- 在线时间
- 0 小时
- 最后登录
- 2005-3-3
- 注册时间
- 2004-9-30
- 听众数
- 1
- 收听数
- 0
- 能力
- 0 分
- 体力
- 87 点
- 威望
- 0 点
- 阅读权限
- 20
- 积分
- 29
- 相册
- 0
- 日志
- 0
- 记录
- 0
- 帖子
- 6
- 主题
- 3
- 精华
- 0
- 分享
- 0
- 好友
- 0
升级   25.26% 该用户从未签到
 |
< >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 <vcl.h>5 b0 X: X) c: J+ k7 G0 d
#include <windows.h> // Header file for windows
! T. |. p* A7 u% M9 j! D#include <gl\gl.h> // Header file for the OpenGL32 library8 p( B- H# q# V/ O, ]- n
#include <gl\glu.h> // Header file for the GLu32 library
u+ x' ?9 s/ S$ C#include <gl\glaux.h> // 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 && !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 && !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(&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(&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(&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(&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,&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,&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(&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(&msg); // Translate the message, M. X6 Q" ?2 n
DispatchMessage(&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
|