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< >这是NENE的OPENGL的框架CB原代码,是黑屏的效果,最简单的。OPENGL我才开始学,很多不懂的,希望和大家交流,共同进步,我会把我的资料和大家共享的!</P>
5 e; p5 K4 T* n< >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># ?; w2 l# \6 q- ^$ T
< >//---------------------------------------------------------------------------</P>9 ^* d5 G' s2 P
< >#include <vcl.h>
5 s5 s5 S( v+ l# r# B: ]#include <windows.h> // Header file for windows
& a/ ]( i0 ]4 ?- Z+ p( S& f#include <gl\gl.h> // Header file for the OpenGL32 library3 L, Y' E5 Z6 ?9 ^
#include <gl\glu.h> // Header file for the GLu32 library; Z+ k6 X; p4 K
#include <gl\glaux.h> // Header file for the GLaux library$ Q8 A* w% m2 h7 Y/ t% n
#pragma hdrstop</P>" U: m$ h P# H' s: {# F
< >//---------------------------------------------------------------------------
# o: ?' O2 s* t' c# ~3 k: k O#pragma argsused</P>
/ G* V' i" o) I" r/ u< >HGLRC hRC = NULL; // Permanent rendering context
" z4 h/ x3 u5 [! F3 x, LHDC hDC = NULL; // Private GDI device context
; H( u2 r& P6 S3 ^$ iHWND hWnd = NULL; // Holds our window handle
& H7 X- U: f) E% a0 A; yHINSTANCE hInstance = NULL; // Holds the instance of the application</P>
% m$ Y$ t. \, f5 w< >bool keys[256]; // Array used for the keyboard routine) h ]+ c- T' F0 x+ f' ?. h
bool active = true; // Window active flag set to true by default
. X" y; X1 |3 B5 ]: v/ Rbool fullscreen = true; // Fullscreen flag set to fullscreen mode by default</P>
6 B# W5 J# }$ K! H: X< >LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc</P>" i* {6 x# F3 U, P U$ M
< >GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize and initialize the GL window
" v# {0 y" b* A1 P) l- Q. ~! B/ \{
$ M l% @+ s/ J% R" N. ?4 I6 m1 x if (height == 0) // Prevent a divide by zero by
: B- O: X; Z Q x- \* V( ?/ X# ^ {
' k# E9 x& e2 @. g7 U% L! c height = 1; // Making height equal One; G1 j# L$ p) L1 K8 I; Q
}</P>
9 [6 t: S u) C$ I, c< > glViewport(0, 0, width, height); // Reset the current viewport</P>
! w2 o# ], A, X& G( h( O+ K< > glMatrixMode(GL_PROJECTION); // Select the projection matrix3 i0 A' O: F8 d1 k5 p
glLoadIdentity(); // Reset the projection matrix</P>
5 V5 ^; s$ ~4 @7 K< > // Calculate the aspect ratio of the window k- E7 d- p6 Q
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
! U% V. Q* @; S2 ^9 i< > glMatrixMode(GL_MODELVIEW); // Select the modelview matrix0 Q( |' l8 O/ B0 P' f! Q1 U
glLoadIdentity(); // Reset the modelview matrix8 w8 E) \- w# x/ ~4 g. G
}</P>
( R6 u8 B8 {7 u* I7 Q< >int InitGL(GLvoid) // All setup for OpenGL goes here: Z) z2 r1 y! e! Z& J1 {
{- V7 H; j: Z: U e7 [5 T0 ^
glShadeModel(GL_SMOOTH); // Enable smooth shading
+ z2 i9 c1 W1 o N l glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black background
1 @: I$ J& S# l& G glClearDepth(1.0f); // Depth buffer setup v5 |/ [6 C. {8 e2 _0 K
glEnable(GL_DEPTH_TEST); // Enables depth testing, A3 \5 B4 @0 u/ T. y
glDepthFunc(GL_LEQUAL); // The type of depth testing to do
0 Y. s, a/ n- S, _ t glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations( n5 X! L5 `& S5 x1 ]
return true; // Initialization went OK
- x: N9 }% a: o) c3 S; f}</P>) n. N* ^' j5 x6 `
< >int DrawGLScene(GLvoid) // Here's where we do all the drawing
8 T6 l7 G2 U' {4 g. t{$ T- k0 T# V# ~6 X; O
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
6 w4 m6 `/ j2 _ d glLoadIdentity(); // Reset the current modelview matrix
) ^4 @" O% P" p. M. V
6 M/ @9 `2 {5 b0 h; ~2 U/ n! b( o* a return true; // Everything went OK
2 M# {7 o" l, M3 B3 [}</P>/ D+ _) J. D+ Q
< >GLvoid KillGLWindow(GLvoid) // Properly kill the window' g# M7 D- R8 d9 d% k
{; Q4 f! {, u2 y+ t" c/ s
if (fullscreen) // Are we in fullscreen mode?
4 o; p+ U4 l$ y9 d {
& c- I( b, O5 B2 b( l ChangeDisplaySettings(NULL,0); // If so switch back to the desktop$ _) k" V) P. f3 g
ShowCursor(true); // Show mouse pointer
( R; G& I+ K3 `- \ }</P>0 _2 w% Q* `1 P
< > if (hRC) // Do we have a rendering context?$ ~& q& f6 }- ^6 R
{
6 a8 n" l' X. x4 y6 [ e6 E: X4 W if (!wglMakeCurrent(NULL,NULL)) // Are we able to release the DC and RC contexts?
3 m1 h0 d9 g2 v4 j w5 b" W) y( u! d {
; R3 U3 K5 b" n MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);$ K* Y: Q) J, S n# p, X
}</P>
! S! F# z! L7 D) D+ x< > if (!wglDeleteContext(hRC)) // Are we able to delete the RC?
& d9 V2 j5 u; M2 P6 ` {
# F" B6 x' g1 V/ t/ D7 V MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);$ L- b; H( D0 t5 M( U. a, G
}
# T4 c5 h* W3 \* G% N$ D4 @ hRC = NULL; // Set RC to NULL& O0 P$ H. }6 j
}</P>2 y/ ]" }/ F9 @9 N
< > if (hDC && !ReleaseDC(hWnd,hDC)) // Are we able to release the DC
& z% v" \/ Q. I {
4 J' k/ w: U9 q& _ MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);$ ]* }; |& r3 e" D: h R1 i
hDC = NULL; // Set DC to NULL$ I# A" e; ^& s4 w, K/ z: |! s
}</P>4 J1 p% J* L+ F0 d8 O/ v0 Y4 V
< > if (hWnd && !DestroyWindow(hWnd)) // Are we able to destroy the window?* u" v7 Y( L/ }4 i) O- S5 [- I, d1 ~
{3 ^6 v$ [. z- m1 z2 B
MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
% S( Z& R3 n! Y( F. U hWnd = NULL; // Set hWnd to NULL
8 p, Y; ]1 ]* j; f$ u3 I }</P>$ B; d3 G2 W( W4 w* e1 ~
< > if (!UnregisterClass("OpenGL",hInstance)) // Are we able to unregister class% `$ J: H- W0 f1 U) U. m2 g! q
{
. q9 ?9 W5 H' Q% p5 k* Y# O8 N- V4 n MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);# _+ g, b. x& u- m7 \; q
hInstance = NULL; // Set hInstance to NULL0 E8 B% E W6 a, U3 T" Z2 W ~, d$ o
}6 Y3 m! b8 j& v: o# \) c
}</P>4 H4 D/ S j! H) v3 [7 N
< >/* This Code Creates Our OpenGL Window. Parameters Are:
) i+ t$ O8 l' ]% B * title - Title To Appear At The Top Of The Window
8 d3 i; Z" O' x * width - Width Of The GL Window Or Fullscreen Mode
+ [! h$ V- ~0 g2 U9 x * height - Height Of The GL Window Or Fullscreen Mode& |- _/ u; T! q# o& w, I: C } {# c
* bits - Number Of Bits To Use For Color (8/16/24/32)' k' G n7 m9 \: R
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
" A/ E7 u# v4 f* f2 U 8 P8 `4 H% t' Q% n+ a1 b; R5 j6 h
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)& e% U- v0 F B) k. L
{1 m6 p1 N$ S# u0 i. y" z0 B; `
GLuint PixelFormat; // Holds the results after searching for a match" Y) E9 U: V- U L; G
WNDCLASS wc; // Windows class structure F( z+ D: s; r1 C0 F4 T0 V
DWORD dwExStyle; // Window extended style4 y/ c' Y* K/ h& p, T8 ]) B. ~
DWORD dwStyle; // Window style. r$ X/ S& r- }3 I. ?
RECT WindowRect; // Grabs rctangle upper left / lower right values
& o$ M0 {- I& z WindowRect.left = (long)0; // Set left value to 0
" j7 \! e! R- i5 Z' b WindowRect.right = (long)width; // Set right value to requested width# ?# A, W$ c0 a' M
WindowRect.top = (long)0; // Set top value to 02 S0 K p1 x% \6 q
WindowRect.bottom = (long)height; // Set bottom value to requested height</P>" N7 B- U, b d% I% v6 h
< > fullscreen = fullscreenflag; // Set the global fullscreen flag</P>" M" o+ d- |+ I+ x8 i, y% M+ Q
< > hInstance = GetModuleHandle(NULL); // Grab an instance for our window
% ?5 n6 n6 \8 U# c9 ^ wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on size, and own DC for window
# b7 k( X8 Z7 j1 I+ _& c wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc handles messages4 D; k/ o- [; Y3 f @9 y1 @
wc.cbClsExtra = 0; // No extra window data
1 N6 Q& d7 {- Y wc.cbWndExtra = 0; // No extra window data
5 a/ t; L# l4 W wc.hInstance = hInstance; // Set the Instance& D$ Z$ c' z* _ J% o$ y
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load the default icon" w% f) r- |6 E
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer
8 i3 g/ f9 h9 S2 D9 z wc.hbrBackground = NULL; // No background required for GL& Q' [- n6 T5 t, a1 c9 ^7 O
wc.lpszMenuName = NULL; // We don't want a menu, Q2 @* `( f+ C O+ l
wc.lpszClassName = "OpenGL"; // Set the class name</P>" M0 k& S2 o" K7 i
< > if (!RegisterClass(&wc)) // Attempt to register the window class7 O4 c7 d" x$ a0 A. z
{: o- J) L( w5 Y1 `
MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
# K" h% m: u( }' J; [3 ^< > return false; // Return false
$ w `- S |; }0 N6 Y }
& h @% f* v. m& s' S3 N % {/ V7 |6 j9 l D5 c- y
if (fullscreen) // Attempt fullscreen mode?% E& T' R% L' u$ t' V
{$ {, I$ k6 N" n9 Q/ |0 x0 k1 a
DEVMODE dmScreenSettings; // Device mode4 l! z/ \9 z7 `2 P: |
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes sure memory's cleared
& u5 s9 T" q7 _% |' v dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size of the devmode structure
9 E0 n8 F! I& v4 ]5 \* H4 | dmScreenSettings.dmPelsWidth = width; // Selected screen width {; i+ ~- b3 M+ O7 t5 S$ W
dmScreenSettings.dmPelsHeight = height; // Selected screen height" v% a" w. n5 F8 A3 ?
dmScreenSettings.dmBitsPerPel = bits; // Selected bits per pixel& l4 }$ p1 c2 D7 h% n& z5 r
dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>9 O$ A/ P9 O, }! q
< > // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
6 `( x. d! G% g* j7 r if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
$ r) Q8 l0 ?1 {8 S! {$ w8 g {# x; o9 A4 L; n: T) t& o
// If the mode fails, offer two options. Quit or use windowed mode.9 ^6 c0 c+ ?, H r
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)
5 o( [; }3 u3 Q- q) q {. K* ^. f$ e g' n" I3 Q% ^% M
fullscreen = false; // Windowed mode selected. Fullscreen = false9 N2 y, E! E) |; E2 e! t2 P
}
% O& l- J) u% |- V# K else
$ m; O/ h2 c" H0 H {4 l% u f, Y& A& L
// Pop up a message box letting user know the program is closing.
3 r$ i" w, z4 N5 K( o5 } MessageBox(NULL," rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
9 a* E A' m1 x return false; // Return false
+ q$ n' x4 t( c. P. I8 ~0 s }
2 [: J6 `7 |. M L }& f' K: ]! n n
}</P>
" u1 F: q. Q, z6 f' C2 S< > if (fullscreen) // Are We Still In Fullscreen Mode?
+ J, T2 c( i# }! _ |9 T {. L! w$ J! o0 C" c# H
dwExStyle = WS_EX_APPWINDOW; // Window extended style- T5 {7 ~0 N! }1 I8 b7 n0 V
dwStyle = WS_POPUP; // Windows style
0 V! ?$ S" @, p ShowCursor(false); // Hide mouse pointer8 a0 f3 a' b. M2 u$ ^) S
}
0 h$ ]1 J/ y4 W$ x; p; E) ^ else
. v, p- G6 F: {% X8 i {/ W3 P+ H- ^& Z: S
dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style
5 }$ u; P" A1 W* ~+ V* j& a0 q dwStyle = WS_OVERLAPPEDWINDOW; // Windows style
6 [9 R5 T* F! F6 a9 V }</P>/ o$ m9 C& f( r/ v! T) d3 T0 l
< > AdjustWindowRectEx(&WindowRect,dwStyle,false,dwExStyle); // Adjust window to true requested size</P>1 A; b3 s7 m1 C) b
<P> // Create the window, r7 E0 c) }6 y- h
if (!(hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window% }0 p$ O) o/ E( ^
"OpenGL", // Class name) p( Q5 y r/ O/ I0 J( u! L. P
title, // Window title2 Q9 x/ [. F( \: }6 t; s
dwStyle | // Defined window style
- S: N! \5 Z: b5 ]; n9 H% ^$ i" h WS_CLIPSIBLINGS | // Required window style
% s. B3 [& g1 D0 d6 }; T WS_CLIPCHILDREN, // Required window style- c4 M( z3 h& f1 S) U
0, 0, // Window position
h* F8 F) \( D. p/ s- S ` WindowRect.right-WindowRect.left, // Calculate window width! Q9 I& b+ }) { i) q- ]" O4 x/ k
WindowRect.bottom-WindowRect.top, // Calculate window height
2 z+ P& x( s$ ^1 o# h NULL, // No parent window
# G- N% G/ Y$ a NULL, // No menu
, D9 L: D o8 S% [8 w5 D8 D hInstance, // Instance
; q, {& @: x$ r3 B NULL))) // Dont pass anything to WM_CREATE
1 U8 y% \6 l6 L( L% E {
0 y* Y( {* e; T) D* E$ f KillGLWindow(); // Reset the display2 q7 ]6 D( p: ]' [3 g0 w
MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);, p/ |( L j F7 ]- Q
return false; // Return false/ P' a4 C7 R" Q
}</P>2 z( v& u! |/ O$ |
<P> static PIXELFORMATDESCRIPTOR pfd = // pfd tells windows how we want things to be
% a% [$ g, K: k4 g0 ?0 l) F& U {
, m* D" e& F) o, j sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor% Y' ]# `4 F% D: _( [" I0 ^
1, // Version number
8 r% I/ P" f6 I& u/ P0 S PFD_DRAW_TO_WINDOW | // Format must support window" {0 U: r% G. L
PFD_SUPPORT_OPENGL | // Format must support OpenGL
# q% c. R3 a9 E! i. n, ]2 r) U) R PFD_DOUBLEBUFFER, // Must support double buffering
$ ?; R7 B) \2 ~# C8 V# A PFD_TYPE_RGBA, // Request an RGBA format
6 |# ~/ R$ W/ X2 d- { bits, // Select our color depth! _8 c, k1 A9 L; O) C8 T
0, 0, 0, 0, 0, 0, // Color bits ignored
" q( n( {( v/ S9 n6 P. B8 ]8 i% Y9 m( k 0, // No alpha buffer$ J! h' A9 @' T4 ]2 \2 b
0, // Shift bit ignored
# b. m) L! n8 E4 b6 b 0, // No accumulation buffer
" |! D" J: t6 [2 k 0, 0, 0, 0, // Accumulation bits ignored
|2 ]0 N' Z) g4 j' z 16, // 16Bit Z-Buffer (Depth buffer)
' y3 c9 H* k; [! @! F B# ?- z) E \) v 0, // No stencil buffer2 ~ X4 i! e2 F
0, // No auxiliary buffer0 k- }2 w# e" b
PFD_MAIN_PLANE, // Main drawing layer
+ D$ b6 @# \' u5 y 0, // Reserved) ?; k6 M$ X3 F: _ }* Y
0, 0, 0 // Layer masks ignored
* k, e4 }- H7 D. O5 J };5 F$ P1 e J6 }5 F7 L! j
5 T+ R. Z/ H/ o, a b* D
if (!(hDC = GetDC(hWnd))) // Did we get a device context?
; c2 I6 e: F5 q1 t; R% u {
% v4 _& e" v1 ?9 T6 b7 ^4 I KillGLWindow(); // Reset the display
) _ u4 X. q( \4 Z/ t MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);. e9 D3 J5 \5 `
return false; // Return false
+ r1 Q ]: m/ m1 n }</P>6 K. t7 P8 w3 x3 q
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&pfd))) // Did windows find a matching pixel format?; J m7 B5 z' D- `& D! T
{
+ l7 T$ I' M# L KillGLWindow(); // Reset the display4 V! u" s# u8 s N: C& b$ a( N
MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
+ }3 B7 i$ M0 j4 t! n, _* v8 m return false; // Return false8 c. P* i+ z7 M1 Q0 z
}</P>
9 E w$ U; D' i( `<P> if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are we able to set the pixel format?+ v" [+ g3 p9 @" n1 q! N9 Y
{* N) P6 B, {# j1 h: u3 F& h
KillGLWindow(); // Reset the display
) N% l1 P* H) r% }4 X- p0 D" S MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
; M( M9 B) O) V" f y: g return false; // Return false0 R2 n0 d, k7 K4 X# l* d
}</P>( B- a- C$ o, |* L3 \
<P> if (!(hRC = wglCreateContext(hDC))) // Are we able to get a rendering context?
4 B& L. |5 I9 \+ _1 w# W* B: L {
4 x2 U4 \9 B2 f8 z4 C# w KillGLWindow(); // Reset the display
& A- l. r2 o; Y/ e& K0 ]/ e* b MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);' k9 T8 z2 d' P; t! [
return false; // Return false! b% e( w t1 F! o
}</P>
/ x' D5 C8 Z* M& u& D<P> if(!wglMakeCurrent(hDC,hRC)) // Try to activate the rendering context
0 y# @$ e- S, |9 S8 D8 e( S0 w {& u7 Z, p, m. J
KillGLWindow(); // Reset the display% X: h. u/ ~( z3 @$ R
MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);: c: d' g' h' G" s
return false; // Return false
3 _. E! O, _- F: f: q }</P>
7 }! D: o" i, r3 Y! z; G<P> ShowWindow(hWnd,SW_SHOW); // Show the window
& w6 O* ~# }3 |" K$ ?% g- Y% [! f" `( S SetForegroundWindow(hWnd); // Slightly higher priority
6 _" Z' Z X' e6 z/ Z* L SetFocus(hWnd); // Sets keyboard focus to the window1 ~' |0 d* Z; W) N8 ~6 L2 _6 Y
ReSizeGLScene(width, height); // Set up our perspective GL screen</P>4 G, Z# W* {9 d q: A
<P> if (!InitGL()) // Initialize our newly created GL window0 w9 h+ P, @/ j' }
{
% A0 E/ t. B) |: N' w0 D" c KillGLWindow(); // Reset the display
+ |1 b3 _) C$ l! ` MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);2 D5 b! V( `2 S a" h! D% l: ?
return false; // Return false( Z! m% a3 @; r# s/ w0 N6 |% K( @
}</P>
, V! J( Y; x5 e3 F. U<P> return true; // Success
7 Q" Z1 U; N9 K+ v5 \; d: B}</P>) J. ~" b! O3 `2 t# @
<P>LRESULT CALLBACK WndProc(HWND hWnd, // Handle for this window& I6 s2 V7 R0 g; @
UINT uMsg, // Message for this window0 p, [$ w9 m) ]2 U0 a6 F Z' S
WPARAM wParam, // Additional message information p: ^: f4 _/ [
LPARAM lParam) // Additional message information
0 a. F9 B$ E" V0 O{( E7 V p! K2 C' E2 Q, O
switch (uMsg) // Check for windows messages
& P( Y" r& |, W% K: b {
; t; N! {2 y5 ~: S4 ` case WM_ACTIVATE: // Watch for window activate message* v1 e8 @, q/ \/ I4 U
{, |* U% p& w3 ]! K+ [
if (!HIWORD(wParam)) // Check minimization state
! T0 m; p; W9 }, }/ _ {6 D, z! x5 C* k* s" i) @
active = true; // Program is active
' G, @. q E: o0 v. x9 ] }
9 p& P" `; b$ r7 \( d8 o U else
' C/ a, K6 W& {, L {: {% W2 G' b) v- d) p
active = false; // Program is no longer active
C0 T% L$ n0 b$ s }</P>! b, ?; S, R9 C# i5 p
<P> return 0; // Return to the message loop
0 ^% |: h/ p. @+ L7 h }</P>6 m1 F& b+ {% |9 D2 Z
<P> case WM_SYSCOMMAND: // Intercept system commands( e7 G! u; N( `% f( @ E
{/ r# h" l3 j4 |5 A. ? p% }
switch (wParam) // Check system calls' a5 F' @+ x7 F/ w: N
{- p5 N3 F& h& n2 }5 n2 b, ]7 I- y* r
case SC_SCREENSAVE: // Screensaver trying to start?
; \# d# X9 _' \0 d case SC_MONITORPOWER: // Monitor trying to enter powersave?
& p6 y$ G! q7 J# _. e+ T" X return 0; // Prevent from happening
/ W; x, F2 X; J% W6 N3 } }, N9 @6 n+ R9 I
break; // Exit
. l9 ~3 J$ b9 o. x6 O h }</P>% f; B O% }$ z$ H
<P> case WM_CLOSE: // Did we receive a close message?3 U9 r6 ?; Q5 P1 L* L2 e) S$ W
{4 L" g6 l+ a2 p% u$ m3 ]6 L/ t
PostQuitMessage(0); // Send a quit message
9 V# @9 {* R4 q$ g- Z return 0; // Jump back
2 d) D# s0 R* X/ U( v$ d. A }</P>
5 X( [8 W0 m' n<P> case WM_KEYDOWN: // Is a key being held down?( c+ K1 n- L! ^& J$ b
{
) v' ~) |) b3 z3 u0 q* X# E# E keys[wParam] = true; // If so, mark it as true
; j, Q$ e I. r5 K! [ return 0; // Jump back1 x& H4 J( x3 H8 ]9 q4 w
}</P>
$ u/ Q( g: f: E# ^' V<P> case WM_KEYUP: // Has a key been released?
; d% O$ j* R- B- @# f# A, @ {
& Z- {9 Q) a1 p0 M" C8 R0 M. C keys[wParam] = false; // If so, mark it as false
) x* d1 e: e. @6 ]* g5 I) J return 0; // Jump back
8 V T) c4 G! W) { }</P>
/ ^- `. T2 y) w4 A; o, q) ?<P> case WM_SIZE: // Resize the OpenGL window, Y, n$ b! J# W5 [2 d- d+ i- J
{5 y f- r6 I5 {- R) u/ B$ R
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord = Width, HiWord = Height W1 N; w$ M5 \: q! w; V) l
return 0; // Jump back
/ q- x7 w( d! y+ Z0 H }
& t& p$ b- E( c! F }</P>
+ y& \( N4 `' g$ S' e* d<P> // Pass all unhandled messages to DefWindowProc
. O) e/ @: A( s8 _) M1 w$ Z$ o1 v; ?7 r return DefWindowProc(hWnd,uMsg,wParam,lParam);( L7 @ \+ p% ` m! Z6 U
}</P>
6 u9 o' O1 q' x5 {- f6 Z+ r<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
( }1 N' j& Z$ o5 x: T& X2 d$ R{
/ Q# i8 ^& L: ^8 M MSG msg; // Windows message structure
9 Q7 x- L2 ?1 r, F- I bool done = false; // bool variable to exit loop</P>
* y, {: r$ ^$ U p<P> // Ask the user which screen mode they prefer
- f }; ~' v9 J4 E+ u. l. T& l% S if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)
8 x! D& w- K& P+ ?( ` {
6 v0 {( A5 u' Q0 q fullscreen = false; // Windowed mode) f5 M2 ?2 O' n1 Q! f- ]" Y+ T
}</P>8 X9 d* ]5 S+ J% F% [
<P> // Create our OpenGL window
5 N0 U) g3 m4 p3 H7 p0 P if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
, u, ?6 l4 b" G7 ]/ O4 w) x {0 C8 m) v! r4 [ F+ u
return 0; // Quit if window was not created
. T9 e1 i: \8 ~9 v9 }* X, W; f }</P>
4 _0 m1 Y$ B9 K0 h$ r' D) J) F& b! }" [<P> while(!done) // Loop that runs while done = false
4 ]& H9 U# V! B- X {
0 c4 k# g' n6 r$ G if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
$ x2 N' K- \$ x {
" ]- n+ h! f% [4 c if (msg.message == WM_QUIT) // Have we received a quit message?4 J3 H2 V, y5 L+ Z8 u% e
{
/ K4 ]) l; v9 M7 F8 E done = true; // If so done = true
( U% ~7 @! Y( M a5 ~& u }# @ P& ? w3 b1 z+ l! ?
else // If not, deal with window messages
" e4 d# k& o, G/ | {# m$ ?) g9 ^* r
TranslateMessage(&msg); // Translate the message9 l2 y% v6 a+ N6 }7 I$ O
DispatchMessage(&msg); // Dispatch the message8 W* q' ^ b4 S7 h6 n3 D
}$ v$ M, [; O3 O
}& @, J) A5 W$ |7 w z$ \
else // If there are no messages
( Y" i$ r# S J; g- G" L {4 f9 w# _: j8 [/ ~/ w6 t8 L
// Draw the scene. Watch for ESC key and quit messages from DrawGLScene()
- z# y* k/ {: e1 v$ h' o, i if (active) // Program active?' }/ j8 v$ M- F) W1 O
{
, M0 Q3 Q+ H$ a7 `; s5 \9 v( J9 r if (keys[VK_ESCAPE]) // Was ESC pressed?
$ q9 i1 q- D1 Z! K+ \& n- C* G3 X {
# K% x2 v8 h) \5 t done = true; // ESC signalled a quit7 F4 L4 I& H# e. S" l4 s3 z& X
}0 n* r3 T9 s" i- c& @, e
else // Not time to quit, Update screen1 i9 h# o9 V5 u5 v0 `- V
{
: M" K% Y* F! Z' B DrawGLScene(); // Draw the scene7 l* D+ L ]) w: u0 T2 p7 C" c
SwapBuffers(hDC); // Swap buffers (Double buffering). E2 O; N1 F0 \
}
/ t' F! D9 N/ V7 H, `* ~9 O }</P>
r9 I( R/ c% Y+ Y- K( q<P> if (keys[VK_F1]) // Is F1 being pressed?
' W( z- I( v1 ` {# |, X8 J! B9 m. ]: O! X, p
keys[VK_F1] = false; // If so make key false
6 }7 e* [$ h d! ~! k# K6 u3 S* q KillGLWindow(); // Kill our current window
7 P0 W+ r# y& I- ~ fullscreen =! fullscreen; // Toggle fullscreen / windowed mode
/ k# h5 K" n1 d // Recreate our OpenGL window4 S: O. [* s6 P2 f
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
6 x" E3 B3 i6 S( R* o! v1 E {3 L0 ]( e. j6 b/ a; L0 Y
return 0; // Quit if window was not created# w3 y9 D+ ?6 S) Y5 [
}
( m, L0 K' K8 h' Y* y }
! t9 b, q0 o7 e7 ?; I9 e4 q }
! U! s6 S, v9 n( y9 b }</P>
$ J' Y4 U. y# u& P' U<P> // Shutdown! i _( O( c8 m/ M/ p! b* H2 E
KillGLWindow(); // Kill the window( n! H% G6 U$ s( R/ b8 E/ f
return (msg.wParam); // Exit the program
I/ @9 Q9 D2 U- \5 b) R( s}# b! A' @2 l9 |( Q
//---------------------------------------------------------------------------</P> |
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