A& q" i' Q0 [. u//{{AFX_INSERT_LOCATION}}
    $ W' r3 k( C; o% W  ]// Microsoft Developer Studio will insert
    ( J/ Z9 p" m" _' [additional declarations
    ) n/ N( L8 q5 K# O6 q, x/ T7 g5 Vimmediately before the previous line.
    ' H* ]* J# K/ L* [, W- R5 O  {: n, _* g
    #endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_0 b5 U% Z$ m' K: q2 S  g
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)5 e: J1 [4 M$ r8 j% M- x: M0 z
    应用程序类的实现(SimpleGLApp.cpp):
    . F, I* N. P# W' N1 |# {) X// SimpleGLApp.cpp : implementation file: n  w/ H9 ]0 x2 Q& h# d
    //, z1 I# Q) g4 e: h3 T
    5 o% l5 G$ Y/ T5 U5 c  }" k8 H
    #include "stdafx.h"
    . s: a; \1 S0 i: D6 o#include "SimpleGLApp.h"
    / U5 v; f; r: ]4 G4 v) y#include "OpenGLWnd.h"
    + \! d) A( J) I2 W/ ?7 Y" E
    4 \8 p2 [3 d7 L: P9 T; Z#ifdef _DEBUG2 ~3 ^$ }  [# D4 R4 V
    #define new DEBUG_NEW
    , ^* ?9 Q/ @2 z/ h" D#undef THIS_FILE! a+ U2 m/ G+ ]8 b) B8 q4 z3 e
    static char THIS_FILE[] = __FILE__;* R4 w8 _% m4 O- A0 {6 `
    #endif
    ( @' H2 ]: ]% k, @; c, M% F9 d! A8 [9 _* V
    ///////////////////////////////////////
    / y  Q& \, Z3 y: v( n0 d//////////////////////////////////////# g( F  \- D! X  K) W: E6 g
    // CSimpleGLApp
    , \9 V! F8 J4 T& S. f! C( g9 [9 @/ j/ W1 f9 o" f# E1 {
    IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
    2 H' }/ s; p, j0 S" n. P/ u8 n8 h5 R: p$ Z4 B+ C' {1 K$ j$ l
    CSimpleGLApp::CSimpleGLApp()
    ' z3 k, V; f. k; c{7 P2 E0 X; X2 ?( N, T+ {
    }+ _5 S* K* |- Q; {8 `% P

    # ~. o1 }( Q/ O0 ^/ p/ \. DCSimpleGLApp::~CSimpleGLApp()* O" L  z* _$ x0 h, j! h" M
    {
      L! z1 ]/ @. o' J1 q# T$ U" @}
    , l% }! M4 V# n% i2 j& [2 Y* D# I: Z% i( p5 s! U
    BOOL CSimpleGLApp::InitInstance()
    8 H) G; c& _( @# f{3 v* ~; s( e' {; z& B& d
    // TOD&amp;&amp;perform and per-thread initialization here
    - B; [* ~9 l" |6 t2 W, ]# gm_pMainWnd = new COpenGLWnd();
    & j4 A3 u* H: [! w# cm_pMainWnd- &amp;ShowWindow(m_nCmdShow);
    - K! {8 C! o# v( Hm_pMainWnd- &amp;UpdateWindow();
    , J! ?9 V9 K+ U# I5 Mreturn TRUE;  \/ ?5 V" }* X( ?5 M+ R' R, f
    }. d: o& f7 B9 X

    " ~; I* z8 ~" ]8 {0 y1 j% G( X: Sint CSimpleGLApp::ExitInstance(), P3 L' l  u, H: L/ G, _
    {2 c! ?2 Z( m7 t8 J1 @* b
    return CWinApp::ExitInstance();  ^2 j- Z! O: R2 E5 v
    }
    * \4 F! S7 S; O6 o9 \: C1 s% C/ L3 Y2 l
    BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)
    % Q. x; |% {  h* V) U//{{AFX_MSG_MAP(CSimpleGLApp)0 c: I. ^6 h# `- x4 q# ~
    ON_COMMAND(ID_APP_EXIT, OnAppExit)2 g! E# r; U$ i) o4 ]$ U. z7 I' e
    //}}AFX_MSG_MAP
    . A  L2 ~5 q! [& a- T- _END_MESSAGE_MAP()
    0 j3 J0 b1 ^# @  J
    9 _5 j! w1 W5 F. ?. A///////////////////////////////////////
    : j# Z2 G1 Z2 C) [% U5 C" T9 b//////////////////////////////////////: ?+ O4 a/ Y  [9 z! c. |/ B" m
    // CSimpleGLApp message handlers
    7 M$ }" y& v! z2 W, q2 @8 Svoid CSimpleGLApp::OnAppExit()
    " _' e$ c! a3 ?+ H% X8 Q$ w{* T* y: F8 s0 {) \" F, R
    // TOD Add your command handler code here; P- o( w5 }1 b! B
    CWinApp::OnAppExit();
    + `; b5 s+ Q' k4 l+ L}8 T* z; Q6 V( Y, S; Z' X. a* N

    ! k! M0 z/ X' W" ~9 b" u+ aCSimpleGLApp SimpleGLApp;</P>
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