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发表于 2004-10-15 21:27 |只看该作者 |倒序浏览
|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>
! s, m$ z/ S+ c9 l<>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>
& i, @' l' c) |3 n2 l9 b<>//---------------------------------------------------------------------------</P>
  O6 z! ?5 f' v1 J4 |0 x; q<>#include &lt;vcl.h&gt;4 A  m8 U1 ]' T, _1 ~2 p; T3 a
#include &lt;windows.h&gt;    // Header file for windows9 ?  d4 Y" X% n$ }, j, l
#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library
" f7 y! z* F# _/ \#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library
: |9 D& A3 q- q#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library
# |' u7 [3 l, S9 Y; d#pragma hdrstop</P>+ y' X8 {. H6 h# w4 @1 `
<>//---------------------------------------------------------------------------
) u( n9 O* ?2 v' w1 D; a9 C#pragma argsused</P>. c) d; W' a9 @7 N$ [1 j1 N/ n
<>HGLRC hRC = NULL;               // Permanent rendering context9 L: q/ L9 n% g$ r. J
HDC hDC = NULL;                 // Private GDI device context
( V- I9 g* P. Z- T7 ]5 MHWND hWnd = NULL;               // Holds our window handle
. z( j0 D. r; e5 M. O9 l* `HINSTANCE hInstance = NULL;     // Holds the instance of the application</P>
  B: P9 }6 t" p9 F<>bool keys[256];                 // Array used for the keyboard routine$ y8 t  A: X- Q3 L# w8 g# P
bool active = true;             // Window active flag set to true by default
4 J; \) j4 W2 q5 Cbool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>/ d% }9 z& Z& b, ~" h
<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>
8 W! `( p+ u8 I<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window- _. V. l) \1 c" H+ A  F6 K% f
{
0 f+ L' j) F2 M# f$ t* f1 L        if (height == 0)                        // Prevent a divide by zero by5 n. _9 C0 X7 P  N, v+ Y
        {, b" }6 d1 [& V: C
                height = 1;                     // Making height equal One
& {% d9 M6 S' F4 r7 V; W+ `        }</P>
! R) ?; [: f) Q) ^2 Q& ~6 _3 W1 L<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>
' @7 |% j* Z7 e<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix
; c( X0 `2 J  c0 z+ R+ ~* j glLoadIdentity();                       // Reset the projection matrix</P>
8 D6 ^) t4 Y$ e8 \. t1 d<> // Calculate the aspect ratio of the window
$ N  H, c& n5 x; _5 [! X" P gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
- M, y- _4 ]3 K6 [) r) x<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix0 [  M! a! I1 E3 g8 [) }
glLoadIdentity();                       // Reset the modelview matrix
. E+ |3 w" J, T0 z) @7 h}</P>  r0 I* H4 s0 U; ~% Z# {
<>int InitGL(GLvoid)      // All setup for OpenGL goes here
% h$ u- h- _: i7 G{! Q% Z& F5 |' d' N; Z4 u2 o
glShadeModel(GL_SMOOTH);                // Enable smooth shading! `5 q1 @9 B/ m0 I. V
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background" ?  {4 H7 D% B, S  ~+ Z
glClearDepth(1.0f);                     // Depth buffer setup' Y0 G2 @; K; k- Y+ b6 u; e) }8 @
glEnable(GL_DEPTH_TEST);                // Enables depth testing
, \# l# N( V% z8 |! g& g4 F glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
) ~1 s( ?/ L+ I/ @5 z glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations6 j  v; i' z$ W' k; l  j, _
return true;                            // Initialization went OK4 [6 F6 S& S2 z7 V  Y
}</P>' w9 Q( o! |4 h7 J' _- K  P7 t
<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing! j/ M- H9 n8 q' ^  u9 l  B
{
+ X4 }5 L9 R" F/ J8 s glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer3 N$ e! r" _! L/ G! x
glLoadIdentity();       // Reset the current modelview matrix
) O1 l" [8 G% p( b2 v- b. P3 B        
2 _" a9 c; k& |6 X% r' r return true;            // Everything went OK
, S* O" G- Z9 {( ]% s}</P>
( ]' P- [, Q$ R, [+ S<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window
' ^3 `3 D* r5 l' b  Q' C7 `" q{
, o3 k/ m6 r* u: g% S2 Q if (fullscreen)         // Are we in fullscreen mode?
8 I6 Y. C% X+ c- p {
: i3 G5 U6 c( C* g9 d$ B  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop7 E7 x0 ?  {7 I3 U" w
  ShowCursor(true);               // Show mouse pointer+ j! D8 `. W# y8 E! h  d5 B* ?. T- |" [
}</P>
/ M( O9 ^; |. A/ r4 p<> if (hRC)        // Do we have a rendering context?
* w5 Z' c- b- C9 M4 M  W {
) B! d5 u& Q) _$ S4 `# _  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?
( Y, x- o$ c8 l  Y1 z1 S  {
9 X# r* B0 A& z  {' M! K0 J   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);6 R6 \% Y: T* O, a/ w  o; E
  }</P>
# G& W. I9 i5 O0 S6 Q6 ]<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?7 P1 ?  E8 z0 _6 |. n( ?
  {
0 T7 r# M0 }/ L% m7 Q   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);* l( O5 T' H6 S% ]6 y9 S
  }2 p$ p0 k( R8 P9 p5 ^6 p
  hRC = NULL;             // Set RC to NULL, o; i. ~5 x0 c
}</P>* _5 M! ?4 ]; K) _
<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC
7 W0 {3 q  {( Y  ?( a$ m  A {
2 w& Z: G6 B! H( x  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);' Q4 A/ l! i% S1 g8 b; {  }
  hDC = NULL;             // Set DC to NULL# ~4 t9 v! M5 n# g7 @4 J
}</P>
; N  ^8 Q* O$ G, @, S<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?% [) d1 a3 t4 V. r+ E- ~6 n
{" E& o0 o# X: f& E1 g% Q& }0 t
  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);. Q- B" p' L; Z: E: c$ c" y2 d
  hWnd = NULL;            // Set hWnd to NULL
) b, ?# z( f4 W" @) `1 H }</P>% f0 R& I" `. R& U2 C
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class9 u, m+ v" x- ]8 H$ q( Y, w: x
{2 G* L/ y0 @0 ]2 m+ e3 \
  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);( h- s3 g, ?% l" m) o, T7 i+ N4 Q
  hInstance = NULL;       // Set hInstance to NULL2 A# Y, w" {& p: v  f' a
}2 k" w; D& j. o  r+ ^' Y, r4 ^, o
}</P>0 F, S9 `/ W" y- X$ S) F
<>/* This Code Creates Our OpenGL Window.  Parameters Are:
$ O! ?- g, t4 i * title   - Title To Appear At The Top Of The Window
6 \, S$ b) E. ]$ L. ^ * width   - Width Of The GL Window Or Fullscreen Mode% ?5 c# A1 R$ m: z
* height   - Height Of The GL Window Or Fullscreen Mode! }+ A* b4 r& X* X) F- x
* bits   - Number Of Bits To Use For Color (8/16/24/32)
0 }) A6 g8 W) G# M * fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/- |. s: \1 X5 r6 F
- m8 S' H: h2 ~( C; D3 f
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
: f0 a  }5 E  x{
. x: s/ H" R  ]4 E GLuint  PixelFormat;  // Holds the results after searching for a match
% _8 u  S0 t8 o WNDCLASS wc;          // Windows class structure
+ a9 j: E5 G( a8 o DWORD  dwExStyle;              // Window extended style
! W8 q! {' F) y9 I% n$ n7 Y6 a DWORD  dwStyle;                // Window style" W& u6 C  `9 g; \0 q
RECT  WindowRect;             // Grabs rctangle upper left / lower right values/ d6 p' `* ]8 V7 q
WindowRect.left = (long)0;              // Set left value to 09 V! D) v$ B8 Q9 U" O- ], O: {* V
WindowRect.right = (long)width;  // Set right value to requested width  m' t1 O8 r! k  A
WindowRect.top = (long)0;               // Set top value to 0
, q6 ^1 c8 W5 h WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>
; O) U3 q* I2 z3 e% y" @% B<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>1 V7 A4 f( `3 w
<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window1 e! o2 L, n" [2 q- t5 f) Z2 @1 S
wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window! r6 p- h# A; D# }
wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
$ E' L4 F* \; W) N" j wc.cbClsExtra           = 0;     // No extra window data
- h; Z: z! |- w, _$ Y6 J( x% I& W wc.cbWndExtra           = 0;     // No extra window data
* {! {0 `7 W/ ^0 M+ D wc.hInstance            = hInstance;    // Set the Instance
0 s, [9 k6 ?( F) w4 n3 W+ \  d wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon9 Q6 b! s3 N1 m
wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer# y" i- V" x( G- u) ]( k
wc.hbrBackground        = NULL;     // No background required for GL7 h4 |2 H- _  b( J% A; j
wc.lpszMenuName  = NULL;     // We don't want a menu0 j  I3 X) [$ n# X9 f  C
wc.lpszClassName = "OpenGL";    // Set the class name</P>! K! s, G. V- x2 l, W
<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class
, ]  X+ E. G( N& x5 @4 d {
/ @4 g7 G/ w* [+ Y6 G# ]# X( t  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>. {' ?: x! U6 O0 i
<>  return false;   // Return false0 J1 D+ p, T. P5 K  ^' g* l. |# {
}" T6 k  b8 d! k! }" l% }0 S

/ N# e% o+ W$ e! y. g if (fullscreen)         // Attempt fullscreen mode?; ~# x9 }+ C  f3 Q+ f. |' G9 O
{
$ g) y  U4 {$ e! _. c) m  DEVMODE dmScreenSettings;                                       // Device mode
) z& D8 }& V) x$ q; X4 ^7 p3 O  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared
( v8 x. G8 l/ z1 i0 y+ U4 l  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure
  n* `0 |6 B# N" R* U% Q6 A  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width4 ^. s8 q) d8 n' w* M- s
  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height
0 Q1 j; ^3 a* n6 Z  F  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel, J8 L& r' |  a& p3 E0 `
  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>- B; j; N8 t6 U! y- h4 F
<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
/ G9 z; f# @% M3 Z& ?  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
4 c6 J3 |5 u6 m/ h+ c6 h  {
1 C4 r3 s3 N; n   // If the mode fails, offer two options. Quit or use windowed mode.4 T  i, @* R! w
   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)
  B, ^2 i3 G! I   {( `. ]4 {0 {( v; Z: p0 k* j
    fullscreen = false;       // Windowed mode selected. Fullscreen = false
5 a$ T; @% G' N/ }4 }   }% J$ ]+ U7 g, O+ b
   else6 R9 F7 N5 v  _3 I9 [2 w( E
   {
" ^8 k! L! g$ ?! h: M    // Pop up a message box letting user know the program is closing.8 L6 N) C2 h5 b( @+ w8 F5 K
    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);) |+ l- B1 l/ K$ b
    return false;           // Return false
& x! d+ k$ W& m   }, Q! b; L9 l( U
  }
3 N# L$ m9 t0 b  c" ^% [% A& k }</P>1 v4 @9 y+ S$ m  Y. E% h* a5 ~
<> if (fullscreen)                         // Are We Still In Fullscreen Mode?- z/ D3 p5 k: X
{
4 h  X. Y6 {' u& K% h/ G  dwExStyle = WS_EX_APPWINDOW;    // Window extended style: M9 i0 E) d. b) w
  dwStyle = WS_POPUP;  // Windows style
, V7 ]4 l; [. q3 f2 Z  ShowCursor(false);  // Hide mouse pointer
/ E8 ?5 |; t7 ?* o6 g9 \ }! l6 S7 h2 c! p+ q6 i+ g0 ?
else9 N8 J7 m- s- r; H- [
{
  o& N6 y+ c, O  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style1 |; s$ z4 q6 N% O$ j) E
  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style
3 l& A9 F3 U0 ]$ _2 W& e }</P>
& o) d! o* z& @6 f! C/ E  Q<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>! B; h2 s( l9 @+ \7 T# b2 H: I
<P> // Create the window
% x# V4 Z; w6 t6 J% _) F if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window
, ]- Q, \2 R2 O9 t2 Y                "OpenGL",    // Class name
, B' l5 G" {+ V. u& Q, F2 B  title,     // Window title
, O/ u# U: r2 J1 o( o# r6 d  Z9 F  dwStyle |    // Defined window style1 P1 `2 W8 F5 U+ o2 Z5 K9 g9 K
  WS_CLIPSIBLINGS |   // Required window style
% }$ ?1 E7 {3 S) R/ X  WS_CLIPCHILDREN,   // Required window style1 k$ {) Q$ E5 x
  0, 0,     // Window position4 p( P3 d! M" k8 C
  WindowRect.right-WindowRect.left, // Calculate window width4 P+ a6 Z! p  n* D" y% ^6 d
  WindowRect.bottom-WindowRect.top, // Calculate window height
- U% Q- I+ t2 b: e, {' A; q* y" h  NULL,     // No parent window
% O) x- s0 y0 a2 k: o) A% K6 p$ F( V  NULL,     // No menu1 i& X' w4 j- N; c( g+ f
  hInstance,    // Instance
: G  g: A5 M6 ]% m3 i7 u( m, ~4 J6 }  NULL)))     // Dont pass anything to WM_CREATE9 J. u3 p: m! ?+ }
{' W8 ^/ }# p" D
  KillGLWindow();                         // Reset the display5 e; D7 q. \* M  p9 d3 S: R
  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
5 i) v% ~  j' k: \1 E% ~  return false;                           // Return false! b# o+ V' E1 ~! i! M
}</P>
$ e/ c; Z+ v/ M<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be
/ ]2 a4 n$ b& q1 c( W3 P {3 ~. _; B0 r6 |/ J7 ?# _
  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor
0 m3 |% E8 r% |2 P( W2 R4 h  1,     // Version number4 `& V' Y8 ]6 n% ]. f( X
  PFD_DRAW_TO_WINDOW |   // Format must support window
& F: a9 A, {( y9 A  PFD_SUPPORT_OPENGL |   // Format must support OpenGL2 c- P6 ~9 p" h  F, k3 |8 L( W
  PFD_DOUBLEBUFFER,   // Must support double buffering8 n* k2 g1 m  g, Z$ P/ ^
  PFD_TYPE_RGBA,    // Request an RGBA format
. U% ^$ t, c; k9 K9 t/ @3 M  bits,     // Select our color depth( `6 i5 h6 E1 L9 E
  0, 0, 0, 0, 0, 0,   // Color bits ignored4 r1 n2 i3 W4 H
  0,     // No alpha buffer2 S- W: s: l$ z& U5 w
  0,     // Shift bit ignored# W. `: {4 \6 {1 F& M; e+ F
  0,     // No accumulation buffer
- M3 X0 t* @$ F! C  0, 0, 0, 0,    // Accumulation bits ignored
4 P% F/ v- W7 f+ g5 T) y+ k  16,     // 16Bit Z-Buffer (Depth buffer)/ m: c  t+ _: c, o: v6 l. g5 l
  0,     // No stencil buffer3 ^: n. `& _/ |/ b0 p0 \2 S2 S
  0,     // No auxiliary buffer
% f8 g+ r; T$ g3 W  PFD_MAIN_PLANE,    // Main drawing layer: l( u7 g! w& m! N3 V
  0,     // Reserved
3 l# Y) w1 t0 l  M  0, 0, 0     // Layer masks ignored4 Z8 k, g3 a$ e' k0 l8 K; w* X
};
3 J7 o  }5 P8 W  }/ T
" I  b* g% p. w/ z if (!(hDC = GetDC(hWnd)))         // Did we get a device context?5 Q9 Y! T. ?( Y' }7 M) c7 r
{3 K1 G' J& `2 d- O
  KillGLWindow();         // Reset the display
0 n9 X/ W5 j" |0 _; H  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);& Q) s6 @$ _8 M" X2 r' Z
  return false;           // Return false$ u$ Z% `( s. f! H0 c+ {' P
}</P>
4 n6 p' x* n. U1 J3 d: S# z<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?: ~( A- x' c: c  b! F: E
{
" L5 t6 {8 Q) [2 a$ r  KillGLWindow();         // Reset the display: I2 j9 z6 M- V7 h4 o* Z
  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);8 ~5 l! j( B$ S# M. T6 O! y. g) R9 E
  return false;           // Return false3 b; k" q! ^0 J  Z) D8 R. x% x
}</P>
; B% ?. G; ^1 w' V9 N7 {; D<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?; O5 g' x4 h$ j% M+ `
{6 N( l3 g# T8 m- k) z  P
  KillGLWindow();         // Reset the display
( w! i* u8 o6 _$ ^) t8 S  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);; V! O4 ?. n3 |6 o0 L3 @
  return false;           // Return false
  C/ f% @/ ^, C! a" u }</P>9 d' K9 {* d1 E- n' H6 O/ k
<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?
& v  v6 b0 H8 A3 F- y {4 H9 |) M% i0 J7 t
  KillGLWindow();         // Reset the display
! d& l$ o; c& P' N$ [  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);, p6 j3 d) e6 f
  return false;           // Return false
9 E; |' ~- V" n# ~" D: y }</P>8 r. t* t" R( f( S) b# \3 F
<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context
+ r2 H2 z% O$ u. a4 g( Q {  C8 o1 P0 C+ C
  KillGLWindow();         // Reset the display) v# _. S. F0 c$ r0 N
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
8 U  p4 z  H& E  j9 r5 y2 I  return false;           // Return false
, I% X0 S7 S2 V5 L! r }</P>
1 c- j0 e! a8 r  n) m0 ^<P> ShowWindow(hWnd,SW_SHOW);       // Show the window
" ]' d' T3 ?" ?7 m, [( U SetForegroundWindow(hWnd);      // Slightly higher priority" c1 _/ F7 v+ b7 M
SetFocus(hWnd);                 // Sets keyboard focus to the window8 ?( q$ Y+ D' d9 t" h3 X
ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>  [- I1 c+ Z5 l8 E2 Q; |7 c5 W; M; |
<P> if (!InitGL())                  // Initialize our newly created GL window
/ W/ z& ~9 I/ w {
% d8 v0 w9 t/ e2 G8 J( }  KillGLWindow();         // Reset the display
! B. b! V. o  Z/ e  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);6 k0 y* h! D- r% K4 [
  return false;           // Return false) g8 [" n- y6 Y. C, G5 @8 Z
}</P>
& ?" B* K! A- T<P> return true;                    // Success# \/ Q) `7 R  A4 t' l
}</P>
4 A0 r9 Y$ H( G" z6 D" \<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window% B' ]0 r4 C: b# G1 V& d/ O
                        UINT uMsg,      // Message for this window
; B1 b! ?& |; X( D0 _6 r) V# |   WPARAM wParam,  // Additional message information' Q: g2 ?7 e9 R: M  c
   LPARAM lParam)  // Additional message information
1 p( U( u0 p) X{. E# i( `% ^0 \) w4 I+ g
switch (uMsg)                           // Check for windows messages, P9 s; B6 X3 Y/ o
{
4 f. c6 M7 s3 q6 B) }2 i  case WM_ACTIVATE:               // Watch for window activate message2 }+ x2 h4 H# c+ k: ^
  {
* W0 L5 w8 }$ o7 Q9 ^   if (!HIWORD(wParam))    // Check minimization state/ Y" ~* v$ r! L+ i/ K% V
   {9 C; ~, F/ r+ y5 P3 k2 M
    active = true;  // Program is active  f  @% \/ u- c* E
   }) {  U- H% p/ L: R- g
   else- s; D% G+ K- j7 v. q0 y# S
   {
) V3 v  Z  ~! a. @' n    active = false; // Program is no longer active
; q+ }! W! _$ t& P4 z& E   }</P>
7 S: q0 d" @# P0 J<P>   return 0;               // Return to the message loop5 @( T0 K5 M0 M& y# V' B+ [9 d
  }</P>1 \3 `% l0 q4 g
<P>  case WM_SYSCOMMAND:             // Intercept system commands
- }' U7 N/ |$ J4 C+ x4 z  {% N( G+ o% i) {1 K
   switch (wParam)         // Check system calls/ q5 d/ Z+ O# a) v/ c5 l
   {0 J2 f: Z" w; k' _$ H2 f
    case SC_SCREENSAVE:     // Screensaver trying to start?( h0 Z) A. j1 ?0 E
    case SC_MONITORPOWER: // Monitor trying to enter powersave?" j* f2 M$ h2 }! c
    return 0;       // Prevent from happening: x; {  ]* N+ w7 Y
   }' E# `, a. C9 K# q" p# q6 T
   break;                  // Exit3 O- c* ]& D9 r& R& {0 L
  }</P>
2 O/ ]' q+ Y- L7 H( a<P>  case WM_CLOSE:                  // Did we receive a close message?/ e0 p7 A2 p2 ?3 s* G
  {9 q. e- t; ?1 h( X, v
   PostQuitMessage(0);     // Send a quit message7 e: @4 {0 v. ^1 K
   return 0;               // Jump back
% t" Y: a! o  ^9 a. H. n  }</P>! N) O" W. |' h2 X: c* K
<P>  case WM_KEYDOWN:                // Is a key being held down?
& _1 N- R1 [6 @  {
2 S1 h+ g( u$ W1 O+ |& C   keys[wParam] = true;    // If so, mark it as true  B( d- r4 i, `  F& `  F/ d# D$ }
   return 0;               // Jump back& O9 B8 f! D$ P) C+ S
  }</P>& o1 ^, T# X* r" @2 f
<P>  case WM_KEYUP:                  // Has a key been released?8 J. \' o3 _5 Z6 k
  {2 X9 H9 [8 y0 z2 L
   keys[wParam] = false;   // If so, mark it as false  F8 P0 U6 z* J8 N& B) `
   return 0;               // Jump back
+ {7 u1 A+ d$ i$ ?+ O- o1 a  }</P>6 e" p1 C- g& n- E) }: \$ m& P
<P>  case WM_SIZE:                   // Resize the OpenGL window1 u% Z- J* ?+ Z, Y8 u
  {: W$ q5 \% S3 k5 h# p
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height
5 j. z9 `. |1 h& \# a   return 0;               // Jump back
, F; y9 M& B' i7 n! d  }' o' i% c  }
3 `8 a5 y# D. y6 E2 [* O' Z }</P># {, t2 h. ~0 ?1 c- A; ]: s
<P> // Pass all unhandled messages to DefWindowProc
( K1 m( I% \9 d return DefWindowProc(hWnd,uMsg,wParam,lParam);
6 k, p5 K8 |2 U. Q6 \}</P>
+ H, ~0 [- ~7 z. E  Y( `<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
' E% Y, s) c3 q& W9 F6 c{
2 |4 a- Q8 o& @        MSG msg;                // Windows message structure
$ Q- G) [  {" }  j, R) `# H' V: G bool done = false;      // bool variable to exit loop</P>
/ P! s. X2 d: r- j  {# Z<P> // Ask the user which screen mode they prefer2 \/ x( X$ |" W" f8 s, \  E6 P: A, s
if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)
* e! j; H+ O" }$ \- u {, B$ `. y, K8 c9 {: n* a' D
  fullscreen = false;       // Windowed mode( t# K* ?  V1 C1 N  q
}</P>
8 o( D9 C+ c3 Z- l# n<P> // Create our OpenGL window$ R5 a  u% H7 A- d$ o& r+ J% l
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
1 w1 C7 }" L$ E7 f8 p0 w- { {
- f- `0 L' m. t: u% l  `; V& m5 X  return 0;               // Quit if window was not created( {/ S% `  d% Z$ [# `3 l
}</P>
2 `4 G) e8 H3 O' `* Y) B<P> while(!done)                    // Loop that runs while done = false6 F+ V- H0 l! L/ l
{; z9 Q1 C' ^) |1 O$ o' a4 M5 i
  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
' E. n' Z( b" W4 }# m9 W  {
4 P  l* D' }4 N* J   if (msg.message == WM_QUIT)             // Have we received a quit message?$ A3 w; R' w+ b: L( X
   {5 {( W3 s! H5 u. W" f
    done = true;                    // If so done = true1 A* r5 b( A' ]$ u5 C
   }
' i( b& ?! X, |+ b, {( [   else                                    // If not, deal with window messages
9 k2 {' h6 I1 {- k. C6 O: g6 e& z& \   {
/ K/ e9 ~2 R8 O2 n; ^    TranslateMessage(&amp;msg);         // Translate the message2 M" O7 ?1 U$ Z, z: h9 J6 U
    DispatchMessage(&amp;msg);          // Dispatch the message1 I0 o( A; @0 [# }$ M
   }0 `+ H" C1 `: [2 X
  }
1 d6 h7 f* r- B; _: T+ X  else            // If there are no messages
8 k* h+ z8 F7 T5 X/ n7 v) _  {
; |/ Z8 |! g* T1 A   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene(): L' x$ V9 a: d6 i/ c
   if (active)                             // Program active?% `" F2 d0 Q- N" h9 V
   {
0 {" \! u. O0 g& d    if (keys[VK_ESCAPE])            // Was ESC pressed?8 d& l: q( Y: r! T: J/ U
    {7 P8 ?2 q1 W+ E1 |/ [9 ~
     done = true;            // ESC signalled a quit+ x. v1 @) L$ v3 _/ P' F" Q
    }/ m6 z3 r6 {/ T/ P' m
    else                            // Not time to quit, Update screen1 h! H: u8 _5 i/ \% \
    {
* S- k0 }# c$ _- J     DrawGLScene();          // Draw the scene
+ ]- G5 |% H' ?" A: b; Z     SwapBuffers(hDC);       // Swap buffers (Double buffering)
) p5 m# e2 J# R7 L7 {    }
3 G7 t& Q3 c0 q! X9 E3 m( J# `   }</P>
8 Q4 {% V9 y% m: j( _9 m- Z% C<P>   if (keys[VK_F1])                        // Is F1 being pressed?
% a& V4 k7 ^' r/ n   {& t# @/ L) S! O# s6 q& h
    keys[VK_F1] = false;            // If so make key false; |% Q; a% z. l% Z
    KillGLWindow();                 // Kill our current window
) s$ K& E$ O3 ?7 h1 y    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode
  y7 j$ Y3 q1 u' p2 Y    // Recreate our OpenGL window
6 A; t$ |& V. i5 P* s    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))+ W9 X; \0 f: b0 Y
    {
. {# `2 }+ L/ o1 U. A& {3 l* O. P     return 0;               // Quit if window was not created
. n% G3 {) _6 J( _7 {    }  t% t5 g8 T  K9 K. \0 k6 [
   }$ Z) q! c6 M3 p8 q2 `1 T
  }" C) n! G! A9 L+ p$ c7 p
}</P>0 l' c  l/ y7 p
<P> // Shutdown
9 n4 ?6 O+ X. u. b4 M) c KillGLWindow();         // Kill the window
3 c8 o: h! C) y, V* Z6 u return (msg.wParam);    // Exit the program
! t' @9 q  a& X}
5 @2 P& z5 r; x//---------------------------------------------------------------------------</P>
zan
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    ilikenba 实名认证       

    1万

    主题

    49

    听众

    2万

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  • TA的每日心情
    奋斗
    2024-6-23 05:14
  • 签到天数: 1043 天

    [LV.10]以坛为家III

    社区QQ达人 新人进步奖 优秀斑竹奖 发帖功臣

    群组万里江山

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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  c* c. c0 [) q: c  H# c' z3 X7 J+ F
    OpenGL API,使三维世界的"平民化"已成为必然。
    , m8 j) n3 ?' x, L8 L1 A& ^; x. l  G- T----Windows操作系统对OpenGL的支持
    6 y& u$ G1 B! Q9 G$ o----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:
    . a, v$ ~# `7 n( T3 O4 S9 U----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! z  M6 O& k8 Q! T; x: S7 |# q, d
    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。
    ' F# K) |6 u1 q* U) |----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。
    * s5 ~: @7 o0 k; q0 M, g----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 S/ M/ o1 x4 Q7 Q. [# `
    ----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。6 {: \; Q4 z5 L! T/ D
    ----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。
    % |2 j3 I3 z8 u2 ?" _' D</P><>----用VC来编写OpenGL程序7 M- c" c: Q, [* Z
    5 j2 r7 G4 t0 n. ~
    ----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:; z( [4 D) o2 x4 G! ]$ e+ H1 G

    + ~% a* M& O- F. w/ c8 N----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
    + l% n9 l3 r2 B- }* W4 B9 J1 ?7 _2 d) d; W/ r2 z- }
    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5 a/ R# T3 S+ c1 X
    / L8 I9 p3 m1 O: F9 s
    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
    : V$ _6 p  X9 Y+ {" k, _( Z! \' m) p! N: o" i% G
    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( [* b8 s- u5 g8 p0 W1 v0 f
    ' ^8 L" D4 ~( `/ D6 R' O% e
    - Z( k! U# |2 d6 L: X6 Q

    ; b0 l9 [; J4 ]1 T----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)。, q, T6 x5 T9 y' D0 z4 A% h0 r

    ' O5 b# }# W: Y0 t$ l----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)
    4 Z4 N1 f0 T$ ?: w* p9 C' Y! l, e+ k( H0 j1 t9 x/ R# C
    ----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8 T0 y! g9 E. E% v- t& y

    , e3 u! m+ w7 ~6 p' P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(
    * w3 s/ U2 e+ [; h, D# U  ^: Q; v' s8 ]: K
    if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC2 ?: O9 G; E3 e+ ?/ }  b5 ?

    $ V9 x( a6 F, x----所附程序说明0 {8 q+ i" Q+ j: h' T8 G
    2 J  X0 a. a/ s+ J: A( \
    ----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
    ' R' ?$ q0 j5 h  `& x7 C+ t. G8 a
    MFC编OpenGL时需要注意的内容做一个简要的说明:( U0 O1 R3 y, C
    1 Z% T! f4 W3 U3 Y" o+ \
    ----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
    - k/ P3 u# f' Z1 i) {8 n, y3 G# s( s. y" e  A  p# z0 u% b
    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* m( F( `5 c; e
    - [! t9 p# ]* N9 m4 G/ I! 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
    & ?  Z: W5 T" W; L" ?8 z% ^8 H( Q4 u5 }
    格。9 }; C) O1 G: u' G% u8 i! ^2 C

    ! b" i! Z' c( B8 d1 n----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
    , |6 J0 S/ {5 q% A6 Z& q( N
    1 S% d5 |: p9 R. C  s。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3 s8 ~6 k7 h  Q5 Y1 g$ T- U4 G7 {  q4 l6 I

    ! V4 J3 f9 w) j( _7 M、鼠标处理函数都应该由相应的Windows处理函数来响应。
    * r( J, ?8 ?  U4 a$ b9 Z. Q7 `: M1 D$ W
    ----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
    ! b; e; X& M, B/ s
    / Z/ N) A- d5 m- K& S/ S,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8 l4 ?( ]% z. H( G  O+ C5 Q
    . x% U5 W3 Q6 ]& R& |5 n( G: E
    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。
    2 C5 e& h# U8 H0 O1 `% d0 ~- @8 n/ t4 e  D6 |
    ----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
    , e7 x: H8 y0 Z* {# \' g5 R' @4 k+ k0 X
    GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。% x: o1 ]% E8 u- i# F4 j
    " `7 @; [6 T4 I$ s
    ----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
    - y. x& q" d; Y' q, V% Z1 f
    7 J: p  o9 j7 [$ v% j% n2 O9 k9 ?----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++; @7 ?. @: h+ N$ z! _9 E- d* [
    % _& I+ s* ^& o1 Q  [
    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
    0 }+ {. y: z4 V. s- O. ~7 O( X: f( J3 s* e' _6 \- h' V
    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4 N) j: Y4 Z+ e0 f. Z: L  H

    ' G. |+ H0 v) j: H$ H+ W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。
    * q% P8 }( F* `0 @# {' O0 b8 t4 T
    ----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 W5 [# v; ~7 V" D, I' Q

    " y0 v3 b2 n' w" ~! v5 J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
    $ U1 g% I, Q  E) v9 w- Q. e8 U
    ; d6 ]4 X) f2 ?4 I9 r函数应当非常小心。& H6 i  `! T/ i
    ! |5 R% L. |  `" c1 U
    ----参考书籍:1 _/ y; n' @. q& X0 V; C- K3 L) ^
      P2 B) P8 h- J" p& i' E
    ----《OpenGLProgrammer'sGuide》SGIinc.4 B  K# ?! J& @: x7 k
    9 {5 H: [' ]8 R, D' \. g. O$ x) Z
    ----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
    9 F+ I$ M6 k6 t: B8 O
    $ ?- E) U. T& I/ N# w) G+ F0 L0 @----《VisualC++5.0联机帮助》- X. [" [) i3 e: U; o2 _% y$ e

    ! t* ^6 Q) n0 V! _9 y----附程序:2 D# x$ ^: Y' T# H) r; a2 X/ z

    # z: U: j5 r" P; W2 z. B9 [9 z----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
    2 t; T/ ?' T+ E1 y/ J7 C  G. a! D. i3 ^. c) O4 ~
    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
    * M) z3 }+ S5 u$ E6 e7 ?% v$ y9 d1 I$ a* c! ^5 z
    OpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。/ j& P: o( z7 ^- d, d
    1 s3 t0 t' R# J0 ?
    ----主窗口类定义(OpenGLWnd.h):* ^. h) Z& p5 `8 ]

    % R5 r. Y5 y; w! `0 ds#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E702 d# J5 i+ Z3 y, L% I2 |  I/ C
    _11D2_9ACA_48543300E17D__INCLUDED_)
    4 x2 }; f$ s  I# V. \& w3 y#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
    6 C' Y' Y8 I8 `" v_9ACA_48543300E17D__INCLUDED_8 u. }0 i' l0 {5 a1 ^8 q/ g) d( F

    + z  y6 H( u; x3 x; L- I#if _MSC_VER &amp;= 1000/ t; W) k" H& H8 ^1 Z. e6 v: i
    #pragma once, G/ |- X; Q" G; a# r& d' T
    #endif // _MSC_VER &amp;= 1000
    8 m9 U5 G6 J" P9 ?: o4 z8 u; N. j$ x  {9 W
    #include &amp; afxwin.h &amp;
    ' E# k: ^" d- `& |#include "SimpleGLApp.h"3 D' l. Q1 M" ~, Q9 M
    #include "resource.h"; Z- y) ]5 a' U/ K+ p1 s7 s
    // OpenGLWnd.h : header file
    ; z: o- C3 k# H8 R//
    , R/ X6 [* U, S+ N4 \. n4 b" p) V, K///////////////////////////////////////
    5 n( B9 N7 V. s' y$ b( r//////////////////////////////////////, C& n, W$ n4 S, ]# I0 w
    // COpenGLWnd frame5 S1 F5 r- v5 k( n8 w
    1 h+ ]! |: L& u9 S& c* ^- r
    class COpenGLWnd : public CFrameWnd! S/ G- P1 n5 |, v$ Y
    {
    ; Q  W! @4 u1 Z. [DECLARE_DYNCREATE(COpenGLWnd)# D: W1 y8 ^7 F. b; z  x
    public:# J, u$ j3 A' Y% S+ N' Q
    COpenGLWnd();&amp;&amp;  k& N; V9 x' r# L3 H* k& f8 N$ Q2 u
    // protected constructor used by dynamic creation$ x5 F. I% a/ a- g, @9 Z
    protected:
    ! a; l/ y6 W: I- vHGLRC m_hrc;
    - Q" |% m+ Z! n; Y* }4 kCClientDC *m_pDC;
    % |) v3 i& t* j, T, z* l& Y// Attributes1 M: @' ]5 m7 _2 l, l9 R& v3 K8 y
    public:: m$ h. U6 |3 d3 V% Y( i

    5 E4 Z: h- F( ?- m6 m// Operations! L2 Z/ q& ~# s* I' S. N5 g! t
    public:( t7 N6 G" I# F$ X
    % L& \3 O( }& R6 P8 t; l  l
    // Overrides, E* f8 z  g; q; e* t! [
    // ClassWizard generated virtual function overrides
    + `8 G( t/ B: [  w9 _5 Z# x$ j//{{AFX_VIRTUAL(COpenGLWnd)* f( T1 p6 S0 N, [. A
    protected:
    2 ]8 \# i. u. R& r8 A' A8 Qvirtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);( E7 x1 D( B4 O( b& ?; K& i$ ?- A7 D
    //}}AFX_VIRTUAL
    3 l+ q8 V% B5 p3 t  L( s# k9 E
    & U* t- J2 i- e, o9 F8 A// Implementation) ]2 }% t, c5 {9 i# q
    public:1 G" K$ w% B- F( }! d4 l
    virtual ~COpenGLWnd();
    / c5 Y6 u2 ], X1 E0 Z& a
    8 d3 _' n, }% q7 l8 {// Generated message map functions
    " m$ f( ~" s& U+ J! t+ J//{{AFX_MSG(COpenGLWnd): `$ ~4 e: y! P# E
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    % Z; G# w  ]6 Q/ b" h- q+ Rafx_msg void OnSize(UINT nType, int cx, int cy);
    * ]+ h7 D, |: U* |afx_msg void OnDestroy();% h3 f5 [# w# @/ V" [3 S
    afx_msg BOOL OnEraseBkgnd(CDC* pDC);+ W  F1 \9 z& n0 M" V5 c0 \1 n' v
    afx_msg void OnPaint();5 i! w* u1 u' o; N5 L
    //}}AFX_MSG! a* P: `1 N# M4 X! \4 i8 t7 b
    DECLARE_MESSAGE_MAP()5 o( h6 f6 P- K* n+ l- `6 w
    };
    * q- J9 |7 j1 {# |9 W+ u+ g( R7 r# J$ z* r! s8 V3 C) `) E2 v
    ///////////////////////////////////////' K( ~1 {, R4 p4 ?: Q
    //////////////////////////////////////
    ! w7 h& e9 j9 `
    5 l+ G. M  T6 z$ Y//{{AFX_INSERT_LOCATION}}
    $ {& n9 W- b( ~* i7 o' g// Microsoft Developer Studio will insert 6 ]0 q6 P9 p* _
    additional declarations immediately before the previous line.
    : x$ j. ?" e3 ^% E  y8 _. r% ?
    0 ]2 F2 {# \+ F% _#endif // !defined(AFX_OPENGLWND_H__3FB1AB28_
    % g' f# D7 U6 S# n8 ?8 w0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    " `% g9 T" K+ q" P主窗口类的实现(OpenGLWnd.cpp):
    7 ~3 T; n# Z' d( c// OpenGLWnd.cpp : implementation file
    3 U; V( b  J. ~  V: J& U. V  n3 x//
    % p+ o) Y: S4 E+ n0 I$ `, |  [0 q3 R) H: k9 K& y- c% `
    #include "stdafx.h"
    4 u: r" `0 ~8 k" Q) m' S+ z#include "OpenGLWnd.h"
    2 N6 c, x/ C8 R% w' w: a#include "SimpleGLApp.h"# u. C, Q( |# `+ X6 C0 R
    #include "gl\glu.h"
    2 e5 ^3 C) Q* n7 [7 I4 D#include "gl\gl.h"
    3 h: `" o* f4 Y9 S2 u$ J#include "gl\glaux.h"2 C* S% |, j0 q1 h3 f) z

    1 ?  F8 _9 [3 n6 _- Q& s! e3 J#ifdef _DEBUG
    # I3 I1 e. ]: x9 t. n0 I6 g4 x#define new DEBUG_NEW1 b5 ?' Z4 q4 J) F6 v0 B$ Y
    #undef THIS_FILE
    : L. l) s& l+ jstatic char THIS_FILE[] = __FILE__;
    6 ~2 c. j( i/ U. \5 @# e' u1 @#endif0 _5 p2 n7 I( x

    5 t! P) ^, {+ G///////////////////////////////////////
    8 v' r8 N8 @9 m% r! I/ x//////////////////////////////////////" @, V: S$ A4 U2 {8 H% r7 R
    // COpenGLWnd
    4 A0 F3 v* `2 o2 }$ K2 z% _; G# T
    IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)2 _4 }2 |) O- c( \' q/ Y! t

    * H* z! i1 `3 e5 WCOpenGLWnd::COpenGLWnd()& u7 C6 O7 w/ q$ `; k& N4 O
    {
    2 C' g( j& W0 Im_pDC = NULL;
    ) C3 x8 i! Q7 M+ a4 t3 mm_hrc = 0;
    . n+ b, O! g3 G7 N/ z: D/ f0 D) O( g* zLoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
    , I+ }' T% \" t5 k" a/ F. ?( z| WS_CLIPCHILDREN | WS_CLIPSIBLINGS4 M3 `- Q5 V2 G8 b1 T6 O6 Y
    ,NULL,NULL );% b9 x$ L  J: q) \) k& [- ~
    }* w4 i$ v7 z, ^, Z* j8 Y0 b

    ' {" f% |1 b, Z2 {+ p$ k" \" b4 fCOpenGLWnd::~COpenGLWnd()
    6 v: G# R  @* I{; Z; G- z/ P8 @( l
    }
    4 e0 L/ B! o6 v6 T* J
    9 q$ f8 [( o% J6 y( ?3 k; m' c2 l7 d0 n3 W* q4 m
    BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)
    8 }, i- C& a* ]$ b1 K//{{AFX_MSG_MAP(COpenGLWnd)
    7 U% W2 m  d2 s4 O# C# l9 R8 |/ QON_WM_CREATE()
    , ^, o! ?/ M* u2 y9 VON_WM_SIZE()
    + n8 ^, I6 O2 _" yON_WM_DESTROY(). d' Z  j) Q4 v
    ON_WM_ERASEBKGND()$ `2 c( K0 B2 X! K
    ON_WM_PAINT()( ~4 g9 T5 d6 y, n7 k( ~8 f
    //}}AFX_MSG_MAP
    ) ?0 f0 \# T) U; [% d- zEND_MESSAGE_MAP()
    - w  r: v! l  ~$ m/ d& \$ u$ V1 z; I8 ~* j* O1 }) L
    # ~+ h7 {; c6 ?' b) t
    . F" S, a/ @6 \* [" l
    BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) 0 a$ O/ N% D5 G% m- V
    {
    0 I+ |" z. K' T7 e$ I// TOD Add your specialized
    # y, `* N+ j5 h9 @  W  U# Pcode here and/or call the base class0 ~7 F7 V% K) R" @  h
    cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |0 `) P# }" Y. b! b+ X
    CS_HREDRAW |7 @* {$ E& A; @! T, k6 o
    CS_VREDRAW |% e/ |6 _) Z6 C& v7 X/ h
    CS_SAVEBITS |
    . k% y6 H  I* y) v1 T6 y3 a! f  KCS_NOCLOSE |
    3 V- c0 q5 A1 p7 V0 s8 F&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC  p$ L7 o. \" X8 o5 ?: V% v" i
    ,AfxGetApp( )-9 K. L6 x4 z  R: m9 t: U: [
    &amp; LoadStandardCursor(IDC_ARROW), 0 ,0 o, M2 R8 @+ c
    AfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));5 H/ e9 d' T  u
    return CFrameWnd:reCreateWindow(cs);) V8 X$ Y1 Y( I* T; i% p
    }, N, s% K$ C- p1 |* f

    % O: p% ]: O9 |# n5 z, f2 n" Z: P- n& k9 ~
    int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
    . m% V9 ^; x+ H{9 B; y" d# U6 X8 Y$ M% V4 \
    if (CFrameWnd::OnCreate(lpCreateStruct) == -1)( u; O! Y! M2 G5 I* q2 [% ^
    return -1;
    ! H; q& w/ _( D3 a* f2 C) S4 x: E5 Q/ |" F5 K  ^
    &amp;&amp;&amp;&amp;int pixelformat;
    $ q; Z2 ~4 i6 N% H5 W* P' D- Z: u/ {+ O! e! Y$ [! s  k4 D- [2 ]
    &amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图
    % F! K( F1 S9 V  e1 X  h, HASSERT(m_pDC != NULL);
    " y' Q" B# E  v; X: F8 J
      }3 ^. g$ q6 ^. C$ @: Q+ _static PIXELFORMATDESCRIPTOR pfd =, K; _( d5 [  Z1 l* ~2 M8 P
    {
    + p8 l4 {, A% o4 F: a&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值" k0 O! I# i" V( b+ x5 H- l) a' _7 X
    &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7 N0 U  E) O  o) w9 z
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_DRAW_TO_WINDOW |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support window9 L8 p) K6 K' G7 s( `
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
    & m& L+ S8 n- s&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& j1 Z9 p+ Y8 C
    &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
    % ^& K- b% R1 h, L+ @/ k&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
    $ {; q- D. X; [1 k) 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;// no alpha buffer: l8 u! `/ x+ M! O/ j# b
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// shift bit ignored
    ' y2 L: d7 c9 `0 a4 A4 \" y&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& b. w8 s+ J: ?/ 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 ignored
    / T! Z/ ?6 C0 l5 a&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
    0 Y, k5 m: F; K' Q- _1 N: I&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no stencil buffer
      Y6 s: Y, [1 E# f; V' V" M&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 buffer9 o" ?/ h: W% j+ b7 ^5 }5 v
    &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& ~6 j" r! d! O( W9 I
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// reserved
    " z! X3 v" q2 l5 w  L; Y3 V# @8 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
    - G& n( [8 y- a9 e9 f$ `& v  `&amp;&amp;&amp;&amp;};
    7 v: e% h9 T7 F$ o1 ~4 R. B' }" M& c4 F( W
    1 L8 X3 t; z4 R
    if ( (pixelformat = ChoosePixelFormat3 U, @% P4 \/ ^) w. W& C) ?0 f
    (m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )( h1 d9 J" }6 r3 R% B: w
    &amp;&amp;&amp;&amp;{0 L: _& m/ O& ~+ Z
    &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");& L% L8 K2 w  U& k
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;. c4 P% D( J, b3 Y: Z. a
    &amp;&amp;&amp;&amp;}
    7 z; P2 F2 D+ t0 j# C! E. c% X2 ?
    if (SetPixelFormat(m_pDC- &amp;$ j; _" ~0 t  ?8 f* b+ M5 k
    GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)* H3 k$ }$ ~) j+ J  G
    &amp;&amp;&amp;&amp;{
    3 r0 v6 `* p' N& q* a, b5 Y5 O&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");; Q# ]/ S3 u- u# z5 P0 w2 C8 w
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    % @1 ~* j; X; \7 a6 m3 V&amp;&amp;&amp;&amp;}: l/ Q7 H9 a4 ~. Q+ C$ h
    &amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    , w, {# B0 @* p! d7 }9 c6 g9 d# v&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);! Z% b# r* W4 s* [9 H
    + q( {( h* I* L, ~
    &amp;&amp;&amp;&amp;glClearDepth(1.0f);  U( Q: F  b% i
    &amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);8 V- Z+ C2 i9 O- |7 u' R
    0 ?7 s2 o( m0 S- `' g8 Z

    ( _, J! M' n4 m! I) b&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    5 V, Z0 G- O" x  E5 R8 c$ O6 J&amp;&amp;&amp;&amp;glLoadIdentity();, a4 b8 m1 C/ r3 M
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    # ], m8 E" J1 f  j8 g
    / e% {; J. C& s& L, W/ E( N! @return 0;//OpenGL窗口构造成功
    0 U1 S( L9 u) o& J! T; r/ j}# I9 y* Q. l. N1 l8 ~( @
    # |; {" E/ _& Q1 d' K
    void COpenGLWnd::OnSize(UINT nType, int cx, int cy) & a  B( s4 D. u& [
    {* H& D8 u9 A1 K" n% Y4 {
    CFrameWnd::OnSize(nType, cx, cy);* s& g  I: k0 q1 a& M8 P2 n
    ) z: D! s* ^0 L- j
    // TOD Add your message handler code here
    ' U+ E8 ^: v! N" c. z" }4 p- k&amp;&amp;&amp;&amp;if(cy &amp; 0)
    0 W  {2 _6 A5 ]( V' v5 g9 y0 ]2 K&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    8 D4 ?% _% d2 R6 t0 a. F. Y2 S&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);' [. v; [! ?( ]8 h5 j
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);' p  a: Y$ ?9 X! K: M) _& ?2 X
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();5 J& t9 Z3 Y7 L# ?
    if (cx &amp; = cy)
    8 k/ G( O9 [" W4 D0 X' }  @  ?% z&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
    4 g) |* c+ u; C3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);: L( F/ B5 g# g. B% G
    else
    5 x6 Q/ l. I# W# X$ n/ }' uglOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    1 i# z1 W  s4 ?7 y4 I) |7 F' n3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);4 y0 w  D/ S  G# r8 e/ b  v
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    / A4 h) z* C: E&amp;&amp;&amp;&amp;}
      H+ Z' q6 T& a  Y# C1 w+ w}
    7 L- q5 z! e' S4 H5 o, w/ C# O3 d" @1 k! k0 S$ b
    void COpenGLWnd::OnDestroy()
    # j; b. L4 ~! [; I  @" `; g{
    ! s5 j4 t0 A4 y- `% @+ I; Y" u0 G6 g( R7 {
    CFrameWnd::OnDestroy();% v- M/ t5 i1 _, ^- Y4 J5 S
    &amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);
    9 C* N. B5 J/ _& o&amp;&amp;&amp;&amp;if (m_hrc)/ D/ l& B- _8 [
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);' U4 h+ e9 @' O, t4 x+ f4 E
    if (m_pDC)- K5 Y+ \5 H! c+ j
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;% D; P# e/ o0 ~
    // TOD Add your message handler code here
    5 v- ?- w& J, a( _}- Q$ H! T! R; r
    , T4 v% _# I4 d& L. f2 r3 y
    BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)
    " x% Q& n% [: p9 p$ Z{
    / q' \, u  U: _, c' L// TOD Add your message
    3 O$ e# \- V1 @; Yhandler code here and/or call default
    ( E0 q5 F$ n) e6 l( Preturn TRUE;
    4 n8 t( H+ f: |//return CFrameWnd::OnEraseBkgnd(pDC);( x0 E( w- {. U. L. B
    }% U* W8 {; E" R; }% M+ Z
    # J3 W: H/ j0 e' v7 A
    void COpenGLWnd::OnPaint()
    0 `6 o: ~* F8 p4 _+ @7 V{
    " W% Q  k. K4 I* ]% `" tCPaintDC dc(this); // device context for painting  |- A' c. A6 W% ?* {
    8 T) @: k/ D9 J5 P; X( U: {
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};8 g9 z. B$ H8 S% i5 |
    9 }$ p9 q2 Y: l) W0 P, ?
    // TOD Add your message handler code here3 o7 L+ u3 u" K3 v7 f8 S

    % y; o0 {3 ^9 u5 L# [& g) Z&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);3 }/ |) |) H$ k- L, W2 F' Z
    &amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    4 I, i' [' s! ^2 I6 \
    $ ^4 V1 F4 Z% W! n5 u&amp;&amp;&amp;&amp;glPushMatrix();; r" ^, j( @9 p- J9 i+ _) T& N

    ( C$ J5 [4 d2 z) j&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);8 W  q3 i" D( C1 b* r( y% h
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    0 v- |5 A, r) _( \7 ?# P5 SglEnable(GL_LIGHTING);
    0 A' B* c+ W3 ?$ s* H% x% TglEnable(GL_LIGHT0);' Q0 Z( ~- C0 h$ {+ [: I
    glDepthFunc(GL_LESS);4 W4 j( `# b' g8 P& `! ^& M5 S
    glEnable(GL_DEPTH_TEST);' e. k, e7 \2 H0 C
    auxSolidSphere(1.0);
    , @. a1 c5 |( l3 @. a; y/ j1 W! n5 o6 I! Y+ ]2 Q
    &amp;&amp;&amp;&amp;glPopMatrix();
    # ^1 r1 |( [( ^! x$ I/ S
    1 H2 s* ^5 f. Y/ Z9 ~&amp;&amp;&amp;&amp;glFinish();
    $ X5 `) d" \" n8 U* ?- w
    2 h) P9 N: J4 e+ |// Do not call CFrameWnd::OnPaint() for painting messages
    0 k6 C! ~4 L* p& U}
    / k7 P+ p, W0 m) x' s# }* x应用程序类的定义(SimpleGLApp.h):" D" R9 [  a  c# `7 `' D/ {( }
    #if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29$ W8 R4 W- Y% r4 ]! G9 Q. ]. @' G' J) [3 y
    _0E70_11D2_9ACA_48543300E17D__INCLUDED_)7 b& I: a8 |9 D$ J4 G8 J. f
    #define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70, c: s# K1 J; P; t0 f: S: f) v
    _11D2_9ACA_48543300E17D__INCLUDED_
    : K6 {* w& M3 Q* `4 r1 W2 M0 E
    8 V8 e8 s9 P" i& e& K#if _MSC_VER &amp;= 1000, E, F  b* Y% r) s% Z% f
    #pragma once
    # V. c) u: I% ~2 X" I6 {2 v#endif // _MSC_VER &amp;= 1000
    % Q: W! B# B9 {7 T/ C' Z// SimpleGLApp.h : header file
    # e" S- X4 c+ [; @! r//
    & u) t5 O% ]) x  I, P' V3 x) e) Z#include &amp; afxwin.h &amp;
    0 Q) Q+ Z! f& Y; \0 f& D#include "OpenGLWnd.h"
    4 n* s% N- a& Z' W  ^# d#include "resource.h"$ V. i, {/ ~" X; |: D) G

    # K6 h( t, o7 |///////////////////////////////////////, o& L$ v, K+ H8 Y* W! R, E& Y
    //////////////////////////////////////
    , v+ f) t$ b! N1 X: J// CSimpleGLApp thread
    3 i; u8 K! d( e. N/ z
    0 w! }6 H- ]  z0 Xclass CSimpleGLApp : public CWinApp- E8 @! G: K5 G# x
    {5 H) n" h# i& X; m
    DECLARE_DYNCREATE(CSimpleGLApp)) G3 M1 m" D9 q4 [- T5 E
    public:
    7 T3 o, _' M9 ~/ ^) E- |6 O9 }2 CCSimpleGLApp(); : F; t- @- w; {$ J% ^
    &amp;&amp;&amp;// protected constructor used by dynamic creation+ q; L' Z( o! R
    . y; F) A7 X+ d" l0 q( t
    // Attributes2 d2 s& ^  h# `6 P$ d  l  ]
    public:
    ' n2 k8 g% n% s9 ^. g! Q0 C# A- B. j" f+ v3 U, ~
    // Operations
    ! H4 _& ^1 I  o9 W% Zpublic:
    3 n) S( T0 `% Z4 Y7 H3 c9 o! t3 P6 g1 p+ p1 V
    // Overrides3 X, X% u$ A" M9 V
    // ClassWizard generated virtual function overrides. D% Q4 s$ {  q1 |
    //{{AFX_VIRTUAL(CSimpleGLApp)
    ' F" x, e* F. l) C9 Dpublic:
    1 _% L# G4 @, `: u+ b3 Mvirtual BOOL InitInstance();
    ) [4 N* u, A$ X; s& j9 f; ?3 J& Wvirtual int ExitInstance();
    ! l! `6 _( q" u//}}AFX_VIRTUAL* m% v& C. P& y1 V' X2 x. y  \
    : J& V& y$ K$ f
    // Implementation* l; k% V% c6 Q/ s) c9 @$ U! z
    public:
    / ?/ _0 M4 e* H6 F( H. `8 y% lvirtual ~CSimpleGLApp();* N  T& ~! Z4 J# [2 F
    1 H1 G9 o5 `/ \0 g+ p
    // Generated message map functions7 p. ]0 S  V+ b
    //{{AFX_MSG(CSimpleGLApp)
    0 N$ @. N" ?' mafx_msg void OnAppExit();% I5 ^% o6 c& ]) w6 [; r
    //}}AFX_MSG( E9 H$ t/ b  `/ A3 ]
    4 }( G1 A0 s, \! a  h
    DECLARE_MESSAGE_MAP()3 j0 j5 P, E1 O  A& s! E$ D) i) O
    };2 I6 d9 q: r9 r3 C( e7 @& x
    ) c) P6 _1 {: x7 N- [8 H6 a
    ///////////////////////////////////////
    + I1 ^; p1 `3 }: v2 |2 E//////////////////////////////////////
    2 X+ M4 u. {1 L( H3 k: B
    " {# y/ x  ?6 j//{{AFX_INSERT_LOCATION}}
    1 r  ]* Q* d2 G// Microsoft Developer Studio will insert 7 B& K% ~; ?& d5 k% Y3 t
    additional declarations
    ( X* d( ^/ I2 O8 P2 k3 ~immediately before the previous line.
    3 b" r0 G5 I: D/ E. Q4 Z6 [
    . }# p: P/ F, b5 M1 T#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_- @& H- z. [0 k( s
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    7 u4 B2 h, ]) h( H5 c应用程序类的实现(SimpleGLApp.cpp):; @" N- _0 K. b6 V# s
    // SimpleGLApp.cpp : implementation file# C6 h& W* \; B' f: I" P
    //
    ' }. N  ], {. S" K$ W  g, @
    + ~3 p: O4 P. y9 j6 l. m1 E3 N' |#include "stdafx.h"* @% j: y: B9 N2 I6 ~1 `/ u! M
    #include "SimpleGLApp.h"$ t6 o. e/ p$ Z  d) e3 P% r; {
    #include "OpenGLWnd.h"
    ( c' t8 D* v0 W- Q) {+ V. |( @2 ]
    . |# u! a8 ]& p  d7 O/ `#ifdef _DEBUG
      w: M. W* u1 R4 z: w5 A3 E#define new DEBUG_NEW0 P8 k0 X7 c4 \' K( p2 R$ a+ P* u
    #undef THIS_FILE
    ( i% f; I' [+ v5 N0 t# m0 d- wstatic char THIS_FILE[] = __FILE__;
    6 p$ [; M3 i/ G1 w, ~1 `; i% U8 h) S, O#endif- o% u: z7 S! s6 r( m) l- \- o

    ( @- T  X9 ]! M% {: k& R///////////////////////////////////////( V- E" ?5 k$ P, {: Q  i2 @7 Q
    //////////////////////////////////////2 I3 \* V9 d% r& e& r2 a. e
    // CSimpleGLApp
    + x, d- b6 a5 L" k! A4 _" A9 Z, D8 a5 H3 h
    IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
      X' N8 x" i! H1 S; B3 E
    # r' L6 V7 F) L* KCSimpleGLApp::CSimpleGLApp()6 r5 z" B- n4 G0 ]" b' w, f
    {3 c0 _2 a0 E$ E0 w
    }& |! o" E% z+ |0 H

    9 Z6 r6 F8 |! r. H: W. U+ r; W' D" S. \CSimpleGLApp::~CSimpleGLApp()
    / U5 J' E' w) h3 A7 g% l0 r{
    8 u' L( X2 S3 j& h  S, C}
    * b/ \' {8 u* s# f9 p5 m( f; V6 f& ~: k3 M$ A( i% g* x
    BOOL CSimpleGLApp::InitInstance()) e( v& Q1 {; S+ m; |' u) L0 s
    {
    9 G' f3 w9 ^4 l' ~4 l5 @// TOD&amp;&amp;perform and per-thread initialization here
    : d9 d! X2 M+ b6 V1 Mm_pMainWnd = new COpenGLWnd();
    3 q0 w) P: h$ }" _' r0 D3 Mm_pMainWnd- &amp;ShowWindow(m_nCmdShow);5 c* \$ f3 Q! [5 ~! \) }  x
    m_pMainWnd- &amp;UpdateWindow();/ E9 H% W/ j: V8 L8 q
    return TRUE;/ f* ~3 x( _3 d4 I# o6 K
    }4 O7 w& z/ \$ F* L: a& f

    8 d; B% [' f+ z# R4 w6 eint CSimpleGLApp::ExitInstance()
    - Y' w; G, }. Z" }  a7 d1 A{; S+ m1 H* ~* \
    return CWinApp::ExitInstance();
    4 O6 l1 n/ q7 Z  f# s4 b}/ s/ T5 z. ^$ _3 S
    : _# i; \) M$ v  o+ B; i
    BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)
    % l& _( X' w& L# ^. M0 H6 s2 [6 g//{{AFX_MSG_MAP(CSimpleGLApp)) Q5 ]4 M# G! {) ^; w/ x6 f
    ON_COMMAND(ID_APP_EXIT, OnAppExit)3 u: L: U( {  D0 t* r) m2 _
    //}}AFX_MSG_MAP
    0 o0 X3 Q1 |( r% Y: _END_MESSAGE_MAP()8 b, e& Q2 V/ y' v
    : G9 N! i( ?( L2 m& O
    ///////////////////////////////////////9 f. t9 j1 F+ W
    //////////////////////////////////////- X$ e% t! B& H" {6 }( x6 I9 y
    // CSimpleGLApp message handlers
    / [# [. v; n  V, m9 hvoid CSimpleGLApp::OnAppExit()
    , `1 W0 Z0 n# L; i! I& w{
    % r$ Q! s7 X$ a3 N+ o// TOD Add your command handler code here& h9 Z/ d8 E/ J
    CWinApp::OnAppExit();. b4 v  e) J8 W$ W, d. }
    }& z/ R% B6 q" q+ k( R- ^

    + o- Z. e$ K3 t, wCSimpleGLApp SimpleGLApp;</P>
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