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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>
3 r  U) |  F: O& J  |$ `<>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>  U  [+ F* u3 j
<>//---------------------------------------------------------------------------</P>
5 ^( }% o$ p% h% |5 Y<>#include &lt;vcl.h&gt;
8 ?& Y% u& Y: }8 z0 w. _#include &lt;windows.h&gt;    // Header file for windows
, X. l0 d6 T; ]) s+ F#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library1 T, f5 L/ H2 E+ @3 A
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library/ Z4 b' R/ o' D
#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library% Y4 L/ O$ W* Q- J9 n
#pragma hdrstop</P>
. R5 u2 c8 E. d/ G<>//---------------------------------------------------------------------------
# J( @9 R& u1 B0 G1 R+ Q8 c  D1 A) {#pragma argsused</P>
* Z) j+ f* f) R* g<>HGLRC hRC = NULL;               // Permanent rendering context
6 X4 r% X# Q7 w' A+ D: L1 GHDC hDC = NULL;                 // Private GDI device context
! w; @: ?/ b& q$ a( N8 s8 {1 qHWND hWnd = NULL;               // Holds our window handle& Q3 n8 E' n' B# l" n6 p  y" Z
HINSTANCE hInstance = NULL;     // Holds the instance of the application</P>, ^* v% ]8 e2 V# @- C# {8 m' F
<>bool keys[256];                 // Array used for the keyboard routine& Z5 s& z0 L! O: Q  }% }
bool active = true;             // Window active flag set to true by default" f: Q+ r7 I6 c( g
bool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>
7 V  W0 o" o7 |, O<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>& c! H  E8 C, i/ L4 a  k' X! N7 z
<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window
4 E7 W. E. ?( |* o8 ]{6 {: |) o6 ~# X+ I
        if (height == 0)                        // Prevent a divide by zero by
. s% X; ]7 w% ?( k! ^4 `% m& E        {+ E' ]& `8 w2 x5 v
                height = 1;                     // Making height equal One
- E) N) s" U" F: ^% M        }</P>- W. Z8 w: i% v
<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>7 M3 D! M+ |. d$ A$ \
<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix
3 x8 z+ {" e- ~" D3 Z( z glLoadIdentity();                       // Reset the projection matrix</P>
  Y$ F; W2 x2 J; v* D<> // Calculate the aspect ratio of the window7 o: \7 q" N' [, E; ?! J
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>+ v% U9 j5 x, F
<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix
! G- G8 g' `9 o: N glLoadIdentity();                       // Reset the modelview matrix- N  i, e0 F9 k% _* z# H( I+ r  \% d
}</P>- J, O1 Q3 P+ V6 d: k9 a, e
<>int InitGL(GLvoid)      // All setup for OpenGL goes here
7 D/ D5 R! {0 C+ |{$ C6 Z% _/ r. V  O% z9 Y
glShadeModel(GL_SMOOTH);                // Enable smooth shading; ~8 h4 ~- ?- n/ g' h
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background
. }# p2 ^7 p" v- J- o; D7 y9 F4 k glClearDepth(1.0f);                     // Depth buffer setup/ ?3 z+ S" o0 j7 H+ l3 \5 ~# y& L
glEnable(GL_DEPTH_TEST);                // Enables depth testing  q+ _, A5 b  ~
glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
. j; y- {$ z* j1 U1 m1 @ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations" l5 P7 E/ O5 e6 |& c1 A% O
return true;                            // Initialization went OK2 i' o/ U% K/ r& A
}</P>
2 d1 r# ~& r. W4 h- j" y9 a7 o<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing8 F! Q7 g6 M+ k: z9 w
{
/ `" k' F. v; R$ Z" G glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
  |1 Q& J4 d' ~  }3 H7 S glLoadIdentity();       // Reset the current modelview matrix
& ~/ ]# I9 S2 ~7 y# ~+ ~        
. q8 K6 j! j) k+ o8 B) y return true;            // Everything went OK
; v5 y/ x9 N! ~3 E4 |}</P>5 G" t% a5 C- h  s
<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window. \& _# T$ D" x$ m! \
{' U# f! [% `$ b2 O. P: u; h% q
if (fullscreen)         // Are we in fullscreen mode?, P: Q8 U, J& _9 d
{" m1 y! C7 v: Q& C/ A, u4 w+ R
  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop9 ?$ M* m3 N) t
  ShowCursor(true);               // Show mouse pointer
. G' t% E  v3 B  P% T* ~ }</P>
6 b4 D) B: c0 Z) ]# Z& a<> if (hRC)        // Do we have a rendering context?
5 s1 m4 r# p3 l! Y2 P {4 F+ I  a$ F) R' C$ J5 U
  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?
" o5 C/ x' X3 {4 _; i, l2 i5 e& s, h  {
1 r$ ^( ?  M4 K* w3 e2 s  g8 U   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);' z; K- z7 f& e6 z
  }</P>! ^5 Y% R  g) P; A2 i) {  ]3 K
<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?
0 X+ a" `# u! c5 e4 f# @  {
0 [: R! I, t3 _. U$ U2 j1 v   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);( ?# |8 t. n9 k! p- b
  }
+ O3 ~0 U$ e8 A6 z& A( s  hRC = NULL;             // Set RC to NULL
6 o) D/ y' b+ p( h$ w. i+ E }</P>, J3 Z1 J, L/ b. t0 z
<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC- }) \1 z% Q2 g
{5 H+ y3 K0 m# V/ P8 S7 Z" M
  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
0 F! M1 D3 l5 K3 U8 s: o  hDC = NULL;             // Set DC to NULL
. i- c/ b, k, x. R# @4 M/ R }</P>
+ i3 m& H9 T$ u7 f( o& Q<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?
0 \) o7 |5 p* u5 @1 | {" }  r8 f, A7 G5 q* r* ?
  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
" f+ a" D8 O5 D, @/ ~  hWnd = NULL;            // Set hWnd to NULL
% E% M) m+ Y8 ?/ i, [ }</P>! j5 m$ l$ I+ q4 m8 l: d
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class
' a7 o0 O: b& y7 [/ y9 y9 O( L {# ^2 H% k$ _* y; B
  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);: l  F8 z6 p8 b  [! X5 `' A) q
  hInstance = NULL;       // Set hInstance to NULL
; i0 V# c$ i, m4 l, `1 q8 H }
1 r0 B# u& S# q3 K}</P>
0 |  U% Q+ i* x: Z* z<>/* This Code Creates Our OpenGL Window.  Parameters Are:& V6 I: _$ {/ l
* title   - Title To Appear At The Top Of The Window
  {/ r- B- ^3 E5 U4 |& C' w * width   - Width Of The GL Window Or Fullscreen Mode
- Z1 ^* l$ N6 t/ @4 `/ @ * height   - Height Of The GL Window Or Fullscreen Mode0 ]/ O. o, e, B
* bits   - Number Of Bits To Use For Color (8/16/24/32)) p' ?3 S- q- `; k
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/: A! `8 Z/ u) g- f, S8 M
' u1 c: y" R: M; `- t% x
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)  ]) Z$ G8 h* v" b8 O/ Y" n
{
* k; Q; k) {, Z* Q+ R0 K( J$ \ GLuint  PixelFormat;  // Holds the results after searching for a match
" U" N9 v  B) U* D3 W. X3 K WNDCLASS wc;          // Windows class structure+ y) [5 x# \9 L! v2 B
DWORD  dwExStyle;              // Window extended style
$ \; f9 A8 D. X! p; B! a- v DWORD  dwStyle;                // Window style
2 a7 c: I/ {, k% j( x7 ? RECT  WindowRect;             // Grabs rctangle upper left / lower right values4 z  d% c( E( W7 Y1 x5 w0 C( H7 E
WindowRect.left = (long)0;              // Set left value to 0
4 o6 V4 i" a6 l" S7 t WindowRect.right = (long)width;  // Set right value to requested width/ U: x: m4 o. o9 N' D7 N! m
WindowRect.top = (long)0;               // Set top value to 0
$ z  j4 R7 Q* @6 ~+ A- b  L WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>
$ Q& D5 O+ Z, V<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>7 c- |/ N$ r( N: ?# V
<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window  M$ `  [/ s, a: ^3 b( D, e! J
wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window
! w$ d9 v4 h: K0 T. s wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
6 E9 {9 l, E, X( ~; ]0 G5 f wc.cbClsExtra           = 0;     // No extra window data
4 L3 s0 T. C8 J! k# \( A wc.cbWndExtra           = 0;     // No extra window data, T' d$ O9 B# q2 c' r+ d. ]
wc.hInstance            = hInstance;    // Set the Instance
4 ?( a9 @0 \$ u+ z wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon
7 x( q0 y" k9 A* _3 B wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer
$ \& g5 i) G) U wc.hbrBackground        = NULL;     // No background required for GL
, _) t2 i  n+ G( y wc.lpszMenuName  = NULL;     // We don't want a menu
) ?8 @- C6 I( ~" U) Z wc.lpszClassName = "OpenGL";    // Set the class name</P>
, I. z3 q8 q: q7 v" G0 g) P<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class3 n. U4 N2 C: ]/ r5 `. @
{
. z% R8 L1 G) H( C1 g4 s  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
7 o% p! `- _& k1 @, T<>  return false;   // Return false
) ?3 W7 L& I5 [# ` }# N0 @* \  i* m) U2 X% B

! _! [! r* i/ `* }, h" o3 H if (fullscreen)         // Attempt fullscreen mode?
+ f% T& N2 h$ U) g: [ {
$ v8 d! G2 H$ [6 H' |  DEVMODE dmScreenSettings;                                       // Device mode; q( Y1 I6 d8 `9 N7 p
  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared2 O; O5 ]% `& a) d9 p
  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure
$ _, E0 Q9 E) C: r2 W# K  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width
# c) c, x3 h, [9 q5 T! i( Y0 z  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height
" i) ]0 U; |% L  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel' {2 ~4 L; N2 D& k- N2 N1 C  F2 ~
  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>
4 T0 s( X' U7 M: Y, `3 h<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar./ B& W0 o; g& {; \* @: a7 B/ F
  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
9 ^% D& H3 n: F  {* I  ~. n& L* ]" f
   // If the mode fails, offer two options. Quit or use windowed mode.% E) a& w2 p+ i% ^+ j- K
   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)
' j( @/ [3 E# t" E8 C   {3 x7 X8 i; t6 o" D* q
    fullscreen = false;       // Windowed mode selected. Fullscreen = false
$ g$ g1 V, [9 R9 h   }1 X/ q1 B3 n0 j" `' k6 \: s
   else% |5 z" \* \, A, U/ b3 P5 g
   {1 [- n( z' M$ i  C
    // Pop up a message box letting user know the program is closing.- Y& Y3 W( X# m( H: f1 e
    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
! z# O' z# |: {- D8 N' x    return false;           // Return false
5 I9 z7 f: Y& O; ]# ^6 V   }
6 c& \& J" t. o5 p  }
# z* w. @6 ~' U4 y5 e7 j1 J }</P>
( j5 S4 y. l8 t: r$ `) Z3 l: R( {<> if (fullscreen)                         // Are We Still In Fullscreen Mode?
) e6 ]: }5 i/ G& D$ l {) h. b, j1 Y+ ^5 {; X4 F8 b8 t& I
  dwExStyle = WS_EX_APPWINDOW;    // Window extended style2 {8 I6 t& ~) O1 r- |" l! T2 k) U
  dwStyle = WS_POPUP;  // Windows style- f( m+ C- T% b7 x: T. D- p
  ShowCursor(false);  // Hide mouse pointer
. [3 t$ c4 j7 V% ?" ^ }
* E4 ]5 B3 d7 z' p else7 F/ F" i. Z; w/ q
{
) ]& I8 a2 h( K) y" ?8 C" x  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style
  i3 C  P# P6 h0 L' W  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style; X" T5 ^8 T6 V( N) W
}</P>
7 N! g) S( k8 }( z# x& y2 V<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>
$ g9 A: F1 D. b6 k' ^<P> // Create the window
7 L" {' e  I2 w( `* |& L5 b4 a if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window0 b, ?" \' Y7 y& V1 C% k. M" u% c0 _
                "OpenGL",    // Class name
  W7 b2 S7 @+ p- K: Q' F6 \) P: c  title,     // Window title
$ u( A  @0 R* N; P, }  dwStyle |    // Defined window style, F) ], W" A, _0 r7 ?3 U
  WS_CLIPSIBLINGS |   // Required window style
/ G) S0 H' X/ c2 l) C/ a0 U  WS_CLIPCHILDREN,   // Required window style# C6 [! U( A- R7 q! D' x
  0, 0,     // Window position
: x5 \6 m/ D" q, f' [3 L! K  WindowRect.right-WindowRect.left, // Calculate window width2 A" h+ }8 ~6 Z+ h2 N
  WindowRect.bottom-WindowRect.top, // Calculate window height
! {4 T  y4 Q5 n) K  NULL,     // No parent window
7 g: D4 Q! R7 v# l/ V( Z$ t0 V  NULL,     // No menu
# P$ Y- D( }) B! w7 `& X  hInstance,    // Instance( g, l0 ]% n8 o0 K. ~
  NULL)))     // Dont pass anything to WM_CREATE
+ u% \$ B2 s; L! y, c8 S7 ~ {
  Y* ]8 e* `; j5 `  KillGLWindow();                         // Reset the display  P. [2 @# D' ]! E6 S1 J' I
  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
3 c2 }* G  M  v% c& T2 D  |  return false;                           // Return false, I3 _6 q. \* m. [
}</P>- Y- _/ |0 ~; x8 S0 o1 @1 A3 {- h
<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be- M  G- b4 D9 }: e
{2 m( H3 H+ [$ R3 _6 ?
  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor: n! M( E# H1 Q  g! f) G
  1,     // Version number% R2 t, W- h$ X) }, L  X1 k
  PFD_DRAW_TO_WINDOW |   // Format must support window
, I. K. Q- E) m3 h! B' b3 S  J8 i, W  PFD_SUPPORT_OPENGL |   // Format must support OpenGL  v$ p( d5 ~. o% w& H4 ]' M
  PFD_DOUBLEBUFFER,   // Must support double buffering/ F0 ?- {' L2 v- S) Y; M" C! \
  PFD_TYPE_RGBA,    // Request an RGBA format4 \$ [' c' l; T
  bits,     // Select our color depth
( v2 [8 y+ |# M; Y: A2 i$ v  0, 0, 0, 0, 0, 0,   // Color bits ignored' I/ \- s2 R$ g
  0,     // No alpha buffer
3 d6 y6 H# c" J+ t  0,     // Shift bit ignored
. l3 }7 q9 q) i! Z* i; P& {' s  |  0,     // No accumulation buffer- n1 _% }* F+ z0 [
  0, 0, 0, 0,    // Accumulation bits ignored$ }) s9 H0 n8 A7 G1 ^7 R
  16,     // 16Bit Z-Buffer (Depth buffer)
, ~, V! l- D- E- ]  0,     // No stencil buffer
- N: v+ U' V3 m' \0 F  0,     // No auxiliary buffer
9 V# k& Z2 d! \. x, |0 b3 y" d  PFD_MAIN_PLANE,    // Main drawing layer
+ i, y* ?9 J7 M$ y  0,     // Reserved$ @2 s0 t" K* A' L) E
  0, 0, 0     // Layer masks ignored
" b3 ]3 Q+ G8 r0 ? };8 p7 P+ J3 q/ l5 D6 l

; S4 N1 L* U3 y if (!(hDC = GetDC(hWnd)))         // Did we get a device context?
: m: Z4 Y' i+ b {
. j5 e# J- _6 W8 y$ D  KillGLWindow();         // Reset the display0 Y! C6 o) L4 I0 z) p
  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);" g6 D+ W; [* n3 _$ d; k) K
  return false;           // Return false/ N% r& C2 n1 @) Z
}</P>
$ `) D( q3 L% q3 Y; Y6 y* W+ C<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?9 `, d+ F3 W) f7 n* g- ]4 o
{
* J# k% y* j/ g9 k0 x  KillGLWindow();         // Reset the display
9 {& g% ~, G- M; {( V3 A  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
3 h# Q" }: l. @# Q$ i5 P  return false;           // Return false
1 `* b* p, _2 h% L6 h8 ?- E" r- } }</P>
2 ^( B4 j6 v3 A: `/ q3 |<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?+ j' z2 k1 C3 H( f. O6 U8 t' r
{% O: Y9 E* D1 m- q" h+ J; r
  KillGLWindow();         // Reset the display
/ V" ^) Y  x! n) d" ?! W2 q5 j" {  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);9 S& s, i2 {$ A
  return false;           // Return false2 Y! c3 b# U! P/ U3 {
}</P>
, J4 ?3 v& h+ ?0 R& c; f* s<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?2 O% k; j8 n" T; J
{
, T. z8 K; s$ w. w: `: K3 i  KillGLWindow();         // Reset the display# u+ x) P' O0 F( Y  i( C- S
  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
! ~4 V- X  a0 n/ H: {/ E1 k  return false;           // Return false1 Y3 ?, t- k. `  m: c6 l
}</P>
( {% Q! a9 z3 \' H4 r9 x$ Y<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context
: a) U+ w- e- e- S3 z% O7 D- e6 i {
9 r* s' {+ k: d8 p! x2 q" L  KillGLWindow();         // Reset the display0 g; H- e6 D0 s0 v# r
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
% |1 J* z1 Z3 z, q+ ^4 L+ g  ^" M! f, h  return false;           // Return false6 S6 \; }  h2 r$ A1 y6 v+ H
}</P>
% J; W" t  G3 k6 G* z0 i$ k<P> ShowWindow(hWnd,SW_SHOW);       // Show the window6 F6 L3 R/ m. E, |8 [9 G
SetForegroundWindow(hWnd);      // Slightly higher priority
5 S8 q4 J# m' Q: m; }5 e" S SetFocus(hWnd);                 // Sets keyboard focus to the window" P% @! L9 e7 L% d7 A2 G9 _( i$ J
ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>
5 B& S0 J( I1 {& ~<P> if (!InitGL())                  // Initialize our newly created GL window
3 L- }: J$ c/ H. ~6 g/ N {/ R7 v$ t$ W- Y
  KillGLWindow();         // Reset the display
/ Q" I  w- [, F! p! H  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
! G' ~+ g5 K+ Z6 q+ Z2 E) p  return false;           // Return false" ^9 m" [* F% b2 z
}</P>
9 @- d2 D2 A5 g( e2 [<P> return true;                    // Success7 L0 T% L& O$ u9 u# _  W0 _
}</P>8 R6 p! [3 H: @! R0 J- T, ^
<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window* w0 W2 q4 w- Z0 t/ Q- k+ R+ x
                        UINT uMsg,      // Message for this window" m! `) z* z& o: c; R, }1 D& w2 N, Q
   WPARAM wParam,  // Additional message information- `; {" N6 ^" B
   LPARAM lParam)  // Additional message information
& a& B: A8 ~, k3 ~3 A6 _2 _: X{) z9 H* _1 X: c/ S( `/ j3 X5 W
switch (uMsg)                           // Check for windows messages
( K* l" R7 y$ a. l$ ] {
) b# J# f, H! Z) N2 Z6 z' [6 L# ?  case WM_ACTIVATE:               // Watch for window activate message3 d" I3 L2 ?% G# X5 _- m& W# E/ S
  {3 S8 m0 R4 D  @& d+ T
   if (!HIWORD(wParam))    // Check minimization state
' K1 h: t1 l" a5 D   {
. ^; ~1 E/ Q; z9 X+ ?& R    active = true;  // Program is active" Y( ]6 s" ?; F7 H6 p: M& X
   }- r( e8 h3 c" z5 X& q
   else5 C% }4 w: B3 Z! T" h7 N
   {6 W: {1 h6 Z  ]3 A9 b6 N4 \$ y" B
    active = false; // Program is no longer active4 n1 s/ r# \/ b. x+ W
   }</P>
% P% l0 v+ T$ p  S; q<P>   return 0;               // Return to the message loop4 H0 A* n2 ]6 e  h
  }</P>
, Q8 V  ?; E  f4 k7 A<P>  case WM_SYSCOMMAND:             // Intercept system commands
- h% i) v. f# W  {
/ ]1 \( P8 J; y' s$ @   switch (wParam)         // Check system calls
, [* p) O7 g9 a# o1 {. x   {' l/ D$ z9 Q1 S8 Y9 f
    case SC_SCREENSAVE:     // Screensaver trying to start?$ |  |6 ]8 k% ^) y# K
    case SC_MONITORPOWER: // Monitor trying to enter powersave?% F* D' V8 d" v: D8 }8 w
    return 0;       // Prevent from happening- h$ T9 Z4 X, `. a, v9 u/ Q
   }4 u* _7 T( T! H' D
   break;                  // Exit
  S! C/ b5 f; e  }</P>
0 N2 M* `" A6 x2 s* C<P>  case WM_CLOSE:                  // Did we receive a close message?
$ v7 c$ C( ^$ a& |5 P. O8 Z  H  {
7 y( n" t: J- w8 m   PostQuitMessage(0);     // Send a quit message
) ]% R& ?  q4 Y   return 0;               // Jump back
/ T5 L1 X) a! j/ C# [/ a  }</P>
4 P* I9 s+ [: i1 g0 w/ \<P>  case WM_KEYDOWN:                // Is a key being held down?
1 d$ {9 q* Q3 r$ \4 a  {
! c$ m1 m1 f4 X& N7 r$ q$ C   keys[wParam] = true;    // If so, mark it as true& }3 |2 L2 i4 c
   return 0;               // Jump back/ h3 R) z! ]) [4 J: [+ x- e
  }</P>
: J- ?) d% ?: v6 r<P>  case WM_KEYUP:                  // Has a key been released?
; ^+ h8 {4 g( u. N4 F& A( m  {, y3 q0 ?9 R4 X; c) n. ?/ d: t
   keys[wParam] = false;   // If so, mark it as false
. M$ B8 Z3 q; G  I$ F& q. j   return 0;               // Jump back3 i3 L% O$ q* m6 a
  }</P>
; T7 N- R8 Z# j& p<P>  case WM_SIZE:                   // Resize the OpenGL window, V3 Z) h* i4 D
  {, V' J! W+ t  d& v2 S$ k3 k: X
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height
, D2 {' K" p' {6 i8 d( G5 c( }   return 0;               // Jump back" F1 F2 v; s2 S5 x/ ~
  }
1 u+ C* D' r# |5 `' S( f% U( S }</P>
7 n) m2 n9 {' P<P> // Pass all unhandled messages to DefWindowProc
0 n- g' v1 c; c5 L, Y7 q3 z return DefWindowProc(hWnd,uMsg,wParam,lParam);
: C9 m  i  F  i- M+ D}</P>
' \; ^: R7 G+ V# }' s/ i4 B<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
& z' }9 V; G; [$ |( f7 c, n  y{
6 @4 t# E+ ~4 C* G        MSG msg;                // Windows message structure& t( J6 D- j, t' n: z: Q
bool done = false;      // bool variable to exit loop</P>
; m' p( p9 @4 ?  z9 t' c<P> // Ask the user which screen mode they prefer
$ N  C% k* w2 Y7 y2 ` if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)
7 u9 l% {7 d. {  ^  x: U {/ X) b1 A( l! K2 {: W1 [6 A
  fullscreen = false;       // Windowed mode. Y2 G+ M" x0 k; ]
}</P>, p( g/ L* ?7 Q/ C3 `$ E
<P> // Create our OpenGL window
' z( i7 U4 ?8 y- ` if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))) D* W1 f7 K# y/ K2 H% c6 W
{
# t  Y5 I- o& n6 w+ v  return 0;               // Quit if window was not created$ J, ]9 S# Q" I
}</P>; V: J7 A. M7 I
<P> while(!done)                    // Loop that runs while done = false
' e- W4 `& S' Q  |0 G( @1 O {! R) S) i6 s* w/ Z2 H8 j! \( I3 @
  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
6 {4 ~8 S% l: S" l) Z/ g, T  {
1 F/ O% O, z5 y. K   if (msg.message == WM_QUIT)             // Have we received a quit message?
: _% x9 X9 ]; F; s1 N! q6 }: {2 O   {
* C( j" e! }( q; w0 M* g    done = true;                    // If so done = true
- K8 T9 Q( U+ w- f/ h8 p. a2 w! ]   }
* A. k. P; i) L3 z+ N, C   else                                    // If not, deal with window messages' e2 B6 m+ X0 y1 q8 z
   {2 d4 y6 B9 X: ~& @" |: n3 z
    TranslateMessage(&amp;msg);         // Translate the message; a. u3 q8 R0 s* N# Q" [( e
    DispatchMessage(&amp;msg);          // Dispatch the message: N- ^  j- c, t$ k; X, ~$ v* t
   }' ^3 g3 @  o( w+ t
  }% M3 M& I: y0 Z2 C6 _% k
  else            // If there are no messages$ |  z  x) N5 @  v
  {
( ~( P: y1 Y  z( M9 C+ M# H# [   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()# ^) p* m, W5 y/ S& v1 S
   if (active)                             // Program active?
" r7 {# C3 s! M2 ^. e   {7 y/ C6 B) V  n! N$ Y
    if (keys[VK_ESCAPE])            // Was ESC pressed?
1 u( D& G! v  S7 a+ |9 S' \+ b! a    {
+ r( M  ~. h8 U+ K# r7 S     done = true;            // ESC signalled a quit
; G7 [1 Q/ J6 Z! W, K4 ]& n2 W' u    }0 a. G# G% x0 V) ]" S
    else                            // Not time to quit, Update screen  ~" E  _" G0 w( ^! Q2 F, K3 D! C
    {, O! E" M+ [+ w
     DrawGLScene();          // Draw the scene: T# d- @) ~( R; ]% v
     SwapBuffers(hDC);       // Swap buffers (Double buffering)# ?! z! ^2 B0 r# v2 `" l
    }
8 k1 b  m8 x8 f9 [+ e1 j. b# W5 I   }</P>
* U4 w7 t* f2 y2 S6 c- m8 U! n<P>   if (keys[VK_F1])                        // Is F1 being pressed?2 B) P) d4 K5 _4 @
   {
" u8 O( |; l  n# u6 Z, o8 c8 G    keys[VK_F1] = false;            // If so make key false
$ M/ Y$ D- Z) o0 e3 q2 A% S; E    KillGLWindow();                 // Kill our current window- j( t. @5 |5 s3 [7 X
    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode/ V; ]/ }. K6 u% d( Q
    // Recreate our OpenGL window
7 A: \; ]9 s  Q2 v# ]  b    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))4 Q0 T8 ~5 ^# Z# j  y8 H: l4 Q4 O
    {: L- c; b4 {6 [, S: A' z( g- S
     return 0;               // Quit if window was not created
/ C! Z$ \# b2 ~6 Q! o3 W# o    }$ f0 }' ]( p2 B
   }
# M6 g2 X( A$ n  }1 \# N2 Q) H7 U. C
}</P>
& ~! M& P8 ]% t5 |( K! ^! f  K<P> // Shutdown/ B, l( P' {0 I# T( `) V. {3 N2 J
KillGLWindow();         // Kill the window  W( }4 n) O) m
return (msg.wParam);    // Exit the program6 x. q; h% h* E
}1 Z- u, M7 m% v! c1 t
//---------------------------------------------------------------------------</P>
zan
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    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
    8 ~5 p% Z/ B" L  w: i' OOpenGL API,使三维世界的"平民化"已成为必然。+ ~/ R% \3 n: ^% F( ^$ r- H
    ----Windows操作系统对OpenGL的支持
    $ \/ _( r- b/ d9 N& ~----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:
    ) _; C0 B- Z1 z- X----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+ S5 N) R) i" g8 I% ^9 i( n' |
    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 A: f8 i% Y, Q& r( f" U) X8 I
    ----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。
    9 K5 q( e5 d# C# H+ D----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。1 G" y0 r8 e  c7 J# T7 e/ A
    ----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。
    ( Y6 E5 N2 o, p. x  X  c----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。
    3 {: f4 V  }* A% Z' y- @</P><>----用VC来编写OpenGL程序
    6 Q4 f; Z$ [. ?" d7 _1 e7 S3 {: |2 k
    ----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:) p7 U' O' m! ^# N

    7 `' l/ U/ }) f* o3 @+ Z----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
    / W% I$ ]# c% L  J
    + l$ `& N+ n. j3 z, N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 w' z, v/ x6 U
    : a8 l4 Y% T1 T( L
    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, v8 z; u& B) R! c* a

    " ^- ?. I$ F* P7 {9 s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
    " E4 ^( W6 ^5 ]! N7 G# y0 ^
    3 Y& P: S% \: ?' P* F" H7 L, U
    1 c$ {$ Q7 H2 @/ C' Z# |6 G+ o
    5 E: p" I* x7 C3 x5 Z% Z$ C3 k----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)。
    & c: i, A* G. x' B1 y' i. I% q1 ~% ]- M' T1 O7 G; }, A! h# _/ s
    ----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)
    5 Y4 G; I) ~5 R4 X8 s' Y) |/ H8 Y3 H
    ----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/ i6 G3 k" k! c+ a/ o

    . V: C* K( E. o8 `0 ^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(% K& S. B& c0 v" Y: A! I# a7 `& z1 l

    . h( J2 i: w# E& {: Qif(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC
    ( H% b3 W- h  {3 X4 G& S( L
    ! m4 _# Y, i% U( i----所附程序说明
    4 D& H3 s0 N- `6 n6 J' D  h) B$ f7 |
    ----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) }! i$ k0 e' A
    ; n! b* I5 L6 g0 r; `
    MFC编OpenGL时需要注意的内容做一个简要的说明:4 G) N1 y# n+ C$ `8 w6 r* A
    " I+ a( Y2 D$ A3 j+ C
    ----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9 U2 ?! r; y7 `9 Z" R
    * F2 R( C% D5 a2 ~
    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+ p3 x7 T2 }! @9 O- G

    % A- L9 |. Y6 N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
    3 R( i8 s& U; d* Z* N) c' b' X' k4 r' \  ]3 Q
    格。: t' @  a7 O: L* b9 x
    ) N  S- k0 D1 u' G. p& K  L9 S
    ----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
      K) [$ c5 `: _/ R! t+ O# \: H  t2 j% N
    。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
    5 Q  _, r, A6 s* U( p; K  S: C1 t% M5 R
    、鼠标处理函数都应该由相应的Windows处理函数来响应。' J0 s# h: ^. M5 R' V" a
    $ `3 ?" k9 S, ?; X% W9 x
    ----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( |$ c! q" @( |. D% z; m

    6 Y+ I+ T* }+ \/ e8 W* ],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* G2 j; Z5 B9 ~* @

    * ^% Q7 v$ o& s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。
    . J$ ^+ W% H% Y9 D
    ! N  o1 g+ w9 Q9 J% Y/ [, u----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 a; E2 q% k( T3 q& s
    ; p9 A( T- P" {8 c: w1 h6 QGL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
    ) w- |( [7 C3 H  K) ~8 ?! f$ ], `- }& |- R6 B) M7 b
    ----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。. B- d7 s, i: A- @% v0 Q0 y" e

    # o4 n! b5 `" q3 y/ N0 ^& @7 S----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++$ N1 H3 c0 a" c

    1 r- `# J1 o) q( r7 u+ j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/ d) F" L9 o( V$ K
    * ]/ ~/ o* _2 g
    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
    0 N8 _* A* J" J0 y; @+ c+ ~. y& W7 s+ I* [" }, O
    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。
    6 H* e9 H( l: M3 K; k4 P1 X0 a5 ~6 ?/ z8 Q+ I9 K
    ----7.本程序中没有对OpenGL函数的出错情况作出处理。OpenGL出错后返回错误码,不会抛出异常;而且在某一个函数出错以后,后继函数也一般
    7 g( O( B2 P3 e. {5 i. g: a8 G3 ^, x5 ~4 f* F
    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
    , v+ I& s4 n1 L2 `  r3 Y1 f! E( I( M& \7 L1 D/ C& b+ n
    函数应当非常小心。8 k  @) Y* B. h( @, y+ ~4 @, h

    , p: m+ A) k% n8 A  y6 J----参考书籍:
    " b" R/ ~' |: q3 u# I- Y& B6 i
    % `# ~% F% T8 f0 U7 k2 v7 f----《OpenGLProgrammer'sGuide》SGIinc.( G4 U5 \8 @8 k: c2 R
    " m4 k6 }4 A/ e% o; }( P4 t
    ----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社$ T, `1 f) ]. Q; `
    ! _7 ]' J4 r; A3 L8 Z/ T: B4 g
    ----《VisualC++5.0联机帮助》/ {$ L: v; Z! }; B' O  b7 ?- \  u

    : Y) ]* i* T, D( I----附程序:  s; g- P8 V. o: W# g

    4 c" K. Y) U) @, R----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
    . h% V& p7 v; @7 v6 D- J" n8 i/ q* l. H' e, g4 s2 {
    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; t( s- v* E) O0 A2 k) F

    2 F  r, n1 V( D1 o, TOpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。
    5 M* k- p& w% F# @
    : E* r) h  M, X5 F8 C* K----主窗口类定义(OpenGLWnd.h):
    1 B0 g0 w, T9 O# M3 k) t
    9 D, P+ z, j8 p" M$ Y/ x2 fs#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70) w# c3 V+ Z' J
    _11D2_9ACA_48543300E17D__INCLUDED_)0 s1 B7 y' t9 }8 C. N1 G8 i
    #define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
    . n9 D; l% |- o_9ACA_48543300E17D__INCLUDED_
    + J' z6 W* @4 A. |
    7 Z3 ^5 G4 c! S1 g3 h% R, L  z; L$ C#if _MSC_VER &amp;= 1000
    7 ?# ^, z& u0 L  q: p; Q7 S#pragma once+ V- f: n% k0 e3 R
    #endif // _MSC_VER &amp;= 1000
    " u- M& y4 a0 j" y4 U1 Q; T: Q9 A; a" ?- x  h
    #include &amp; afxwin.h &amp;
    - R/ x! K, w% B3 q#include "SimpleGLApp.h"" A8 X5 t3 _0 h/ E, B
    #include "resource.h"2 a5 @* H0 c6 s: L4 N" e
    // OpenGLWnd.h : header file. w4 V4 m# g6 r+ C& Q
    //9 u. d, V( D. g5 L: A$ f
    ///////////////////////////////////////
    . H! Q  q( R$ t6 S//////////////////////////////////////: n. ?& D- u& i& \/ B2 }
    // COpenGLWnd frame
    ( D/ W* o8 Z* b3 I. j( H# k. ]6 W6 n! K! ^# {: x! N7 g5 D
    class COpenGLWnd : public CFrameWnd
    5 ?/ `  J  H# {5 \3 D8 c- y{- r! f- B/ o6 b5 U3 F3 x
    DECLARE_DYNCREATE(COpenGLWnd), l' ^: V4 _, {4 O* N
    public:
    : J. Y$ ]% q( E: DCOpenGLWnd();&amp;&amp;1 @' O$ N% ?5 `# |' }! W+ F
    // protected constructor used by dynamic creation
    . S% l3 F: z' d* ]protected:) I& M& i3 y' p. W% k1 w
    HGLRC m_hrc;/ C# t- m9 k3 \* c: A& z
    CClientDC *m_pDC;
    ; M4 n+ \* [1 N1 `/ ]0 \// Attributes
    6 h. _0 Z8 b$ L6 ^& r! N& z4 b/ ?2 upublic:6 ~8 u; U% x' y! }/ _
    5 S+ l1 s" p6 L; S' R1 e
    // Operations
    ; G8 n% `  C6 @' Y1 opublic:; n5 Z+ y) e, p* k1 a& Y2 X9 h

    ! D7 ]: {" w9 A// Overrides
    8 {0 [; H; K0 ~, v9 H& U// ClassWizard generated virtual function overrides* d- T: {0 T7 I0 ^, h. O9 a
    //{{AFX_VIRTUAL(COpenGLWnd)
    % c9 o2 x2 u( m7 W5 T2 }4 l; hprotected:3 j$ h- T* |6 v  m$ w% @4 y
    virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);- U, \6 b% g( J9 m& E1 B
    //}}AFX_VIRTUAL' L; X3 r+ @9 `6 B+ H2 t+ _

    * ]5 v0 R2 |! h% }// Implementation
    # v5 x& T" Y- q& a3 L- Vpublic:0 Z4 N  ]5 S, ]( z+ y. X! g
    virtual ~COpenGLWnd();
    ; a5 C* l5 u2 W
    1 r9 O- ~2 |' H( p# w( o// Generated message map functions
    . e; j/ A4 }# c* E( g8 \+ T//{{AFX_MSG(COpenGLWnd)
    % ~# E) }8 k! _( z( kafx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);0 L8 i; v6 ^. U: Q: j' k& u
    afx_msg void OnSize(UINT nType, int cx, int cy);2 F( I( R# v' z6 I
    afx_msg void OnDestroy();
    & E  |! _# y5 M" u; ~+ F% v! t7 yafx_msg BOOL OnEraseBkgnd(CDC* pDC);
    # R2 b. f* \1 l1 a( G4 e# eafx_msg void OnPaint();3 v1 K5 Y8 a# a9 r# [, |/ B4 C
    //}}AFX_MSG0 J- O& S6 F& {. F% I
    DECLARE_MESSAGE_MAP()( o# B3 `' l6 U1 e6 V+ ^, n
    };9 u! f+ U3 `- r, h& F
      S4 S" B+ c, v
    ///////////////////////////////////////
    4 N0 r$ K: n5 Z  g- b$ y% R8 A//////////////////////////////////////' R  J# t6 }, _8 k
    1 A5 V. U9 y) h0 e/ G# B
    //{{AFX_INSERT_LOCATION}}
    4 H# w( G& T. Q6 T3 Z// Microsoft Developer Studio will insert
    + z1 j& V2 n- R: ^6 Badditional declarations immediately before the previous line.
    : ?( K; t& g- ~# @1 l+ K: b- }- W2 ]7 U+ `# Z$ ?
    #endif // !defined(AFX_OPENGLWND_H__3FB1AB28_* B' J% O6 K1 V
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)& q, J! f' j0 |. [$ S) c
    主窗口类的实现(OpenGLWnd.cpp):# h& M/ F3 `8 h: a* F( r
    // OpenGLWnd.cpp : implementation file" p6 C" x, d. j" x0 U- P5 B" u8 g2 \
    //
    % O1 A2 r- h8 t; d8 {+ S. p# w4 o, w, y0 s% j) `' l
    #include "stdafx.h"
    ' ]* u9 ^" |. P, b/ X& H#include "OpenGLWnd.h"1 |1 s# C% H6 Z) ~' y: b. \* K% t
    #include "SimpleGLApp.h"# x( y2 @: e7 ~
    #include "gl\glu.h"
    % M" ~& c$ |# j- x+ ]#include "gl\gl.h"1 c9 ]% }0 W) ]" I# a4 R( a4 Y4 _0 n
    #include "gl\glaux.h"
    ! W$ T$ @( Z; S4 W( w3 w+ P1 B0 a: }: K: L% ]; Z; \3 a
    #ifdef _DEBUG  O6 @# [4 F4 d
    #define new DEBUG_NEW* j' \% U. Y% x$ y8 A  s; d8 M0 q
    #undef THIS_FILE
    . D; s* L( P& p7 Xstatic char THIS_FILE[] = __FILE__;9 \7 M, n- o( ]3 k3 S
    #endif7 R  r' X/ Y& y9 u0 j
    , v5 L6 @& @- x, y4 N4 ~
    ///////////////////////////////////////
    ; c  h5 f1 q( J) T//////////////////////////////////////
    ( M) K' q' x3 n& |// COpenGLWnd$ q; [9 `9 v( I
    ' t! N6 q1 g3 p+ Q
    IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)* u9 k6 z! r6 O1 K3 T5 d/ y- E

    + X6 D+ d) ^6 E, C. VCOpenGLWnd::COpenGLWnd()
    9 ^5 O& ~- Y' B1 ~# X* Y4 _{! t7 k0 I* B9 U4 e
    m_pDC = NULL;1 u6 Q* W: F4 i) }* R
    m_hrc = 0;( l# m' P# Y" y9 p7 z8 Y
    LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
    % i! h. X/ a* O5 z3 v; M3 s| WS_CLIPCHILDREN | WS_CLIPSIBLINGS
    % R+ l. T7 R' r; ?$ @2 V,NULL,NULL );3 d% z' J+ `) n! c
    }
    ; r" g( h6 Q( W. I) _8 M" ^& \" h6 `0 Z8 T3 j9 ^* @) m. ^6 A; I
    COpenGLWnd::~COpenGLWnd()
    ! B7 g, _& v# q7 P' a5 @4 J{/ ]; u: t+ N# ^# i
    }# J4 x8 s; G- ^2 _/ i; J3 S

    6 r6 Z8 K- f7 Q% w0 z) C# U6 y( h; x% N
    BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)' e7 L; i7 {1 C& `+ Q% d4 O) c
    //{{AFX_MSG_MAP(COpenGLWnd)
    4 t3 Q# q( d- c. S6 |8 L. c) NON_WM_CREATE()
    # X( X+ }) C6 a6 I! yON_WM_SIZE()# V8 M4 w' @% W; q* e
    ON_WM_DESTROY()
    , f; ?5 \9 u0 l) Z* A& ]& ZON_WM_ERASEBKGND()
    . M* o$ u% m7 t8 _+ d- T: ~0 d* oON_WM_PAINT()
    ; q6 Q$ h/ l: S- P( s! k//}}AFX_MSG_MAP
    7 P% T  q* [  B, W5 x$ n  T) ?END_MESSAGE_MAP()1 e" d' E7 ]7 A
    " w, t9 v5 Z7 X! C7 c
    3 \4 F$ t6 f, ^  O

    ( G- w4 V9 }! a6 f) ABOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs)
    / E5 v& W- O- X& N{
    6 [0 a4 m% D1 ]7 W2 x) e. n& Y// TOD Add your specialized$ I& ?, p( h) m& _$ J) c0 C
    code here and/or call the base class
    ' O! A. J* m0 E) k$ C5 @cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |$ F: c( ^' ~  e) d) j6 m- V
    CS_HREDRAW |5 D- j3 W  v4 U9 K( b: J. {% N
    CS_VREDRAW |
    6 e* T, y5 h( b5 w$ y" K# dCS_SAVEBITS |" N% M4 L4 J& k, d
    CS_NOCLOSE |
    & [! _( Z0 v, w  z0 i&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
    / S* K) P/ }/ O5 Y4 s% v* |,AfxGetApp( )-) l3 q  o2 o& m! y0 e0 q( M4 i
    &amp; LoadStandardCursor(IDC_ARROW), 0 ,
    8 \% V/ K8 Q% i. j6 }) NAfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));
    " h2 y/ @" u! X: ireturn CFrameWnd:reCreateWindow(cs);
    ) Q% n5 [; u- M/ |6 U# h8 z}
    + q, P" l7 K, o. i/ W  y  |
    & F- g- @. N/ D& Q3 g5 n. B% [4 O1 j5 i5 O: [3 O" J
    int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
    . p8 q! T1 ?8 G6 W' q{" ?6 |  }( G- Y4 p5 d$ ^5 j
    if (CFrameWnd::OnCreate(lpCreateStruct) == -1)' v' Z$ V9 m# o! {: E$ Q
    return -1;# M" R5 c# S2 v0 {. [3 ^* r
    ; d/ F) q7 r- i' Z+ d
    &amp;&amp;&amp;&amp;int pixelformat;
    9 s" _0 j7 Y$ F, t# ~
    / Y, O* `- l4 |; H2 L9 e&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图2 W, J0 D$ Q& G! V3 }7 _" n" j- s
    ASSERT(m_pDC != NULL);/ V6 I2 ]6 }; W5 l6 ]

    , M  V1 M. A/ `8 astatic PIXELFORMATDESCRIPTOR pfd =& J, [/ ]8 a7 `: X4 r
    {$ j; R* O# i) T
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
    : |% P, e% ~7 u% m3 }  H& @3 M; N&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
    # w! [' ^+ x$ l! q0 M7 ]/ X4 I&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_DRAW_TO_WINDOW |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support window
    * D" w6 H& G% _' P4 ^&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL7 d3 B% b2 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
    2 H% Q/ _1 c% I&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3 E9 W/ n4 P' y
    &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( }, I! r' t6 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;// no alpha buffer
    5 z# X. M. ^( k, [+ e# P&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
    8 ?  y% y9 A6 E% K) f6 s&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
    ' O* z5 S6 q$ u4 x: x- ~&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 ignored1 U: N, W7 t# E4 A/ G* V7 `
    &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) I3 H1 o; T' c  w& H- n" O! Q
    &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
    - b9 x' N% h7 C/ x( V) \- 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;// no auxiliary buffer* e0 s  C2 M' ]: r+ H- [$ g; i" 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
    + G8 e3 w8 M, ^7 {&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* ?1 A3 k% R9 j# |5 ]
    &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 ignored1 O  d$ Z' V: j
    &amp;&amp;&amp;&amp;};  B: D4 a3 j% |' i4 n

    : @: n) r1 A1 ~1 x& d8 a
    2 M" ~' E$ t4 x2 S+ Hif ( (pixelformat = ChoosePixelFormat
    + o4 ?, e8 F0 E5 B9 t/ p/ H7 }1 G3 T! F(m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )
    7 Q7 e' f/ W: b: @" d, e4 E&amp;&amp;&amp;&amp;{) f0 f  |" ]# O3 E0 s# [! o3 E' `
    &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");
    9 f  A% l7 a$ C&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    - L! L4 V) o1 I- ^% d, }. S) w* F&amp;&amp;&amp;&amp;}
    0 |- g. ?# E3 ^
    ( ?4 B; O% t1 k3 @5 B2 U  Uif (SetPixelFormat(m_pDC- &amp;
    % \# r5 G" m2 z- XGetSafeHdc(), pixelformat, &amp;pfd) == FALSE)% l/ d7 {. N% w8 w
    &amp;&amp;&amp;&amp;{2 d) t1 L/ u+ k& [, V$ s* f
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");
    + R9 v/ F, V" C8 h&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    ' i) e  [. |0 A&amp;&amp;&amp;&amp;}' A3 m+ I4 A& U( x: c6 j
    &amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());9 J3 g4 w+ p- ]; i. Q& C
    &amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
    ) ]( K- e7 a1 O3 U! B! `) a1 V
    &amp;&amp;&amp;&amp;glClearDepth(1.0f);
    - y2 Z( F' g; `: j5 A1 P&amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);' f; J8 k3 [: u0 b1 ?$ ^" |
    , A% P$ g0 l# _+ c) @
    4 [" r" E4 z+ ]% Y
    &amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);3 g/ }( l- q1 R: K; F8 W
    &amp;&amp;&amp;&amp;glLoadIdentity();9 [2 J( g$ t& h
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);( m" I  Z2 o8 |8 d  z

    . F% ]2 v" z+ \# ]8 S; C7 kreturn 0;//OpenGL窗口构造成功
    + O3 L; r( f. j! \0 W}
    6 B5 t8 U4 f. e1 {% U- c5 d. N8 e6 p& z; h3 I% @) k) J
    void COpenGLWnd::OnSize(UINT nType, int cx, int cy) , d4 V7 s: J. l: V' S/ [
    {8 q. q! @- ~) c- p; k
    CFrameWnd::OnSize(nType, cx, cy);
    8 b: z+ P+ T- y1 ~' w" B6 v3 ?8 }3 H
    // TOD Add your message handler code here* I& z$ t5 \# ^! F( |9 P5 s% V7 m
    &amp;&amp;&amp;&amp;if(cy &amp; 0)
    3 a; [; n3 T1 ?+ Q0 A- v% c&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    - P' ~/ m. [0 K7 o&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);
    - F9 d% v2 z6 d9 s4 |1 w/ Z&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);7 ^5 F" h; _; x( Y* o2 c' z
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();+ c" ]0 p/ B) L+ @0 {
    if (cx &amp; = cy)
    ' E5 b# f9 A, i4 ]' D9 b&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,  J0 `+ Z, o( k
    3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
    ( r) B% Z, M  s+ C0 J) ^else
    . \# R0 g! i3 U6 ?  H- L1 Y9 [  e! MglOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
      E9 }# W' C5 }$ |6 A3 k7 V. e3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);. Q$ O, P( z# n% E. b
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);; j4 D; k0 _# M, y) M
    &amp;&amp;&amp;&amp;}# l6 k! ]) l4 l) Z  \# H5 f, ]
    }: y, T5 Q8 K9 Z( Y, y

    - F9 H: ]$ d: Z* ivoid COpenGLWnd::OnDestroy() * \) n5 u1 i+ O
    {  h" k, y; e3 p$ ]2 {

    ( O  r7 ^' z" m: X8 S( OCFrameWnd::OnDestroy();* A+ b6 u  m$ X) g1 a  @
    &amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);5 q# D  f: p, q' v
    &amp;&amp;&amp;&amp;if (m_hrc)
    5 Y7 E* Y8 r; D- ]7 I9 L. _&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    1 y: A( Z" g" M1 L* S9 U, V' Hif (m_pDC)$ U7 ]1 r0 E4 M" I5 e
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;( L7 E2 n0 f1 G5 W3 s$ m1 S
    // TOD Add your message handler code here
      P) K& o& N7 o6 p+ x}  O% e* G% [5 t

    / c# r8 a1 m( [* J( W+ ^BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC) , d- I% k' x5 Z( h' @9 }
    {( {# v* z3 F5 X. K( P
    // TOD Add your message
    ) f, F5 m7 v  L- Y# t! p' khandler code here and/or call default
    ! ^. g. U! e9 B/ sreturn TRUE;
    3 u( ]" G( W" m+ C. P$ Y9 y! z- f//return CFrameWnd::OnEraseBkgnd(pDC);
    5 n& T1 M" A5 i  k4 ?1 E% N% M}% W" C1 A1 h4 u$ e2 `( `
    ) C4 D' k2 r1 k; }
    void COpenGLWnd::OnPaint()
    - Y3 [9 `8 c' f' v{
    ; W' V7 W' w6 s* z. m) l2 {CPaintDC dc(this); // device context for painting7 C$ F/ A. F) Y/ N
    - T) ?% E/ R$ W% d% D+ V$ r
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};
    0 @+ k- C9 I! ^" O  o: G5 |' W' ?. C  W
    // TOD Add your message handler code here" e9 N, f# R, t+ I

    $ g2 G8 @( T4 T# T&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    : H) @% x3 g2 J7 u, R&amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    + }: O( b* B9 Q% f6 ]0 }9 h; P6 [
    ( B2 G# X5 p! D& @1 g% L7 W* f&amp;&amp;&amp;&amp;glPushMatrix();' \, v' x4 t/ |7 R$ b

    ' `4 v  x1 T9 C7 }&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);! r) z- v9 O* T  I
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    * _. ]) @; g4 l0 @: o; T* \& \glEnable(GL_LIGHTING);
    # a# D8 f9 h# ?glEnable(GL_LIGHT0);& R9 D# L1 H2 I" ~: p3 v; K! Y& _
    glDepthFunc(GL_LESS);4 M) i' a$ U0 X$ q* ]% t1 X% H
    glEnable(GL_DEPTH_TEST);
    : t$ [3 p! f" F8 ^auxSolidSphere(1.0);, c9 e' H  X1 e; ]
    # D' U- v6 U! x  P- n2 Z
    &amp;&amp;&amp;&amp;glPopMatrix();
    ; Q0 W  Q7 Q' p% J8 n7 Q3 U3 Z6 ~  i) I0 L+ N
    &amp;&amp;&amp;&amp;glFinish();; U: E% ~0 H% v3 f2 G& p& B

    . O$ S% }9 J9 h+ n// Do not call CFrameWnd::OnPaint() for painting messages
    + l9 N7 V3 y8 I& _8 d( V}( J( U1 w; H4 e3 [5 @- j% [
    应用程序类的定义(SimpleGLApp.h):
    * @; W1 y' a# X1 P: ?#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29) P. U( K! J, Y' @" u( H' q) t3 h
    _0E70_11D2_9ACA_48543300E17D__INCLUDED_)( g: _- F0 t4 F, ~* _9 G; Z
    #define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
    1 B3 u4 `+ ~! {1 j, u) k_11D2_9ACA_48543300E17D__INCLUDED_1 ~6 _5 B2 }, D9 ^/ F, q
      b) r* E$ i) T$ I
    #if _MSC_VER &amp;= 1000
    6 T, v2 ?/ y9 w  o#pragma once
    8 y" }1 b2 R: Y% {8 u#endif // _MSC_VER &amp;= 1000
    - N2 o% ~/ J8 ^+ B// SimpleGLApp.h : header file
    . g0 ]. b1 L, ~8 P0 J9 R5 K/// A- n# u  p$ }$ b2 H
    #include &amp; afxwin.h &amp;
    2 S; |8 A, [" k# T, o" S#include "OpenGLWnd.h"
    - Y% c4 X/ L7 }  `#include "resource.h"
    2 h9 d9 L+ [- f! }- y
    6 R9 x+ f3 G4 t% {///////////////////////////////////////6 Q1 R: v! ]$ ^" k
    //////////////////////////////////////
    ( C* v" H1 D9 E( O: p8 P// CSimpleGLApp thread
    ' d+ t; {# l! m$ v+ v% `& q& f. R/ f7 t: K0 ~" P/ A- e
    class CSimpleGLApp : public CWinApp1 M. J$ ]+ m4 ^
    {
    ; E7 R/ Q2 f0 e: Y- {DECLARE_DYNCREATE(CSimpleGLApp)" \% W  K( G0 F1 n
    public:9 l" G& `5 y( h6 @
    CSimpleGLApp();
    9 t7 f8 P, z- c- t&amp;&amp;&amp;// protected constructor used by dynamic creation
    4 l" a/ K0 v; o: b: z- i3 ?
    " F4 l. p" f( U' \% j# C9 b% c7 Q, w: G// Attributes
    2 h9 V* N: D8 d4 q1 ~public:
    6 f, Y  x' h) {1 X% h. z! X, q0 \/ X8 j& a  t' n) p
    // Operations5 e, e) }6 u6 t+ ^6 }9 v
    public:* K# W1 q8 n+ Z7 R$ O

    & Z5 j$ Y! f9 O& d2 Z4 p// Overrides& g0 n0 j$ y' l9 V. v. P( a/ f1 e! P( k
    // ClassWizard generated virtual function overrides4 W- n( B/ |- c4 f: t
    //{{AFX_VIRTUAL(CSimpleGLApp)
    % b" X6 r9 h3 j) N" C4 `public:
      X' t' I/ n  |3 |' J$ P: Kvirtual BOOL InitInstance();
    / n0 s% L9 x/ R1 ivirtual int ExitInstance();- v6 p% c& Y0 Z, s; j1 t  M
    //}}AFX_VIRTUAL* ~- @  x" s; ]% E, F7 F" v
    ) C% K: W! M/ Y6 Z2 D" X
    // Implementation
    " u, Y* {3 C  ~7 E8 H: @$ ^) Kpublic:
    % s4 C- g  J$ mvirtual ~CSimpleGLApp();
    - E# u* {3 H, s" h% K4 m
    - W8 r; _1 ^8 P7 [/ S// Generated message map functions# m2 @: Q: Q3 |2 Q6 e  Z6 k
    //{{AFX_MSG(CSimpleGLApp)0 j: w/ R, U. u$ O
    afx_msg void OnAppExit();0 E" j& b9 f9 ]+ w0 U
    //}}AFX_MSG
    # g0 O& r3 V- \+ T4 [7 _. d' [" R. x) Z
    DECLARE_MESSAGE_MAP()
    " [7 K8 }+ x) _0 D# F};7 b$ L- A. f7 [, P. ]) `1 T

    , ^( P! C4 d) O3 ~+ r- }///////////////////////////////////////7 p" {4 G0 K4 v+ ^
    //////////////////////////////////////" z4 ?( [! ]( i
    ; \) w" A/ c0 X# [4 R3 O
    //{{AFX_INSERT_LOCATION}}
    , J9 r5 Y* C8 o7 b* L// Microsoft Developer Studio will insert ' Y& e+ ], ~# R$ U
    additional declarations 8 d, i, d* J! C9 ?& U: A" Z
    immediately before the previous line.9 Z* N  ]; a: c* ~6 E! b: Y
    ' F- d4 j4 ~7 F( Y: }0 k/ f, E% v
    #endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_" j; o9 ~7 [+ F& Z) {" j- h
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)1 o3 S; S1 q3 i0 V
    应用程序类的实现(SimpleGLApp.cpp):
    ) k7 |( h' b1 l# T! F// SimpleGLApp.cpp : implementation file
    6 V: Z' Q6 s2 w6 v( W//
    1 c& M  _4 x, n( n' P
    2 q2 H$ @- a' s! ~& K. M' X#include "stdafx.h"* o' }+ T$ i# B& X3 @5 j4 z+ q7 x
    #include "SimpleGLApp.h"
    ! V2 j6 C! J; O! n; j9 \7 M) i#include "OpenGLWnd.h"
    . S# R& d2 h8 b6 c( L  q% f' b: M4 [7 n$ I3 F+ [# Q1 O4 X) E( W
    #ifdef _DEBUG+ v3 i6 u* L+ U
    #define new DEBUG_NEW
    " a' Y0 R0 c5 \% V' u3 M9 X#undef THIS_FILE$ o4 F7 u& t8 @- P! x* ~4 D( w1 h
    static char THIS_FILE[] = __FILE__;
    ; u3 W" ]/ ]# r+ K$ _( T0 l% e! X#endif
    3 J0 e2 y. [7 d  |  A. f% W+ t$ ~. l( A& |7 q5 E$ d) Y
    ///////////////////////////////////////
    2 i' r+ j) N, x7 v8 N//////////////////////////////////////
    / q) R6 F9 G2 K4 p// CSimpleGLApp
    1 K1 l4 m% ?. O  [
    , Q2 ]" P5 S5 N" p* X# HIMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
    ( q, |. k+ _# s& q; Z; J: c3 n2 Z7 G4 \% x/ s
    CSimpleGLApp::CSimpleGLApp()" G. f7 P2 b- s- U) S9 i, ]7 x2 [
    {
    2 O5 \! h* _' H}: ^& Q5 e) P2 Q9 B
    - @1 l/ w" k4 [3 l3 X! p; t5 p
    CSimpleGLApp::~CSimpleGLApp()
    6 d, {6 L5 ~) H8 @{2 R! U- x/ \8 ]
    }
    $ |: ^' s" i/ `5 m7 x, o  l6 P" z9 J; h6 }
    BOOL CSimpleGLApp::InitInstance()
    ; @7 m) @9 _' k, l/ c{) S6 X  Q, |$ W: `, V
    // TOD&amp;&amp;perform and per-thread initialization here' Y4 ~" t; T8 {; M
    m_pMainWnd = new COpenGLWnd();
      q3 o# ]6 B7 y+ R/ l6 W2 t' Im_pMainWnd- &amp;ShowWindow(m_nCmdShow);
    : @& A, @& |8 \/ n( G2 Y, N% j" am_pMainWnd- &amp;UpdateWindow();
    ; D9 w3 `* x. E6 x) Zreturn TRUE;$ K8 q# w0 ~* ~4 p# R. P
    }
    ; q3 h* }  D  ]% T6 a( L
    + w9 V. s6 _& ^+ J5 A. M3 P; jint CSimpleGLApp::ExitInstance()
    : D# d) V  g2 e% v# A! d$ Y6 Z( T{
    $ d3 A% I4 O9 `$ z: W6 Q  A. lreturn CWinApp::ExitInstance();
    $ K0 n! w; Z8 L  d( \}
    9 n; B! C5 C* B. j( M3 A4 l' L
    * ]3 `- o7 r1 W* P8 r, ], sBEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)
    3 k9 F) o5 W" ]% G  Z1 c' \$ c//{{AFX_MSG_MAP(CSimpleGLApp)
    3 l$ j4 v' V6 a9 R- R7 ], Q: x& {2 W6 l) k; fON_COMMAND(ID_APP_EXIT, OnAppExit)
    $ I: G+ z% _1 @* Y//}}AFX_MSG_MAP- r9 m2 q$ |4 v3 `( o% D
    END_MESSAGE_MAP()  `) |; q5 F& I8 M& U+ z+ e; d+ B$ B

    % k0 B( y0 y  a* O  ^///////////////////////////////////////! V0 T3 s) M, E) _
    //////////////////////////////////////
    : L4 Z+ ?5 u- N: H; b$ K// CSimpleGLApp message handlers8 ]2 E$ t. l" c: M4 n
    void CSimpleGLApp::OnAppExit() 3 ^0 r' L0 i# Z7 I$ V  G5 @
    {
    4 b# z% T) o' e1 m: P3 [5 J  T// TOD Add your command handler code here
    & l! l# y: z) X: NCWinApp::OnAppExit();
    9 D- u3 |  Y) w+ w, m9 d}* c6 U* S+ y- u

    ) F0 i& K: z: t7 X+ O7 T% g1 }CSimpleGLApp SimpleGLApp;</P>
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