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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>
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 &lt;vcl.h&gt;( b! }7 F( ]+ Y* m
#include &lt;windows.h&gt;    // Header file for windows
. l# K/ D0 h) M) ]#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library
; w9 F$ j: _2 I1 }4 u5 R7 z3 o#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library
0 y( l/ u& s2 b4 I#include &lt;gl\glaux.h&gt;   // 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 &amp;&amp; !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 &amp;&amp; !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(&amp;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(&amp;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(&amp;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(&amp;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,&amp;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,&amp;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(&amp;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(&amp;msg);         // Translate the message
) z3 |- B3 J! \, p6 |" [    DispatchMessage(&amp;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>
zan
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    奋斗
    2024-6-23 05:14
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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
    1 K0 h2 v3 Q( |4 DOpenGL API,使三维世界的"平民化"已成为必然。
    # w8 B8 y, J3 M  a" e# [4 B6 u----Windows操作系统对OpenGL的支持
    ! ?" r" q0 n. j6 i2 F----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:
    ! }) F- y: K% \, c* P----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
    ) B3 W0 j5 S7 n( z6 c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。
    5 z# k. O% E& m; I( @: T1 ^  j3 s----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。8 H. T& J( R( |# Z
    ----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。
    4 \( i. d9 t  X% a7 T1 _& }- q0 l----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。
    ; @  g! p. |6 Q& y! R' e* c0 G% 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。
    0 @/ e6 I. C: j8 f! u- y2 d8 O</P><>----用VC来编写OpenGL程序
    1 d* w* t: v4 a# `6 E0 C! p8 I. |# i% {/ `# X' U0 g; x
    ----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:5 ^6 S: j+ ]% G& A' `

    0 U  p0 n* i, e. q- t----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
    ! r# G; y/ N6 i5 d$ F; U8 Y  T5 M
    9 B/ f$ Z1 q6 P7 y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
    # o( x2 |* p9 `$ B& P2 W  e' b! H, s! }" p8 C3 Q# }
    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
    # z4 j0 G1 z- r. @  ~# w% \  j4 h4 S% U% f. g1 ^9 H
    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
    2 m: \" D! {% s  L! {+ W- u5 W0 j9 b. r/ j5 v7 M4 j5 P% N
    。
    . P/ R* Q& Q) ^, i2 a8 Y! h
    - d/ i5 U" X# a  X: z* I4 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)。
    ! z( V8 }2 T  ?. c* j9 R) j) Z6 M" o
    ----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)0 i& ]4 [; `" ~( q) D4 h
    , ]/ T5 R# Z  C9 [. y
    ----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
    $ j9 ^6 M& A6 n5 h) d' D' G% l! ?$ p; f6 }/ _
    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(
    , A* b4 W/ M! J1 m) \( v% `. N
      N- @+ y& ~8 X9 }if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC% p+ ^1 a1 I4 W2 z; ]

    $ ~9 }7 B1 j5 J. a----所附程序说明
    % K, o3 [8 x  |& ~6 a$ k; d% z# E6 P9 o5 [5 W# m
    ----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
    8 @% g3 o7 u- T* \# x0 p
    0 ]+ [4 E" _/ NMFC编OpenGL时需要注意的内容做一个简要的说明:
    ; |! @# ~4 w: v4 V9 n0 p- J! j6 m; d' m& o0 `6 z" ?
    ----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
    ( w' ]" S; Q; X. H0 I& ?& _- q: _5 r& p( H( E
    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) z) A1 V4 F; F" I+ p/ M
    : b! l; A' {" W: c* \( Q/ d
    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
    4 K  n* O0 s$ f  a' x5 V; \7 J% V% ^+ j8 l
    格。9 T# j, ]( n* t3 C
      C5 w. i6 [: G/ r; X8 m" a
    ----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
    8 w, T8 Q. S$ G  ~' v5 N- F! H+ `
    " c6 O6 d5 _$ t! v  E' a( ^  q。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
    ) v4 M6 E& J( g% w, E/ F
    - I+ W0 N% d. Q" M7 _$ _( k、鼠标处理函数都应该由相应的Windows处理函数来响应。
    $ r+ H! n6 l  k5 {4 i0 J/ I$ B5 k1 g" V. C* J
    ----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
    % T, E) y: y. L
    2 ^' {0 r1 E" q/ ~6 K,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5 B5 U% {  |4 ]1 O9 K* Q
    & W/ v  s$ D+ t! d) I+ J9 X
    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。
    . r5 n  d' `1 g- W' |* i$ |( R/ M: [9 X- b  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
    9 b  Q2 W, \, T# M6 t5 f/ [7 {; S# P9 @( G9 f4 V
    GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
    : t$ \- G  }7 Y# X; V8 J
    " W" w( Q3 q/ z4 j+ U  J----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
    ; \+ b, H/ y3 }
    ; {7 W4 B1 v, [) n7 p) Q3 A3 v5 Q----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++
    * i# w" L" A" T: @! ^6 \2 B5 E/ @, W- _# _) @/ O  y+ C7 f0 v. M* ?" H
    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
    4 z: X2 F- S! U" u
    - [. B* k9 W& C4 J& kCS_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; E  v+ L: Z: {4 {/ Z

    # `8 L) k4 `; V8 K* G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。
    , b9 C- q1 O& i# d: ]0 r; `
    ; Z( P# x  u  `5 S& R----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9 i- @) E6 q+ z  e9 E/ D

    1 O1 R8 p/ ]/ U( ^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! m8 k% @" b! A) v7 c2 g
    - }5 E* c* V: t& N9 O# N
    函数应当非常小心。
    8 w3 y  A. l" x* d
    * [9 d3 H: |4 Q5 ?----参考书籍:" r+ M' t: J. t4 S3 l
    # R: J6 z6 H6 y: N
    ----《OpenGLProgrammer'sGuide》SGIinc.
    , A; U; v5 h! @; U0 d4 T( v* M4 t5 t3 j; C" ~0 H" P* e& R: \4 n# y
    ----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
    / o1 L" `' H" }% g( |1 s
    2 \& E3 m! U  u" k----《VisualC++5.0联机帮助》$ `# e+ B7 Z2 c5 j5 g" K

    6 H+ T: w4 j2 E9 a5 X/ e2 C----附程序:9 ?4 R9 Z! ~( l9 s' w1 v. P

    ) E2 e% V3 x2 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; e" x$ [- K- T: u, @! @: p

    , c6 L1 ~, H+ @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& t3 B6 F# t1 c" o  E* p  P# ]
    ( Y* L, E7 S0 {' P  X- i" c/ H" g
    OpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。0 D7 f2 X3 P6 a# H' v4 y# x2 J

    9 p. c2 S# V. B0 Q, E9 M----主窗口类定义(OpenGLWnd.h):4 ]- R; R) L1 E$ p1 u

    % H" _+ ^. ~* N' A8 j& Zs#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70: F0 m' D$ m  k3 \( X; l
    _11D2_9ACA_48543300E17D__INCLUDED_)
    $ G! m, m( C/ ]- k#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2- {2 i9 J8 Q9 {% @& z2 j/ w8 e
    _9ACA_48543300E17D__INCLUDED_
    8 K7 G% _9 Q- m5 ?# O( c1 E
    6 q2 H* F" I' A6 G# B#if _MSC_VER &amp;= 1000
    8 }# c/ ~7 m1 a#pragma once$ s+ r: G9 z4 S+ `
    #endif // _MSC_VER &amp;= 1000
    2 d: j. Q" E+ K
    # G: k4 g2 v" J- Z# j#include &amp; afxwin.h &amp;
    ! B1 Q* o. o2 N#include "SimpleGLApp.h"
    * J' \: p" @! ~$ T8 r#include "resource.h"
    4 E; w* n+ B$ Z$ B/ g7 [// OpenGLWnd.h : header file
    9 \7 v* R, W) h1 Y- m//; Q: l0 x$ n2 u4 s3 M
    ///////////////////////////////////////
    1 f5 F  C  W: O0 M: N6 W  z//////////////////////////////////////
    # S! `' s% |: e  A// COpenGLWnd frame2 X) s  s. I1 \( _

    0 {- Y" j: u; e" z1 T+ O9 v! kclass COpenGLWnd : public CFrameWnd: K" ?/ y: g4 m1 U# F
    {" D' d, d9 I3 c# ^+ n% T8 v- a
    DECLARE_DYNCREATE(COpenGLWnd)' S- h/ S- b; J1 {$ j9 F' l) ?
    public:
    5 F  ~0 u3 }1 H, r+ d) BCOpenGLWnd();&amp;&amp;6 v/ X9 O, f! D- \( N
    // protected constructor used by dynamic creation) H0 g4 h# [7 V* P& U
    protected:6 k- o) b% e3 D8 o- a
    HGLRC m_hrc;3 L6 F7 p$ K! s! b0 A% \8 r# ?
    CClientDC *m_pDC;
    $ T( X+ ~! q( u2 s2 ^// Attributes
    8 u4 r. T( t% m' w# B7 lpublic:/ w2 h$ A5 b$ M8 g' n3 J( I" Z) K: o
    4 K2 m! W# i2 x7 m$ r
    // Operations. l/ }+ l$ W4 m
    public:0 ~9 [. c/ w, x
    % \4 o3 m" f: `# w
    // Overrides" K' A2 Z$ Y) M3 _4 t
    // ClassWizard generated virtual function overrides
    $ D( m& D0 p  e3 M* v6 X% D4 C9 F//{{AFX_VIRTUAL(COpenGLWnd)% T: _! l' e$ c+ @1 L& c
    protected:' Z! A: z& |" s' O! J
    virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);5 q1 N: B5 q- K1 r, K
    //}}AFX_VIRTUAL
      a! Y% @7 V3 f# d4 j' O
    ; g8 L% z* w: n: x5 F( [// Implementation
    6 S9 v5 C+ L; Upublic:0 X' p8 A# X+ G/ H
    virtual ~COpenGLWnd();
    % y; K* s. M. l) M  t, d& X
    4 k2 b1 G& K/ r// Generated message map functions) {. ~' P6 {  j
    //{{AFX_MSG(COpenGLWnd)/ K5 ^4 H* E1 K' r) V; B
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);4 G7 v4 k5 c& `5 q6 V  {
    afx_msg void OnSize(UINT nType, int cx, int cy);
    ! R+ C$ ^* `/ k8 bafx_msg void OnDestroy();
    ; M1 t/ m  E8 yafx_msg BOOL OnEraseBkgnd(CDC* pDC);
    * D! ~( m4 x. E) Zafx_msg void OnPaint();0 j8 E9 Y' b& z( C3 P- y. x
    //}}AFX_MSG0 U/ b  J1 M8 T% S, a- J
    DECLARE_MESSAGE_MAP()8 b7 [2 O+ D' q9 g3 o
    };, T- h( B0 E; w* ?; }3 ?/ m- l, S

    " w, v" p; p0 ~& q# M6 ?+ \///////////////////////////////////////
    3 w& l2 p% U' W/ {9 [1 m+ y//////////////////////////////////////
    $ m* y, K7 Y+ e) ~
    . n0 f# Y1 s& N1 j6 g. n//{{AFX_INSERT_LOCATION}}2 y# O6 h& H7 v5 h
    // Microsoft Developer Studio will insert
    / S3 B  A8 @2 f* c* Z/ v) q1 Z: oadditional declarations immediately before the previous line.
      ]7 i1 Z- v; J+ g8 ~. p- `3 @! N3 ?* C  }3 N% i
    #endif // !defined(AFX_OPENGLWND_H__3FB1AB28_, S/ z; [8 F9 Q: ]) T  `
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    " q+ }& w" h9 q4 l. ~主窗口类的实现(OpenGLWnd.cpp):$ S( E1 Z0 P% b* I! n9 `- W
    // OpenGLWnd.cpp : implementation file
    1 B/ m, d& G$ S% w# `1 g1 S//
      q8 H+ C. |' j+ x7 R8 W5 U) y- N% }' O7 Z0 _# ]% C
    #include "stdafx.h"
    4 {2 H2 j1 ^" o8 w1 B#include "OpenGLWnd.h"  J; |8 r. \/ t0 ^0 o
    #include "SimpleGLApp.h"' _" _- _& r6 v& _" D% i8 E
    #include "gl\glu.h"+ h0 V6 u, e( R
    #include "gl\gl.h"
      z$ y3 p! t8 q0 Y5 U5 M( L. i#include "gl\glaux.h"
    ! D" q/ m) z; ^2 S6 B5 X' T
    # L7 M7 U0 K$ y- C; c, [+ c9 s#ifdef _DEBUG
    ( o. G6 P1 t$ d. p1 d$ q0 I#define new DEBUG_NEW
    ( f. X& ?$ Z- E- W. ~6 J#undef THIS_FILE0 a8 y2 X) a- A2 j! J- u) h
    static char THIS_FILE[] = __FILE__;
    ! d. A" n2 R0 Y! k! z* L#endif
    ! j3 `0 J7 G/ u7 ]. M& x
    : k0 I; M: k3 I: V///////////////////////////////////////
    - S' d1 w" R1 f& z0 I: W//////////////////////////////////////
    6 M, d8 J* O4 f2 F// COpenGLWnd
    2 d! a! @3 F- Y5 ^
    * d5 Q( u1 S6 |# W7 n& f0 D. U  }IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)% |% T: b8 f3 `, ~0 n& h

    : q; e; t5 e) N- CCOpenGLWnd::COpenGLWnd()
    , D3 a3 Q1 r3 A# M/ K  T3 r{) ^% o. {( i8 E
    m_pDC = NULL;. J% h2 e1 v1 ~
    m_hrc = 0;0 P, h1 G4 I( g6 C. h; a, N1 n/ L
    LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW* u0 V! R- H- }- C
    | WS_CLIPCHILDREN | WS_CLIPSIBLINGS
    & W/ s# a9 r1 h  C/ B,NULL,NULL );
      \5 C1 w2 e, L" a0 ]8 N5 p3 G}
    - u0 |/ G. M/ N' W" j6 U" B
    ) o- O6 e4 x8 V  x% NCOpenGLWnd::~COpenGLWnd()  r: {5 L! J2 @3 B
    {
    & |' M0 {3 B- x2 Z}
    0 Z! p  W( n" W& j2 }8 q$ J. j* f' k9 j& |. Q/ d8 I

    . ]! F6 l& S# [9 sBEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)
    / ~" ?; E4 V0 a1 p' J//{{AFX_MSG_MAP(COpenGLWnd)
    2 I7 h8 }+ B, ]& wON_WM_CREATE()
    * e# a9 j. ?5 S$ |ON_WM_SIZE()
    / l( R  k* y2 B& z& L8 Z& Q8 GON_WM_DESTROY()
    4 J8 K$ t1 B6 Y7 E6 _ON_WM_ERASEBKGND()
    * V; G; g7 E' C( \9 ]. K$ CON_WM_PAINT()
    ; M( a8 b7 I$ t, _- ^6 T, m/ Y* x//}}AFX_MSG_MAP' k* r: R$ O2 u. c/ j* [- G; U
    END_MESSAGE_MAP()6 T$ ?7 W0 T6 }8 L. E' ^
    $ [( C) ]( y: m# ~7 n$ H
    ) H, I- }- a6 f5 G% b- Q  G
    0 V: B5 J% u5 d
    BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs)
    # s7 k, @7 y: k8 G" a{
    $ ]  e' v2 A- ]; g6 K// TOD Add your specialized( {  W8 U$ ?- _$ K/ p' ]- A3 @
    code here and/or call the base class
    ; n/ ^4 U! s/ M) C  n7 ^- zcs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |; o" T0 j3 t7 j  Y! P% k3 |
    CS_HREDRAW |
    # h7 I+ N$ j  f$ X3 ^CS_VREDRAW |2 |! q) Y4 _. Z/ w: B  L" J9 _
    CS_SAVEBITS |
    ' @: d% |( ~9 F8 t, L. j% MCS_NOCLOSE |3 K4 o0 i0 k& q! _
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC1 O7 r# N0 {" p+ y% M8 b- T
    ,AfxGetApp( )-
    9 S) N, }0 I+ @- g&amp; LoadStandardCursor(IDC_ARROW), 0 ,
    0 o5 l3 x% j* t& _AfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));. J* B; P' o5 f4 \/ O* n0 b+ Z/ V0 V& }$ M
    return CFrameWnd:reCreateWindow(cs);
    % g% p1 {; L9 r0 a  f+ _) v+ W8 i}
    4 ?5 Q! W( D% z( _) a4 ^8 H5 i8 Z( x  c7 s4 x

    0 h3 T5 A7 p* |( }int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) * z, g% S; q) G# T& e4 Y
    {7 D: l5 O& I+ u# L$ O$ \
    if (CFrameWnd::OnCreate(lpCreateStruct) == -1)$ t" e2 o5 a, K/ k7 I( s% ]7 T
    return -1;. Z! a6 g: n0 z2 k. H, t7 K

    4 f- b! ~6 u+ P- p! r7 ?/ D&amp;&amp;&amp;&amp;int pixelformat;
    ; Z! ?( z' t* z! [
    - v4 ]$ n3 x; U( ~: y* ^&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图% D2 M( X, y( P8 J6 z
    ASSERT(m_pDC != NULL);% v0 I: U5 h$ a( ~* d& i

    + T0 F5 F1 }+ M, l- vstatic PIXELFORMATDESCRIPTOR pfd =
    " A$ Y! q. l6 c/ @3 e7 V{
    ; N+ A: O3 v9 K- ^( s$ z" b) e' Q&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
    5 A/ b2 [+ B3 q# l% Y, l% i  b&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
    1 r& n- F: W4 _3 T&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_DRAW_TO_WINDOW |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support window6 i2 u7 O, n9 a+ \0 d
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
    # D3 s; P+ b5 G+ o" h&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
    " Y* O8 N2 y* 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
    + R. W+ q: ^8 `&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0, 0, 0, 0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// color bits ignored
    $ {  Z) O+ V4 k6 A5 E- G* p( z&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
    , |) E; q% g8 M; f2 a&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// shift bit ignored
    ( Y# ]% x- @  G  T4 l6 ~+ F&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 buffer0 X$ y+ c/ Q1 B+ Q5 e5 ~
    &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* ~' G6 v4 O5 N" R( d! S
    &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
    4 _5 @8 [& h$ G# A* T&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no stencil buffer
    - ]- Y8 `" p8 T&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no auxiliary buffer
    5 \4 _* q4 m& \* U& N( l. D* O4 F  X&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 layer5 O* s6 @$ t5 V- l8 b! l+ 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;// reserved
    % E  S4 q: g; I& {) X' D' I! I) c&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
    # p) f+ b( O! s+ w& l; q5 i&amp;&amp;&amp;&amp;};) _& l8 V* t) O5 z: v  |3 p
    3 z; b) s& P% e  ~+ [
    2 B$ k- l/ O4 l1 H# n
    if ( (pixelformat = ChoosePixelFormat
    - x. W, P6 s) n8 M2 K# a- F+ b  g9 u2 T(m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )6 [% R3 [: C( A5 t  v3 p) l
    &amp;&amp;&amp;&amp;{
    9 i6 _  m. E: J0 o" e0 a1 X, C&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");8 h8 {! }) K" w5 ^! h, @
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;4 @. _4 t, k% k! a) _0 L
    &amp;&amp;&amp;&amp;}
    % ~. m! X" |6 p! H, Q) z# p5 }; f: f4 r' t
    if (SetPixelFormat(m_pDC- &amp;; m% R! }, F4 B
    GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)4 |* B' M9 ~) C( U2 X( M
    &amp;&amp;&amp;&amp;{8 {: F3 M0 M6 \  [# \& n
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");( H" ~! N; D- k! C0 h3 K) N. @4 c- g
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;' B) R! ]8 N3 e8 ]' f6 J2 W+ x) Q
    &amp;&amp;&amp;&amp;}" ?7 |; T1 a% x% X) h
    &amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    1 a& s2 z/ y3 \" a2 X&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);* S0 L1 x2 e6 ~/ x% o

    ' Z2 ?3 b2 L8 s, J7 R+ ~, V$ E&amp;&amp;&amp;&amp;glClearDepth(1.0f);
    2 f% Q$ Q; g4 y1 s9 p+ p# e&amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);  p; w8 }5 R$ k, ~

    8 R' v$ u- r8 n: W  K$ q* j$ \- l8 b3 M
    &amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    , F7 \) Q- ]0 X; {+ K& @&amp;&amp;&amp;&amp;glLoadIdentity();4 q! c6 j9 ]& ^* m+ b
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);  h: [" x6 `+ `, n( c0 Z
    3 ]5 b4 [, a5 y0 i0 f5 P
    return 0;//OpenGL窗口构造成功  p9 V" n3 {) }* ]8 R3 ~
    }+ O- J- Q1 r% @* I: J, f
    ' F. Z) D2 B$ m, C7 ^6 @1 U: }/ n: |
    void COpenGLWnd::OnSize(UINT nType, int cx, int cy) ' w4 [6 Y/ a9 P0 `
    {6 {3 R% ~2 S2 p3 a2 k
    CFrameWnd::OnSize(nType, cx, cy);, k* a. W  o. m: H' H9 s
    0 H) e7 t) @6 x/ |$ b9 h" }
    // TOD Add your message handler code here3 q* E: c, P) p- U: f
    &amp;&amp;&amp;&amp;if(cy &amp; 0)
    8 R) ]: L9 @; `1 N: S: q&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    9 H7 G( m3 i7 d&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);: Q2 K% `% a% D7 l; U) z
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    & I0 J. P8 ~8 t&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();
    , t7 R% M/ _3 I1 N0 d' ?5 Vif (cx &amp; = cy)) p9 O$ f& g' @4 J0 y1 a
    &amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,. G& k8 _0 T; p. o! X
    3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);+ F) V/ f+ ?: c: h
    else0 f$ M/ Y: g: A6 A+ v4 Q* j
    glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    & ]. r5 p7 o# Y0 h5 E/ |3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);$ r* [8 W; y% |* _$ U* o
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    # s0 V2 }6 s& `9 i8 H&amp;&amp;&amp;&amp;}4 ]1 R2 t) P8 P" A( x. ]
    }
    # @3 ^# i3 C% A3 C% ?3 O4 v1 y4 k  P$ K2 [" A& \3 G1 L. b
    void COpenGLWnd::OnDestroy() 3 E3 b" A* O+ N) B3 F0 k
    {8 Y( E' n+ c- ?( M
    1 \7 |7 d: j3 {: d7 J  @+ N
    CFrameWnd::OnDestroy();
    6 T6 o1 ]9 w) z. r. Y5 [&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);
    ; n6 D" j" N% y5 \4 n&amp;&amp;&amp;&amp;if (m_hrc): n* B5 R5 s4 z% k9 Z3 o- V6 |: Y
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);0 Y" Q# `' X+ B+ G8 O8 R
    if (m_pDC)
    . v* {/ o% V0 R* o/ A6 c&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;
    9 b/ h8 T9 r# K9 f" t% x7 f// TOD Add your message handler code here
    ( q- x& H& v1 u& a7 q+ k% D: y" @}3 J9 _- l1 u% |2 M' l9 n8 A) [

    ' f! J; p. \3 G. vBOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC) & n  e' k' y& ~' i# u, L6 S; j
    {
    : t+ L6 O8 I1 ]// TOD Add your message5 I+ A+ }/ E1 G% ?; b
    handler code here and/or call default
    : P5 ]# p, T% u( I% P  ~. q8 wreturn TRUE;
    " i+ n/ f1 q  _/ l//return CFrameWnd::OnEraseBkgnd(pDC);
    : i& ~: `: }. W* f+ t+ y}) }1 ?5 H1 H  z! c. M) N; l  L( r8 ?
    . p! }' Y! W; X# z; B
    void COpenGLWnd::OnPaint()
    ' {1 j( d: A  ^7 V8 j& r2 O5 {{+ v) l8 d. Z+ s6 H$ d
    CPaintDC dc(this); // device context for painting/ m5 w# K- S: A5 `

    9 \4 Q& e# q7 }& gGlfloat light_position[]={2.0f,0.0f,4.0f,0.0f};  |& R4 N' v, E0 D/ f0 l: p

    + n' `- \* c- `9 ?' @// TOD Add your message handler code here; [- G+ U* j. \% H/ p/ _. E

      @1 a3 z& U" e2 L6 Z* m9 ^&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);! F2 v2 n1 ]* Q4 h4 k
    &amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    3 G4 n  c! o! T& S/ H5 @. |# F$ P2 M7 M/ z: X6 t  I# z. c
    &amp;&amp;&amp;&amp;glPushMatrix();
    ( S) z" o9 u# s9 {; Y  K3 u) g5 F$ s8 ^- _) i& n. o, l
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);: Q/ @4 D2 J/ B% z4 v9 v
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    * k8 l- |- j* \8 }3 HglEnable(GL_LIGHTING);
    4 o3 Y; L/ [% I0 sglEnable(GL_LIGHT0);
    # f) b4 L' B. b" P  Z2 OglDepthFunc(GL_LESS);
    / o7 D$ `" p# c" nglEnable(GL_DEPTH_TEST);' ?& V) i, A% C6 `
    auxSolidSphere(1.0);
    0 h6 B" N  p: X0 Y
    ; w" e* Q  x& d" g8 j0 m&amp;&amp;&amp;&amp;glPopMatrix();- G: ^% |5 Y9 S6 |; I

    0 ]( g( X  i1 `2 E8 y' a0 n&amp;&amp;&amp;&amp;glFinish();$ ]1 J4 M4 o0 h2 p; e
    ; O4 T5 ^3 U; U. o7 Z
    // Do not call CFrameWnd::OnPaint() for painting messages
    ' v& M9 t  r8 X% l1 f% O2 j' R9 }) D}
    0 x, u- a8 o3 t& k应用程序类的定义(SimpleGLApp.h):
    1 L2 E% i) J. I& f8 o#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
    3 V. i, z/ o0 p2 q- ?& [3 F( W8 Z_0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    $ [* _2 `9 D% q; \#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E706 }) p  r2 ~  @# K1 B. y- M
    _11D2_9ACA_48543300E17D__INCLUDED_
    + |0 b; t0 W$ m% a- @/ q8 C. ]# i7 b1 g% ]7 g: D
    #if _MSC_VER &amp;= 10006 x1 H- v" e/ G& M; o
    #pragma once6 l- i9 u- a* S: {
    #endif // _MSC_VER &amp;= 1000
      ^$ Z% P' U1 Q// SimpleGLApp.h : header file* D. W* i4 A; t7 K
    //2 b: D* |5 F9 I% q
    #include &amp; afxwin.h &amp;
    % O( P' @) S0 n! n+ Y; ^#include "OpenGLWnd.h"+ B' _/ i( o, v
    #include "resource.h"
    / T0 L/ |1 p/ H( n! q( x' q( d, `$ X
    ///////////////////////////////////////8 k. @. m/ o* T
    //////////////////////////////////////" M* u/ X' F% }- i0 T
    // CSimpleGLApp thread
    0 O8 u: \7 q' K# s0 S0 U+ V# F! z
    class CSimpleGLApp : public CWinApp
    ; w: i& s, {( E! a7 ~2 ]$ [! b{3 F' k1 h( v/ P, P
    DECLARE_DYNCREATE(CSimpleGLApp)
    # m- i# H3 R  O* g5 zpublic:
    0 @  P1 a( {; h. _. QCSimpleGLApp(); 5 D4 [7 L: k! ^( F$ E
    &amp;&amp;&amp;// protected constructor used by dynamic creation
    4 M" X8 b3 Q4 A* R3 ?6 C# Q8 Q: P; r3 s% |5 ?4 |  m5 b- q! k. ~
    // Attributes8 A+ t$ h- I- t  A" l2 h
    public:. L) N! ]$ k9 t" ?+ i3 p. y
    + ]# p1 u5 m) T
    // Operations
    2 |- M4 q! s& y7 Dpublic:; q) d' U) @1 ^/ r1 l3 T

    1 d4 O  I+ P' E// Overrides
    - z: |. A7 y, g) o// ClassWizard generated virtual function overrides
    & X/ t& O7 [1 T, L3 I//{{AFX_VIRTUAL(CSimpleGLApp); k$ v6 J% J8 }) q1 W) G1 b) s9 O
    public:
    : [  }% i/ _+ J  G" t' s3 q* Xvirtual BOOL InitInstance();! w: M$ U9 B8 Z/ f& z* \
    virtual int ExitInstance();
    ! M; u! E  p7 M0 u9 ^: Y' |//}}AFX_VIRTUAL
    8 e1 e( K7 K+ C- t& I/ I1 y) a
    8 k: m+ g, s) N0 r8 r5 S  X+ ]$ G# j( L  h// Implementation
    ' k5 G6 ]) Z/ C! w- qpublic:
    1 I4 [" B. Z( K# C) b9 N+ svirtual ~CSimpleGLApp();
    ; @4 t$ Y1 k2 N  W7 b2 j  y8 h9 X2 M; D& L) l$ c0 I2 K
    // Generated message map functions! x4 Q8 }' K- y/ R
    //{{AFX_MSG(CSimpleGLApp); H: I/ I8 ^7 P& r. T! \& p
    afx_msg void OnAppExit();/ c, b4 k$ m3 ~5 x( e
    //}}AFX_MSG
      k1 i" S" L* X: S- s, ?
    ( r1 }0 w) H2 o  ?DECLARE_MESSAGE_MAP()2 j( c" `3 d# a2 k' T7 T
    };0 ^. G% D; x, v3 L; O  ?/ M1 Q5 }6 ^

    ' F9 e9 P0 D1 t///////////////////////////////////////" o& h* b+ M* b0 _
    //////////////////////////////////////$ T6 h. \. k) z
    ; _7 V! n5 O5 }/ O
    //{{AFX_INSERT_LOCATION}}
    0 h- h: m. x0 ^- O4 b// Microsoft Developer Studio will insert 4 ?7 v; t) N8 B7 [7 S/ j5 s8 A: i
    additional declarations 3 z* r6 e- I/ Q( U0 y% {' ~
    immediately before the previous line.8 E0 c5 a9 A9 i0 c, S( b$ Q  f

    7 t3 d2 Q4 x  N+ E( ]. v#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
    8 S3 E6 A6 a8 x  @0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    0 k: {7 ~5 b2 `+ W  H2 g应用程序类的实现(SimpleGLApp.cpp):( J" v7 G# h7 S6 J& r' y& {
    // SimpleGLApp.cpp : implementation file
    2 w1 r. |9 ~$ w. X+ S* U//
    / O7 O) Z# ?$ J- t7 M" H, p( s' f2 s
    #include "stdafx.h"* M! K7 m: q9 [' c+ s; j
    #include "SimpleGLApp.h"' d; C5 M: Q0 U% R& S2 c. z% ^
    #include "OpenGLWnd.h"
    : s$ ?( ?1 v7 c; k4 S. C
    , z( ]) n) l7 M- \) V, Y: K# f. g#ifdef _DEBUG2 Z3 t% m7 g6 B
    #define new DEBUG_NEW
    + R9 l- S8 H; |- q  A8 F#undef THIS_FILE% _1 ^7 t& n$ u& I
    static char THIS_FILE[] = __FILE__;& y) a3 H; Z9 Y" p) K$ T" k/ L
    #endif
    / v9 L2 O) `" G* B! X) N4 f6 N7 ^% j" w4 l$ V1 V2 T
    ///////////////////////////////////////8 ]8 g: u% V' N  k- |0 l- p0 ~* V$ e
    //////////////////////////////////////: i2 \6 L+ U( I4 X$ D9 o
    // CSimpleGLApp9 d+ K. }+ P) h: M7 q7 x( a

    % ~; o. U& w7 yIMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)& X6 c% G/ Y8 e8 ]- w; R- @' ?
      n, r% n* ]/ @& ]
    CSimpleGLApp::CSimpleGLApp()
    - [  z3 O/ Q0 ^$ p! T{: |! `2 I5 v: N: R4 @: F/ ~3 j
    }0 x: ]- \% M5 x6 ^1 J

    ) e; c/ M8 Q( \" ^- G0 n8 `8 y' [" ^CSimpleGLApp::~CSimpleGLApp()/ ^7 P7 j% d8 k1 ^% R$ i
    {% X! c8 q0 P- {& |
    }  @4 a1 _# H0 _/ i8 i3 m
    ) P+ q& @' u6 C7 s3 l
    BOOL CSimpleGLApp::InitInstance()
    6 |% ?* X4 }; f' {{1 _0 L& n# A% b  x0 _* V
    // TOD&amp;&amp;perform and per-thread initialization here
    4 i( e: ^' N, ?# A" @m_pMainWnd = new COpenGLWnd();" F: U) I  Z% L$ K% ?4 r
    m_pMainWnd- &amp;ShowWindow(m_nCmdShow);; I  N- B& ]1 `) C2 F0 d
    m_pMainWnd- &amp;UpdateWindow();
    5 d+ w4 R; J! ?  y7 Jreturn TRUE;6 |+ H. `( E$ H, [! j" {+ j  Y3 R
    }8 T: c* o3 E- i% c

    1 R. s* ]" w, s: yint CSimpleGLApp::ExitInstance()
    8 \2 n8 l# e( v1 ]& U{
    4 A1 B0 R! G$ G0 Yreturn CWinApp::ExitInstance();
    ! F' x( T+ o0 W4 x4 R5 A}
    * C  V. w$ ~- M6 d* j' B
    + _2 K) \5 L# Q4 VBEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)+ t5 i4 u) W2 ]
    //{{AFX_MSG_MAP(CSimpleGLApp)5 I+ J  m. h4 h# p& f& h
    ON_COMMAND(ID_APP_EXIT, OnAppExit)3 J7 Z/ |- w" f0 x4 z$ V" x; m
    //}}AFX_MSG_MAP
    & b# H3 h, I$ e3 o% @END_MESSAGE_MAP()* E# t, Q8 }8 k+ d& y7 \
    $ ~, a9 q# j! ^: J6 O1 E2 p/ |
    ///////////////////////////////////////
    & {- l! z4 g' Z& ^) R0 x5 a//////////////////////////////////////2 ?- I; ^- G6 y; G' t8 }8 N8 e
    // CSimpleGLApp message handlers8 ~8 {5 m( ?: V6 j# M5 A
    void CSimpleGLApp::OnAppExit() * m  d' ]$ E! r4 }" z* V) D
    {$ q/ q9 x6 @! `+ Q  d: G
    // TOD Add your command handler code here
    5 h, U- H0 Z- F  ]8 h- B# O7 pCWinApp::OnAppExit();
    5 y; X! F, l9 w2 ?9 ~2 @9 b}* }- F& E- }( U; m+ k& d6 _

    + Y( r5 d2 V5 p: H  xCSimpleGLApp SimpleGLApp;</P>
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