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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>
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 &lt;vcl.h&gt;
5 s5 s5 S( v+ l# r# B: ]#include &lt;windows.h&gt;    // Header file for windows
& a/ ]( i0 ]4 ?- Z+ p( S& f#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library3 L, Y' E5 Z6 ?9 ^
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library; Z+ k6 X; p4 K
#include &lt;gl\glaux.h&gt;   // 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 &amp;&amp; !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 &amp;&amp; !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(&amp;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(&amp;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(&amp;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(&amp;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,&amp;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,&amp;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(&amp;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(&amp;msg);         // Translate the message9 l2 y% v6 a+ N6 }7 I$ O
    DispatchMessage(&amp;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>
zan
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    ilikenba 实名认证       

    1万

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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
    # f) A+ I0 }. ?3 D) OOpenGL API,使三维世界的"平民化"已成为必然。: y* S$ C0 u% y* ~* {
    ----Windows操作系统对OpenGL的支持( X) D% @( k2 J5 _, q. L
    ----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:
    ( m0 K$ _7 g7 m3 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
    / S; d& b# o6 ^6 w$ y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。
    2 o8 D. L+ ?) C! t0 u+ `; q: R----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 z' @4 h+ V5 k! J----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。
    + r' p' G& K4 Q6 s9 ^----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。9 |) _  [1 I& {% W, w) u3 X1 B# ]
    ----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。
    4 p( O3 C% }; `* s- F" o</P><>----用VC来编写OpenGL程序
    9 Z, i, p" v; v9 U1 b; u! W+ i
    ----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:6 u& r$ z. U2 n# Z5 U4 f

    6 H! F& {" t# Y7 k5 s8 w----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  f( Q) ~5 R) Y5 P  v
    " H7 R0 @3 V4 j/ w6 D, ]0 b5 S
    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
    : U; ?; [, S* Q8 I  u
    6 T: E6 m: d4 F* S- a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
    0 J/ P- D3 y0 f3 ^: S/ b' K* V+ 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
      f% D/ T  T  s4 y* k7 x; n
    6 y3 |# B3 T# k6 h( C; `4 T4 |。% D) C* ?! R, f" t) C

    3 ]0 P4 N7 v/ X6 L: v$ O----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)。' p/ Y/ D, e+ L; e' j

    # I* }6 S( d& i3 e7 `8 R- v0 d0 f----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): o% A0 ~/ A* P

    $ R" R9 d! c: L# U+ C# I+ 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
    + ^/ q) m$ k9 |" u
    5 x7 ?- r$ L! l; t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(- m1 t' O/ d3 |( g- `* x

      r2 f  e6 I7 Iif(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC3 j/ c& O( W! d$ @% K5 z

    * ~! g/ E0 {: x* D, ?4 r----所附程序说明
    . N. j1 S. a5 O5 H1 u
    . X" r; b2 x6 v* a! d----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5 k0 |. t- S  ]7 p+ F+ ?
    / S" d" H" u7 Y- D) D
    MFC编OpenGL时需要注意的内容做一个简要的说明:; ^8 V' i) |; s# A3 T3 u

    3 u8 P' ~4 E; X8 `( P+ d----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
      N7 m8 G- n. D& u
    7 d7 B( @* a1 p, M& q. d- n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2 N4 b. R7 G9 d; [8 X" d- k% u& p

    : a1 [9 H7 D# Z& 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
    ! m% M; Q$ @- |' U/ f1 q8 |0 B7 V! ^- n$ D+ M2 k
    格。
    8 k4 |# H* M; y+ c' m- B* d- n
    - c) R" W4 c1 I3 q8 q/ K: v1 \----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, @& }" f( S$ V) j

    ( C* v" ?% l! j。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
    7 }5 S2 G* Z" |! ]3 A; P0 A4 X6 E% f
    、鼠标处理函数都应该由相应的Windows处理函数来响应。
    * `# n% J1 b# V$ q4 {% V. x% H. Y# J2 A& k
    ----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
    ; o# j+ w3 a: H  Q6 G: T/ V2 T# k- q2 A3 a1 e; N$ 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
    4 d1 [$ Z, r2 c6 I$ H) T# R4 D  W& f1 q
    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。3 E5 e+ X& D3 J

    " @+ z- ]' @( ^5 l& n. x----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
    # v1 W  P' E2 I9 G
    $ R9 ?! R5 C6 `4 {GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
    / E; q" T4 _4 s# {% j+ N  I# r, B3 a8 p9 U, i( r5 s' Z
    ----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
    7 {0 p: ^  m% K! N- a8 E8 g* _
    4 Z  f- ?/ u4 {  F$ x----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++9 M, S+ k: I$ j$ f: ~8 {6 B, B" w" m
    $ v3 R& j% m4 b# f( ~# n2 O" G
    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
    ) Z6 j" S" s/ P; M4 E
    9 s1 c6 Y5 l) H( @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
    * c3 ^7 Q/ T* I' ]$ V
    5 U9 |- J# Q( o! c" T* b9 |3 ^: ]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。
      g3 p9 m9 V/ G2 X: _, _5 z. F8 f$ E( }2 y/ X: s- Q
    ----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& h8 B" ~( R! g- _
    " l; @6 h4 @2 k  u" 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2 T% \* w/ x8 a! O, D( Q: _6 Y' z; w
    * }0 t1 V2 R( @  P6 I' E5 R! y
    函数应当非常小心。+ n" }& ~! C1 G5 l' H

    , `/ X: ~; J5 m8 L9 ]& l# h2 m----参考书籍:
    : N! Y. [" A* M  P0 ]% M
    4 }9 E2 s( J: H' t/ y' b6 W----《OpenGLProgrammer'sGuide》SGIinc.
    4 P7 \1 `! v+ k( I! ^3 |& W; h: X1 M+ X! `
    ----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
    : E9 T6 @- o" M, Z& w. L6 ^$ V; u5 V: B& O& N! m2 ^
    ----《VisualC++5.0联机帮助》
    0 S) b1 A7 i+ a' ~/ l: W  p0 c) E7 G2 M
    ----附程序:; v6 X8 c4 ?. K+ g" u

    " F; t- g2 t4 ^& v----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, ~. ]1 s+ l& K" S+ o

    - }* ~; o$ f) u9 {8 S% w4 y; B7 ]! A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% X5 n5 v9 k* N

    ' Y6 R+ r% P# |) B- ]! `- G- QOpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。
    ' V2 y4 n; K3 L9 `
    & s& R0 [: p  }, }----主窗口类定义(OpenGLWnd.h):
    & J, z5 o+ \. e
    1 A5 l3 N" `9 Bs#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70
    + h: S( ~+ M+ l_11D2_9ACA_48543300E17D__INCLUDED_)
    $ U" J! y2 @8 Q) t9 V: d, [; ?* s#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
    6 f2 X; n( C+ S3 T4 N; h_9ACA_48543300E17D__INCLUDED_6 b9 U9 X3 R, y: [& G! A3 A

    9 [, i4 i4 R+ O5 B& j; i#if _MSC_VER &amp;= 1000
    ( V+ `# Z& l4 ]2 R) `; c$ {5 r#pragma once
    ( u4 y. H) V3 e3 [5 y' {: A#endif // _MSC_VER &amp;= 1000/ Y0 j0 M/ _9 ]% u

    6 \. w) ]! ]  @8 B4 X. T#include &amp; afxwin.h &amp;
    1 B& g3 J0 M0 q% S1 c# A! a#include "SimpleGLApp.h"" W. W+ Z  s0 c! U& A# y& D
    #include "resource.h"
    0 u$ y" e6 J- O// OpenGLWnd.h : header file7 V8 |& y; E* f3 \6 w
    //$ W6 {, H# K& _& ?2 \( z; e. T
    ///////////////////////////////////////
    7 ^; H- l, \9 k3 U* w( `. C//////////////////////////////////////1 z' U- c9 t( f' ?* i3 m) v; c* R: l
    // COpenGLWnd frame) Z- _$ a0 r3 ]& T

    & ~! v3 q: V% h! [! i, Iclass COpenGLWnd : public CFrameWnd
    / J+ o5 _2 H0 m) z& Y6 I4 P{
    : A/ ]- }% a% |" fDECLARE_DYNCREATE(COpenGLWnd)) u; s8 D& l! f0 b: V
    public:  h, m5 }. z7 b0 |* S- \
    COpenGLWnd();&amp;&amp;
    ( p5 a( c# c" l3 v$ p// protected constructor used by dynamic creation; G. o+ D8 x) m& q1 `5 p& U  O1 \; \& S
    protected:
    * f2 z3 I$ c( ~$ W$ ~) }; B' QHGLRC m_hrc;
    - P5 E+ a: z3 P1 Q' tCClientDC *m_pDC;7 G$ D5 R. E! ~0 K
    // Attributes5 w3 _; F4 p3 }: Z& x& Y6 r4 b2 V1 n( V
    public:
    ( W; x7 g6 h# s' z" r
    " c( i6 l  N4 o3 n# v* ~// Operations
    5 Q+ Q1 S3 s: C0 L! m7 \0 ?) `public:
    # L* f( V& Q, j: j( p+ e+ p9 x
    9 ~" o( [! [9 H* S1 @// Overrides
    , o4 c, Y( W. x( O( O9 f// ClassWizard generated virtual function overrides
    & u/ B, d; q: |- U//{{AFX_VIRTUAL(COpenGLWnd). [& Q/ L: n; N- P3 g/ w
    protected:- A8 ^+ q- o$ \* p' `2 p1 _5 O
    virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);$ E" W; H. T0 w2 \
    //}}AFX_VIRTUAL* N' @) {/ y- p0 N5 a, Y- y) k3 h7 s

    2 a+ P6 S. a9 A// Implementation
      ~* t9 w% G; c& T& Kpublic:" E5 i+ a5 V4 W4 D4 r. u0 \2 _
    virtual ~COpenGLWnd();
    " Y8 {, \2 U+ w
    5 _9 O. g" C5 U1 E// Generated message map functions- A+ A6 q, U4 v0 N+ a3 G7 C
    //{{AFX_MSG(COpenGLWnd)
    3 O/ T8 N0 W9 J$ k( f+ Gafx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);0 M+ e8 x1 o0 D3 F% J$ E) g& b( X
    afx_msg void OnSize(UINT nType, int cx, int cy);
    . H$ E- `6 {+ v: z' Jafx_msg void OnDestroy();
    , G' z2 w4 Y6 V3 Y1 Wafx_msg BOOL OnEraseBkgnd(CDC* pDC);2 i4 a7 @% H. z2 k+ O7 f
    afx_msg void OnPaint();: z8 K" ]' H- ~5 {* a6 l! n
    //}}AFX_MSG  r9 L5 o6 m8 B7 q0 u6 j! a
    DECLARE_MESSAGE_MAP()
    5 ?% I! Z, k/ K};
      @% R9 g: m' _( [# g% _6 q# f# I4 I+ J2 Q
    ///////////////////////////////////////
    2 u$ M" X3 ^" v, [//////////////////////////////////////
    ' \) z5 v6 S* }, F& b
    5 k8 X) @4 h9 f/ J$ T//{{AFX_INSERT_LOCATION}}
    7 J) w) }' p& U9 y// Microsoft Developer Studio will insert 1 e! L+ `, I3 D
    additional declarations immediately before the previous line.# B7 Q: ^8 y% g/ V

    + i9 p  A% }& q6 ^, a/ k, f7 `#endif // !defined(AFX_OPENGLWND_H__3FB1AB28_
    9 Y5 p5 a$ e  v# I' b0E70_11D2_9ACA_48543300E17D__INCLUDED_)9 h/ R! Q2 M  H# B+ i  @
    主窗口类的实现(OpenGLWnd.cpp):' K: o) I$ @  n- L  m3 ~2 b
    // OpenGLWnd.cpp : implementation file, N- X  q$ W1 c" a, W
    //
    7 \; c* Z+ s& u' V; u" ?
    2 s  Z6 v7 J5 V4 ?  a, g#include "stdafx.h"
    % {/ ]" }0 `) \3 @7 H#include "OpenGLWnd.h"! t+ _& m% X  n! J/ Q, n6 l3 s. `; b
    #include "SimpleGLApp.h"
    2 E# p2 _3 Y+ z! t5 f1 K* I#include "gl\glu.h"
    & v8 M4 ^& {  j#include "gl\gl.h"
    / }0 S* f9 E' m1 j7 H& \* g#include "gl\glaux.h"
    0 |$ v1 y& @& v' c" J
    0 C6 g5 Q( }- h4 ?3 A( m- u8 b#ifdef _DEBUG
      O7 R8 {" L. Z9 s  g0 K( W) u4 e#define new DEBUG_NEW
    4 Y2 D6 X0 H* u% I) L#undef THIS_FILE
    & \- V0 H; `9 M+ s) Mstatic char THIS_FILE[] = __FILE__;
    $ g6 l" u- l% O#endif
    1 P/ }2 G: D1 P) V3 q4 H9 c- A8 d' ?) o2 X$ D/ L
    //////////////////////////////////////// g9 h  [  d' n* m
    //////////////////////////////////////. Z9 N  N! A$ [, b8 k; i
    // COpenGLWnd& Q5 U& S7 @' A

      T  Q6 Q: A* AIMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)
    $ z2 q6 v5 c! w9 C* y+ k- r# F) E1 Y8 ~
    * b% S, K4 s( OCOpenGLWnd::COpenGLWnd()
    + z: o  L) q( G7 ~7 S( q( q3 w9 M2 `2 x{- H, z2 [5 M: b
    m_pDC = NULL;/ s$ |, |1 a4 l
    m_hrc = 0;% c* ^. q+ q0 e$ ~- w# V) a
    LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW- S7 U2 [, T, W+ |: t% }' l
    | WS_CLIPCHILDREN | WS_CLIPSIBLINGS
    " \- |  V# F+ @5 k,NULL,NULL );
    2 n, f. B, G9 A0 h  N7 j}. i- A. T& z; W5 o5 `
    * c8 Q3 y8 h1 @
    COpenGLWnd::~COpenGLWnd()
    . W9 g/ H  {) \' s% d$ D{$ z9 `7 A- L' c. I: i  \
    }
    ; r5 v, e) y1 z; ~$ i1 P9 u6 W
    2 u6 J" q$ u7 P4 L3 h+ w, V" D- y% x5 v7 T8 f3 I/ O
    BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)
    ) F8 n6 e: Y. s//{{AFX_MSG_MAP(COpenGLWnd)
    4 e5 m$ V5 R4 m- X! }+ _: SON_WM_CREATE()1 Y/ \4 ]4 k! M# p5 F7 N) I
    ON_WM_SIZE()+ v4 o+ Y$ b. m
    ON_WM_DESTROY()
    9 N: Z; d0 Z! w/ w1 |" i# {ON_WM_ERASEBKGND()
    3 W- M; Y# O" ?# NON_WM_PAINT()
    / ]8 N" ]7 \, V' [//}}AFX_MSG_MAP
    4 {% W& `, R) ~6 m$ H1 VEND_MESSAGE_MAP()8 N/ A2 R# S. `0 E- u2 Y# N
    # L6 |9 E& g8 G' S
    # r8 r6 @8 d2 u  D) ~

    + \/ b, W3 r- t& OBOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) # I. g  b5 r* g6 X' y
    {# Z3 y1 x! j* n9 A' y% W
    // TOD Add your specialized
      v1 P, C3 h& J( P0 e2 Ccode here and/or call the base class
    6 q) _5 h) c7 O  {8 g( m" m& X) _cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
    & _2 _$ j5 N6 N' X! J% W, R' W  s! hCS_HREDRAW |
    8 |* h" H2 U1 uCS_VREDRAW |
    , x1 ]8 j+ w& zCS_SAVEBITS |0 Q4 s4 h2 y1 Z2 f
    CS_NOCLOSE |
    " A) l6 r$ D) J1 |9 u&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC; `% |0 r1 e/ ^/ ~
    ,AfxGetApp( )-
    ; f7 m; X- a3 z( ^6 |&amp; LoadStandardCursor(IDC_ARROW), 0 ,
    , L+ ]. H' b6 Z4 s3 N$ _5 L; f2 b: Z5 g& eAfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));
    - s' v3 ^# V* ]; a$ N! R3 f2 M3 greturn CFrameWnd:reCreateWindow(cs);8 {' T( ]$ j& R% q4 r
    }
    7 t, V1 U5 f- d% {7 \8 C7 S  [1 L$ ~" s" X9 h1 O, E2 Q7 V7 o
    % W4 [2 w$ N2 d* h5 D6 F# |9 i3 G5 X
    int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
    ; k# g2 e+ Y' B$ ?2 E) [{5 d- e7 I  H& v
    if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
    " m7 k& `4 c' o$ P/ Y! g& d: freturn -1;
    : `+ @4 p' I! b& D: x6 i" P9 L3 k: P0 q3 y# F3 Y' }
    &amp;&amp;&amp;&amp;int pixelformat;2 B! ~1 A: T6 L9 c
    # w! b+ D  K1 Q: ?* {: M$ o6 K
    &amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图
      _# n" \& D8 N- bASSERT(m_pDC != NULL);
    ( U9 K( p( e4 p  u$ y7 K" u( ?; k# e; K
    static PIXELFORMATDESCRIPTOR pfd =+ J6 v) T8 A( |+ q2 e3 R
    {
    - `, d% _( |' b" t2 h&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
    # g5 J% m* h) f, T/ y0 r0 @7 e$ }, a, a&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
    : B0 D( ?6 N7 B6 t4 e' C6 w+ G&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_DRAW_TO_WINDOW |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support window6 o% h1 R% R% N4 H' l% t
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
    % t# v) \- Z8 N' N6 W# m&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
    + T4 S0 N# e/ D' [% O4 B( t&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4 M" |. d1 S9 t
    &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
    * W( n# w2 c, Q- y- @( X&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
    " R( n+ S) u2 n4 |' ~&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% V" \# |9 I- G9 q1 e6 o5 Q$ 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 accumulation buffer3 V# S; r1 L2 d) w& Z
    &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
    ! Q1 `2 d5 j. V$ H5 _3 i&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# i; C" E4 {' p0 t0 S1 o
    &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! a: Y( h' G& [, Z, o  ~
    &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
      c6 f( ]; K4 n7 q  p. Y; Q&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
    1 |: {/ M6 p+ E&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
    5 S# v$ d- E" ]/ H2 Z  L&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" L  V. k; l8 U4 i6 k# ?
    &amp;&amp;&amp;&amp;};. x) T9 l' k6 |& v; d* @
    1 M" a8 Y# Z5 p' \+ @. U0 h8 L+ q7 u
    9 j7 q* h+ O# V7 l% G: G3 P$ ^
    if ( (pixelformat = ChoosePixelFormat
    . f7 Z+ H) v* O$ Z$ U(m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )$ x, b6 M+ v+ `
    &amp;&amp;&amp;&amp;{
    : z( \6 X2 s! V8 d" `, i2 d&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");+ O7 I# i( \' b: _& q! P6 n
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    & {( B  v2 N  d$ V4 n3 B6 `+ g&amp;&amp;&amp;&amp;}  @9 K" X0 g1 l( a, t

    2 s1 N, j' S9 o; Zif (SetPixelFormat(m_pDC- &amp;
    5 D7 L% J$ [% M. [GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)/ @1 b" V+ c* S
    &amp;&amp;&amp;&amp;{2 U) M3 U1 O! W  k
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");
    % \' z, t' J3 \/ ^* a&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;- M. ]; B  H9 T4 i$ p. T& l/ F6 u
    &amp;&amp;&amp;&amp;}
    ) q2 g$ Z6 s2 i&amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    6 ~8 u: _8 Y/ |* S1 F3 N&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);0 _7 h$ G# V9 }% i: Q2 C8 J: p2 b3 D

    ' D: Q* q, \( J7 x&amp;&amp;&amp;&amp;glClearDepth(1.0f);
      O: C6 t3 }% H) }/ g&amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);
    / o6 i' w9 q# p  V6 \* E4 x! x0 I9 \
      y# W* [' \  i) ?' U2 j, A0 d
    ) X$ J5 I# z9 v5 u&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);( t  z% y$ c* W# {0 L
    &amp;&amp;&amp;&amp;glLoadIdentity();. K; ?* g8 J$ @6 c. M" u. a
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    8 Z4 s- u# `% C) O: @/ `  I7 w9 T" i0 a; L* j
    return 0;//OpenGL窗口构造成功
      L, `9 i: r& J4 ^: `/ G* |* h}5 f& j$ ~# }6 l# t, v) S1 X
    6 l1 M! |9 Y0 s1 E
    void COpenGLWnd::OnSize(UINT nType, int cx, int cy)
    3 T: n+ _' p* @& N4 t{
    , o1 V* ^+ H6 @' r6 vCFrameWnd::OnSize(nType, cx, cy);
    ! I: i( e2 y1 o! P( P2 p+ `# J
    5 H7 w: z" _6 A. [! s# ?  _  N// TOD Add your message handler code here
    " \2 [/ \) g8 _% ^0 x6 U! y&amp;&amp;&amp;&amp;if(cy &amp; 0)' u' L+ T- |8 H7 Y
    &amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;. d/ h& `6 Z6 |. z3 E% L
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);
    * H/ W1 `2 C$ D8 M+ _7 t& k+ Z&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    5 l6 G3 p# X: B1 Q* F: C! x&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();% L% k, b4 T7 q
    if (cx &amp; = cy)% E% U7 Y- L1 G
    &amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
    # K$ i( F' j$ ~; X+ Q4 n4 m3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
    ; [, N2 w* ]2 K4 g( ~else
    2 X. R1 b) B3 i& Q+ hglOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    2 w: U- }, ~5 c$ O- m8 ]3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
    % Z. z% `3 J5 q7 x0 J% G  J5 c&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    4 F( m) q/ U$ k$ S& l0 E&amp;&amp;&amp;&amp;}: Y* w. X7 o  B8 v2 s: Y
    }
      w* S* K! t8 _* W( I! j' z2 d; F1 I6 U% r6 V
    void COpenGLWnd::OnDestroy() ) `0 r* X- n8 G- L, n4 }
    {" m% g0 g2 A# D6 M
    : z' U8 b0 Q( c3 p" U; d: l
    CFrameWnd::OnDestroy();  e# r2 @% h: i
    &amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);/ k" Q# n. f9 U4 L
    &amp;&amp;&amp;&amp;if (m_hrc)
    9 n' E. q/ s2 p- l2 Q&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    , T0 o, V. M+ q7 @( i- B- D% ?& Vif (m_pDC)
    ) J( N# q/ ]7 h& B) v% q  Q( D: w&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;- d' P4 B# _, x  V- r
    // TOD Add your message handler code here
    3 F/ t$ L( m9 v( q: b6 H}& L4 o' B1 U( b; P+ A0 m/ J8 [
    , k8 U5 n& E  O, ]) d( h5 T
    BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC) 8 m, ^( _8 G4 m6 R0 l% A+ p! C3 Y; u
    {
    ; P# m3 n; X! e7 c7 ?6 I// TOD Add your message
    / R+ u8 S' Z$ O+ r, K) D6 Vhandler code here and/or call default
    3 c* \8 l; B, D; Creturn TRUE;9 Q/ y5 P! K6 V* w& m
    //return CFrameWnd::OnEraseBkgnd(pDC);; o& N) c7 f2 t8 c
    }
    0 L$ i9 u- Y% B8 X, i# i% H8 Z" T1 ]: k4 @* Y5 N5 z8 a
    void COpenGLWnd::OnPaint() 9 o& V3 e% ]& ~6 u9 S4 j" ^
    {
    & v$ S/ s' K& o4 Q7 _CPaintDC dc(this); // device context for painting
    ! p2 P6 e' l* u. N: `7 a0 K& e4 j; M7 C# ~0 O
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};$ _1 V, m  e; C: [- j2 X

    - C$ I( Q& n, a' x# H// TOD Add your message handler code here/ E+ H0 w" Q. |' b/ P) T
    3 J. t/ e) \6 J1 I; K; e, r
    &amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);% |2 _6 z3 s% W0 q8 x+ B
    &amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    # q# Z( l, x5 q1 q7 Z
    ! J8 {. M" d- Q: p&amp;&amp;&amp;&amp;glPushMatrix();
    4 V- q+ }6 E( O8 E4 I+ I, Z
    : A2 K1 @! r, \" g  o- n4 D, ?- y+ |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);) i4 J, m( B. _7 S7 c6 d/ r
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    + U- O! }1 b: s7 O# E3 c; b7 b, PglEnable(GL_LIGHTING);, O. r  h: n( P, J
    glEnable(GL_LIGHT0);
    ) l7 M1 ]/ q5 `; Q7 h+ W  P! KglDepthFunc(GL_LESS);
    ( e0 t9 n2 P) B: `% |; CglEnable(GL_DEPTH_TEST);
    % E' Q. Q0 G$ WauxSolidSphere(1.0);
    : z2 w; {! G! O# U) w
    : P" P+ A. T0 d/ M&amp;&amp;&amp;&amp;glPopMatrix();
    % o/ l+ P5 _' k1 p7 l+ d7 a& p0 T5 O0 ~7 ]- y" M# K
    &amp;&amp;&amp;&amp;glFinish();
    ) W2 i# Y  H* ^$ D$ J" G+ e. A  s4 z" s) s1 D2 h$ y
    // Do not call CFrameWnd::OnPaint() for painting messages
    5 z9 H$ v5 U; U+ k  s( s}
    ( V5 M2 L# C" J( i应用程序类的定义(SimpleGLApp.h):6 h( Y7 b- r8 L+ s
    #if !defined(AFX_SIMPLEGLAPP_H__3FB1AB295 k, C8 D* [, q% |- Z- w' n* Z' n
    _0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    1 H6 ~9 g2 L) f& L4 h7 o#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
    6 E" V. S( V- y7 Z8 ^_11D2_9ACA_48543300E17D__INCLUDED_
    ! f; d6 ]4 E; _5 i9 c" z) [3 i- B7 v7 l$ W, i& F/ S. ~# _- h: ~
    #if _MSC_VER &amp;= 10007 j% e6 {  D. [' m! m8 M
    #pragma once+ X/ Z6 h3 H8 G. B7 k$ J5 g
    #endif // _MSC_VER &amp;= 1000
    $ R6 L1 X9 y7 h; R- D, c// SimpleGLApp.h : header file; }* g% u/ h# f
    //% a( W4 E. i- ~; ~6 O+ E$ T
    #include &amp; afxwin.h &amp;
    1 F; p+ s9 A3 e3 N4 F+ l# M#include "OpenGLWnd.h"7 O/ Y- `7 ^7 m% N- R+ g
    #include "resource.h"* l' u) g: i' r& e+ P. J1 u
    % y- o: ]- b; f% o% L1 N
    ///////////////////////////////////////
    6 z0 F, n; u/ u7 W! G5 ~//////////////////////////////////////
    7 G' ^; D* k; t5 {// CSimpleGLApp thread( N- Q, c6 |' h

    8 d0 k9 ^) p  d) `$ V/ l2 dclass CSimpleGLApp : public CWinApp
    . Q, f. E* C3 ]! l# p) G{
    % m- g+ d. X& ^0 c, fDECLARE_DYNCREATE(CSimpleGLApp)# F& D% Q2 [% f7 L4 D
    public:3 z0 q3 i- w; s7 V4 E
    CSimpleGLApp();   T- Q0 y6 c1 R
    &amp;&amp;&amp;// protected constructor used by dynamic creation( w% l% k8 _; p
    ; I5 Y  }7 N0 t+ e) H
    // Attributes
    + B% k/ t$ t) bpublic:
    * p0 g  t8 t+ s, i. n  j/ ~% ~
    6 u9 l5 V4 V- b* F( m// Operations5 ]- |8 H" h0 j; E$ F7 c
    public:9 N3 w$ |/ j$ p# w% H

    3 T. K/ X( O* O# x// Overrides; Q. A6 `6 v) @, N/ A
    // ClassWizard generated virtual function overrides
    + o) t/ m1 M/ V//{{AFX_VIRTUAL(CSimpleGLApp)
    5 ]) E  ^9 u! V( |public:
    0 f5 D! H" S9 K5 ^5 S' i1 H) jvirtual BOOL InitInstance();
    - O* x  @) O0 [+ ovirtual int ExitInstance();
    # ~6 y  p% R4 c0 l//}}AFX_VIRTUAL
    * P$ ?' @) j8 l7 G! S$ k1 s4 `/ M2 |: Z
    // Implementation
    6 d- j4 e& |8 qpublic:0 z- |+ z) M$ J3 Q1 s
    virtual ~CSimpleGLApp();
    " o  P( j4 s. B. U
    ; v) |- H- a6 S" p9 p: `// Generated message map functions
    1 q1 ?8 D& g0 i2 M//{{AFX_MSG(CSimpleGLApp)
    9 n% h8 c4 R( k& Y/ fafx_msg void OnAppExit();
    ' W0 L- Y% `" X" D- X# B: x! G//}}AFX_MSG
    0 r1 F7 h1 h6 _- h  Y. A
    % \! _2 \% w- W" Y; K/ }DECLARE_MESSAGE_MAP()
    ) C7 B" x! n! U6 g5 B1 k) W};
    ) r9 s$ T' c! r( @
      i* i/ S& u) {3 n: V//////////////////////////////////////// Y% ~) [2 U! [" z4 Q0 r' A5 C
    //////////////////////////////////////) K2 B! m# V) x% A2 z6 `
    & J/ g9 B7 M, c+ S' G. L+ [6 `
    //{{AFX_INSERT_LOCATION}}) C& ?; H6 y  a& {6 Z) d
    // Microsoft Developer Studio will insert
    $ @6 @2 _7 l* s3 u- d8 [additional declarations
    . F! q6 j) |6 Vimmediately before the previous line.
    " k3 ]7 W5 x/ a! N$ T
    3 Z- L% p" ~: b0 P& B#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
    ! x7 k+ {- T% z% }0 ]0E70_11D2_9ACA_48543300E17D__INCLUDED_)9 M4 c, i/ x4 }* d9 t
    应用程序类的实现(SimpleGLApp.cpp):# p4 j$ ~' x. g, Z3 J
    // SimpleGLApp.cpp : implementation file
    / ^% K. D- G7 W/ m  p) `! x//# T* F( o6 \( K, p' r8 T# F$ S

    % s6 @+ U. B0 ^7 D" W#include "stdafx.h"
    ' _$ I+ L' Y" A4 q) ]#include "SimpleGLApp.h"
    9 X: P# p6 l4 B% \4 k: a) n; a#include "OpenGLWnd.h"8 i, p5 k9 t5 n

    / V/ @) H% R5 \#ifdef _DEBUG
    - d, t" b5 B  u1 T$ P#define new DEBUG_NEW
    ) d& g/ \/ K2 V6 y% E5 |2 V4 j/ L#undef THIS_FILE
      K8 u1 e% U( `* Y" {* m3 O. l* `static char THIS_FILE[] = __FILE__;" @1 M: K. k" ~) q
    #endif% T* G/ \) M: x# w$ X# i

    ! h: X4 ~9 c7 @, ?" D* Y///////////////////////////////////////2 ~, k6 i/ s% }, R* D) j9 E
    //////////////////////////////////////
    $ G% J! A- E6 x1 f( N, S7 W// CSimpleGLApp
    0 [# }) `( l$ x, \' q
    : t7 Y1 b  P8 v5 ~* h* u" _( xIMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
    2 U! J% m& T1 _6 f; f* o4 c
    6 W' F' G% F  ~% PCSimpleGLApp::CSimpleGLApp()0 t% E2 F$ b& m/ O
    {- ]+ g! ^0 ~! p7 W6 H6 K% z
    }2 v$ Q. A- G6 `% L% Q& i
    ; P; g/ A& m- J
    CSimpleGLApp::~CSimpleGLApp()
    0 F1 t( c3 j1 F( y% u# u2 w{9 O8 B, y5 w7 l+ |
    }
    2 l# t- x" ~1 H, w4 H
    $ q& Y  R7 ?! z8 Z2 W) I+ gBOOL CSimpleGLApp::InitInstance()
    : ]2 ?0 y3 q" q{- ^$ i8 m& _! w) |$ ~. z+ x6 w
    // TOD&amp;&amp;perform and per-thread initialization here  w+ H# R* S- r
    m_pMainWnd = new COpenGLWnd();$ l6 H, G6 J+ @2 ^+ w& @3 G- s
    m_pMainWnd- &amp;ShowWindow(m_nCmdShow);
    9 S+ U# l& @6 K/ km_pMainWnd- &amp;UpdateWindow();
    * K" ~( m4 B. F) D' q+ h3 a) Vreturn TRUE;
    # P1 \4 C5 j$ W+ g) I}
    3 d. V! y0 Y3 ]6 O: w5 i4 q4 E: N+ d: l! h0 |5 [
    int CSimpleGLApp::ExitInstance()% G$ s9 d8 I; A" s1 U
    {4 L4 ~9 N/ l7 B3 n0 P3 M9 T
    return CWinApp::ExitInstance();6 M$ }1 [0 \$ d- |: U& q" H! p& ~
    }
    # T" U' G6 r+ g3 J' L( ?9 h& k* ]4 X! f4 {
    BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)/ I3 ~2 d* Z, I  l0 _
    //{{AFX_MSG_MAP(CSimpleGLApp): g- p* y$ j' i+ Y& W! k/ e
    ON_COMMAND(ID_APP_EXIT, OnAppExit)
    5 H- w/ c# F1 ~0 S9 y' u, D//}}AFX_MSG_MAP
    * m+ J- \0 ]8 MEND_MESSAGE_MAP()
    . v$ v4 V( U0 Y, u
    / M! `! t+ a% H! I$ @% p( L///////////////////////////////////////
    1 R! b) S4 C, S. _7 j//////////////////////////////////////
    1 G* a9 `0 y( u) ~// CSimpleGLApp message handlers
    . [9 E3 P7 f' l5 h6 w2 q7 evoid CSimpleGLApp::OnAppExit()
    : V) [" a  `. I+ j{
    ; [, p: G- ^1 w9 u1 d: H4 y// TOD Add your command handler code here+ |8 w$ V# K! f
    CWinApp::OnAppExit();( I& ?- z3 e5 W( E* {2 |$ s
    }
    # _7 E6 n8 ]) R: j1 {
    ! g4 Q& N( M6 ]CSimpleGLApp SimpleGLApp;</P>
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