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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>  e/ \3 m& S+ K
<>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>
" ]9 Q5 Y/ U/ u<>//---------------------------------------------------------------------------</P>, j; g" f/ B  @, r; h9 U
<>#include &lt;vcl.h&gt;. {1 l, V, h1 ^2 C
#include &lt;windows.h&gt;    // Header file for windows/ Q/ ?2 m3 V, e9 Z& s4 l+ b) W
#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library% w2 \4 G& ]8 K$ @
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library
" o: Y+ Y' y; w8 a1 U#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library8 ~; V9 V/ o) y0 X
#pragma hdrstop</P>
$ f1 A$ k; L7 f' Z2 h, p<>//---------------------------------------------------------------------------
! g3 w- J% R/ ^1 l  r) Q#pragma argsused</P>
. `* @7 w1 w) r5 N) j6 u2 u# e<>HGLRC hRC = NULL;               // Permanent rendering context- w! n2 h$ L* F$ B7 ?& [
HDC hDC = NULL;                 // Private GDI device context
! Z6 h$ S; z* tHWND hWnd = NULL;               // Holds our window handle5 d) @% k- |" C& Q' B* x$ Y1 ]! |' b! G
HINSTANCE hInstance = NULL;     // Holds the instance of the application</P>
) C( Z' l- ?( a( T+ @9 v<>bool keys[256];                 // Array used for the keyboard routine/ j/ R) `7 x' E  B
bool active = true;             // Window active flag set to true by default8 ?0 ~8 Q* U1 m* T
bool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>
: v0 b" P! h8 @0 E$ a<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>% g( B+ ?/ i# Y/ g0 a5 T# W
<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window, \7 O9 `" m- V7 \" d3 u6 W2 |, d
{( k: _1 T5 s* S* e4 U, X
        if (height == 0)                        // Prevent a divide by zero by
3 e3 j0 N  P' y8 P7 P        {
/ `7 x1 `/ F- O( a                height = 1;                     // Making height equal One( J( k9 j0 `; ^8 s# l
        }</P>! W3 i! f& W. ^  v
<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>
# Z7 a& T* z3 j" x5 h, ~8 m<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix. o/ H$ O$ x  K. m5 }
glLoadIdentity();                       // Reset the projection matrix</P>
+ y" e4 r8 o$ u, @, e5 j9 T: j<> // Calculate the aspect ratio of the window7 g; P; p6 g- T, H( Z. G9 y! L# w4 P
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
: {  I% d) E; u<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix+ m' Z7 ]9 k- C! s) j
glLoadIdentity();                       // Reset the modelview matrix4 C2 z* D/ B6 y' l: o
}</P>
+ t4 T; P: F3 M8 n<>int InitGL(GLvoid)      // All setup for OpenGL goes here
7 n- D- X! K$ C& F" x- J* C{
' K: A, H, p- ]7 Y9 d& l* o9 A glShadeModel(GL_SMOOTH);                // Enable smooth shading
& n. k7 j3 i+ l% g# f) M6 k/ R, C glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background
$ t; }" D) i2 _0 z4 Y$ `# `1 F- k glClearDepth(1.0f);                     // Depth buffer setup
4 c! B5 \3 O. _" t, n glEnable(GL_DEPTH_TEST);                // Enables depth testing
# W& g/ R" @+ {9 Q glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
; p( \' x9 U4 M glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations9 a  I  j/ i1 r1 [9 E. D
return true;                            // Initialization went OK  r1 E2 |1 s! ?: e6 S
}</P>
  S: o; W  O4 r9 I: \% y<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing+ ]$ d! q3 s, n. w0 g
{- k& a5 l* u* l/ j8 c9 E  q8 G, p. s
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
6 c* |9 F, I7 F' L* e# Z7 S9 u glLoadIdentity();       // Reset the current modelview matrix
; W& q, }3 w3 G. [  \# p1 d        
( K7 y- t1 L5 `( A9 c! M0 J# S return true;            // Everything went OK
" Y1 s# s8 n3 ]( y0 z}</P>
% P0 ~8 v& v5 k8 N5 e: z. m<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window
( f" [( B) G( [& N2 ~{. ]* R$ r# |' m0 V& A' \0 p
if (fullscreen)         // Are we in fullscreen mode?
% C+ Z& V/ b& ]2 X {$ W7 J0 T8 C% ^# R3 A1 s7 P
  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop
1 u. R3 E/ r; e$ C5 Z- P  ShowCursor(true);               // Show mouse pointer. y7 e) c, @( Z/ i
}</P>6 s: p: ]; E( V' u) m! M
<> if (hRC)        // Do we have a rendering context?" K1 G; R% J- _* n5 {. E5 Z! U
{# f" |% M, _5 R$ u
  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?' t& y; o( z( w  H, D! k8 T
  {
0 [$ c7 E8 P' A1 u: q9 f   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
) b: w. u& ]# u5 _2 Y  }</P>  _& \1 S5 I9 C& M( k: r, o
<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?
+ a. M8 l5 Z, ?( P( V  {- R: w! z$ Z1 E; A6 a/ J, T7 c
   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);; B, D0 E/ `0 _  i+ a
  }
; V  }5 P( b: n, v7 i! [* a0 d  hRC = NULL;             // Set RC to NULL
! @; R5 b/ x! H) s }</P>
' z& u& [  W- k0 C<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC# x+ D# R/ H  p( {: }
{
; V. l, @4 F3 |/ ^& j  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
- V5 q8 K/ n% W4 J1 |& n  `  hDC = NULL;             // Set DC to NULL' D, x+ h. d9 R/ q1 K- Y+ \4 ]
}</P>
" g5 {" Y2 Q, R" I$ m3 |+ \<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?
: F* d6 A' p8 E+ Q% T1 P5 \4 p {/ I" ]! D5 ?  o" O* F+ L- h  j
  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
& S8 E' y5 G) V+ _) ?- ?  hWnd = NULL;            // Set hWnd to NULL) \% ~+ `6 e! a& N7 P
}</P>9 ^% I1 K# m% ^! ^  {( R5 K2 ?
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class1 D6 Z1 z6 Q1 F8 @* O
{
4 j* w/ r7 D! x9 ~- y' c  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);0 s+ D$ L" T5 S- @0 s8 z. w) s6 [+ X
  hInstance = NULL;       // Set hInstance to NULL
6 m. ?7 r3 T! V  C7 ?% ]( r( g }3 s1 C+ C. x) P. g
}</P>* \2 u; ^3 b1 _7 ^* F
<>/* This Code Creates Our OpenGL Window.  Parameters Are:
% {9 V+ {9 t8 Z3 u * title   - Title To Appear At The Top Of The Window3 j$ ^2 A* @6 G. }% ~' f6 o% G  f4 a/ |
* width   - Width Of The GL Window Or Fullscreen Mode
# ?9 o& ]( S5 ` * height   - Height Of The GL Window Or Fullscreen Mode$ q1 A, P0 S6 l4 C# K
* bits   - Number Of Bits To Use For Color (8/16/24/32)+ V$ D& T+ G& U6 b+ h
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/7 p5 S. y7 ^& F# C' z, o5 d' w; Q

9 B* w5 W  Y1 g+ g! s& ^3 O: Jbool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)+ Q) Q3 ?) h! h1 k' A* m' C
{" X7 G* D( {' i% ?3 i9 n* l
GLuint  PixelFormat;  // Holds the results after searching for a match. ^8 c" [/ F' o8 [
WNDCLASS wc;          // Windows class structure
/ f$ n( _$ T1 e% U3 @' z7 O9 O DWORD  dwExStyle;              // Window extended style
  J+ Q+ y- t+ m0 [! ] DWORD  dwStyle;                // Window style
; x2 }# i& B/ q9 v1 a# a* r  J RECT  WindowRect;             // Grabs rctangle upper left / lower right values- s; Z3 }( B4 m# L3 ?9 g+ o
WindowRect.left = (long)0;              // Set left value to 0
' A/ y/ n; a& @ WindowRect.right = (long)width;  // Set right value to requested width8 Q% n1 d7 f- o2 Y. P3 k
WindowRect.top = (long)0;               // Set top value to 0
3 `6 Z+ J  l2 @2 V7 P: X/ D! U% } WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>
* F! J9 T& f9 q- s<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>
* `- F# b3 ]+ j% D<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window% X: D# }( ^4 r/ k, S
wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window
6 `( Q3 o7 i: T' G7 F( t7 Q wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
8 T' X' }# l7 l# e7 V7 t% g! a" ^) V wc.cbClsExtra           = 0;     // No extra window data: p  K! L1 d, A3 p- c
wc.cbWndExtra           = 0;     // No extra window data3 b8 t) N9 L9 [( y: T! z) I( P
wc.hInstance            = hInstance;    // Set the Instance& O" ~6 H0 @7 d& S
wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon
/ I) V( L3 R1 ?  L; [8 L  m wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer! k6 t* b7 h9 L+ N/ Q
wc.hbrBackground        = NULL;     // No background required for GL
, B+ I2 y* D! c wc.lpszMenuName  = NULL;     // We don't want a menu
( F/ L! b2 F% `. y wc.lpszClassName = "OpenGL";    // Set the class name</P>
$ V$ K" Y& Z% ~! ?6 A( W* B<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class1 J: V6 E5 _1 e) L: C3 H. Q
{; s2 `3 O; P  N  N8 r2 `, y
  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>" Q# b1 Z4 i& b! g+ g; L. _
<>  return false;   // Return false- j. r7 M2 D" h  M& n
}
0 P) B. z& J0 M6 Z( G* `  e
) y  p& o) A# `/ z: R if (fullscreen)         // Attempt fullscreen mode?1 A! A6 p, W2 @
{
4 ]2 z: X8 o; e) H! d9 H- X# b5 P3 w  DEVMODE dmScreenSettings;                                       // Device mode8 `8 l/ N3 l) W: I6 k
  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared7 z: Y- s6 I& t7 y5 _% W' _
  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure6 s4 T' [# T: G
  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width! R8 h7 T) T7 h$ e- K* C
  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height  b( K. E5 x' Q+ N
  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel
9 s& f( N! d; S" Y8 h  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>
0 e* g: p! s/ E<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
2 M+ i  B  w- B  r; B2 s) o7 X, S0 I% s  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)! t. o5 {9 j* C1 U; N3 D
  {0 B8 @" a% j# y% O
   // If the mode fails, offer two options. Quit or use windowed mode.7 l5 r2 n2 t6 [5 t9 h0 @
   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)9 I' p; x+ u- D; [
   {
' M0 e  z$ b1 B: P3 N) }, k" n! G    fullscreen = false;       // Windowed mode selected. Fullscreen = false
* L3 P, D8 d- f  w- H! M' R   }% l8 ^9 s' t5 x1 k( W! D
   else
+ J) L+ D( o: p. O$ A: Z   {
' B- L+ c3 v7 {- A7 n0 ~; X    // Pop up a message box letting user know the program is closing.( M# x8 K# V( e% C/ ^8 g2 K" B
    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);. U4 O! r* B2 q5 }
    return false;           // Return false6 O0 N+ ?; v4 y! B! R
   }
9 n, M9 S( c. m( L+ t/ ~  }+ ^/ r( u# y5 i- I9 W/ |
}</P>
! _( T6 }* {, z/ c! m3 G<> if (fullscreen)                         // Are We Still In Fullscreen Mode?
$ p: l- j3 y" x- I8 b {9 K3 C. U" _+ C5 O; X1 V
  dwExStyle = WS_EX_APPWINDOW;    // Window extended style! E5 g' n) _1 @+ f* I4 b9 H$ y
  dwStyle = WS_POPUP;  // Windows style3 B, ~! Z& H1 |9 J2 ^
  ShowCursor(false);  // Hide mouse pointer% d, S6 V3 f1 R- k0 l  ?
}
3 K6 g& Z3 ^2 k' u. N1 l1 L else% t8 Z( Z, z0 t0 j9 A( P* q
{! @9 y8 c- C$ \: X
  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style& N5 k$ R- t3 K! E! x
  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style
  J3 E0 k2 i1 v: i, ]: g }</P>
1 H/ z; d. ]8 x# f' s: Q6 f# ~  p<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>
  ~; H( h+ ?1 E, Y% E& g' g! ?<P> // Create the window
' E  v# K) C. B1 z5 n  _9 e( h if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window
7 b: b# v; @/ v4 Z                "OpenGL",    // Class name
) Q. r7 F$ H" J7 A* X. z# p  title,     // Window title0 [5 _2 h( n9 Y9 n9 O. {
  dwStyle |    // Defined window style8 S9 G7 K( M- L
  WS_CLIPSIBLINGS |   // Required window style
# l5 S3 K1 _" f4 o  Y$ Y  WS_CLIPCHILDREN,   // Required window style
. @7 v1 r) p, x. `  O. l  0, 0,     // Window position
, R# G' ~+ ^1 j. x1 E1 J) r  WindowRect.right-WindowRect.left, // Calculate window width  e' c5 N0 I' n4 p% Q
  WindowRect.bottom-WindowRect.top, // Calculate window height. O& R$ \, u( A& S2 \. g
  NULL,     // No parent window) b) N1 e# R4 V1 v& C2 t
  NULL,     // No menu3 M0 n% |  z3 H  s
  hInstance,    // Instance' J+ _8 Z3 q, h  I
  NULL)))     // Dont pass anything to WM_CREATE5 e6 i; y! G- |% A+ h
{
3 O9 I, Q! V7 K9 K  KillGLWindow();                         // Reset the display
- N" l. D2 B6 y  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
3 L2 s$ {. K/ n: T$ {  return false;                           // Return false
3 v5 j& Z* ^9 {, C- V3 d9 Y8 F' O }</P>
3 n/ q# _- o- a& K8 U" x<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be
0 I) R" l7 U# A2 b2 T {" W+ r7 A3 [1 [3 i$ S9 e
  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor
. b3 O2 I: l  T6 U6 K  1,     // Version number
7 b+ d1 n% I. c3 q* G+ v; D  PFD_DRAW_TO_WINDOW |   // Format must support window
. s- J+ ]# R1 @. F3 F; T% z7 o) Y  PFD_SUPPORT_OPENGL |   // Format must support OpenGL
# o" m  ?" p) @1 |$ @( n  PFD_DOUBLEBUFFER,   // Must support double buffering0 V# s; r5 P& \6 l% q$ ?
  PFD_TYPE_RGBA,    // Request an RGBA format5 @* M: E. j% \/ B8 c6 k% B+ ^
  bits,     // Select our color depth
& @( j+ M# d8 ?, e8 I  0, 0, 0, 0, 0, 0,   // Color bits ignored# u  k  Y8 h7 \$ M! l% ^. M' j
  0,     // No alpha buffer$ O# E/ s9 z; _. J1 H
  0,     // Shift bit ignored
" y1 J( [+ p7 I9 ~, X. i  0,     // No accumulation buffer
1 C  j% g3 P) E7 R( t5 s% i  0, 0, 0, 0,    // Accumulation bits ignored2 H8 a. s+ l% j* F( }
  16,     // 16Bit Z-Buffer (Depth buffer)4 O5 Q/ b' [* `/ I# [; L! j' K4 g  Z
  0,     // No stencil buffer
; F* J0 p6 E6 U& K' t$ j0 K  0,     // No auxiliary buffer0 N1 s3 t3 |5 q, e' E) a
  PFD_MAIN_PLANE,    // Main drawing layer& O! t2 _; M: m6 B4 B. D
  0,     // Reserved
. a8 `; M2 @+ e- F  0, 0, 0     // Layer masks ignored: z) T7 p1 O* Y0 l
};
( Q" U. h% v' T& e. q ) @2 O- K* k( h" Z: x
if (!(hDC = GetDC(hWnd)))         // Did we get a device context?
" P1 U  a+ f0 o' } {% \7 P# L: x5 H# A  e" v4 [
  KillGLWindow();         // Reset the display3 _5 V: I; c$ E9 ?
  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  u1 G3 {6 F$ \( p- d# Q  return false;           // Return false
  D/ i% Q7 R  @; T9 t }</P>' O8 W1 c. D  d/ J. I: r/ p
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?6 P1 \$ D' c) x7 C7 ~- N# f" k
{0 b6 B0 a5 P$ O/ u
  KillGLWindow();         // Reset the display  F* t2 K) r$ P
  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
; t1 }4 |& L$ B$ p% R+ J  return false;           // Return false5 j: h$ }* M; r5 q! Q2 b
}</P>1 g& i) _! c% M: w& M- g) n% W& {
<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?: G0 y5 r: x! y, l% h  I6 L
{
. h& {! a8 Q& R# s8 Y  KillGLWindow();         // Reset the display: n9 X9 D5 q+ C4 U
  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
0 K4 d: S4 e' }/ C  return false;           // Return false: Y5 C+ @, [, s8 ?* v7 ?4 F: |
}</P>
* l9 L1 D9 j5 V<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?
5 j' m6 R# V% }+ H/ n7 V {
* w8 m, p* Z. ^$ t+ ?  KillGLWindow();         // Reset the display
5 O  m3 \* P  ]  G8 n/ B  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);( y0 Q+ K6 J: y6 H& D* i: }
  return false;           // Return false
. e6 T" z+ d, U" ]$ _ }</P>
* z* [4 _& w$ k; y<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context+ O2 }% J! r: g9 a% p! v
{
/ Y' l5 o" z7 J  KillGLWindow();         // Reset the display  f+ X- ^3 i* Y' q
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
# W& M& n9 A' t+ d; m- B1 ^" k* {  return false;           // Return false
( l. M- o( y4 p8 x }</P>1 W% E4 L4 @  f. h8 f& e9 e
<P> ShowWindow(hWnd,SW_SHOW);       // Show the window$ _2 L: n2 d. C" J8 C) H  L  O
SetForegroundWindow(hWnd);      // Slightly higher priority
5 p6 {1 \" t1 Z" { SetFocus(hWnd);                 // Sets keyboard focus to the window
2 O; e* y6 E( [2 E- m: P' x+ Q  |" G ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>
! R# {* Q1 |- e! f<P> if (!InitGL())                  // Initialize our newly created GL window3 t. @0 g6 m/ K) }0 G4 C. ~" g2 }; h
{' z" F! q& I0 |* N1 h6 h& q: w
  KillGLWindow();         // Reset the display
( |4 d5 k- }* y$ U4 J8 A. H1 w# R  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
. }& W) a0 x# `( B* M8 L6 X  return false;           // Return false
) E) f9 b4 X& ]1 q. q }</P>
& n) C9 w; a5 Y) |4 y<P> return true;                    // Success% x( A7 y. |% I2 B: ?* `: I
}</P>, \6 ~0 r+ H# X: @
<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window( v# R4 y) b7 D# g
                        UINT uMsg,      // Message for this window
, z# j; m  Q6 e4 s# D  e   WPARAM wParam,  // Additional message information" t/ @8 N0 n! b
   LPARAM lParam)  // Additional message information
% J9 w: c2 u: ]{6 y4 S, r  G3 c. F) W) Y
switch (uMsg)                           // Check for windows messages% m1 r" ^: M+ `4 ~0 T
{3 P0 \1 v5 \; g+ g- N  L! A2 S7 ?  r/ @
  case WM_ACTIVATE:               // Watch for window activate message8 O+ F9 A! \. |+ _5 J4 f9 V: A
  {
& g- y% `9 N( |8 H   if (!HIWORD(wParam))    // Check minimization state+ j( ^1 b0 l- _6 }7 S. Q$ h
   {, B% ^6 b, h! ~8 O' f
    active = true;  // Program is active
( r2 @2 T5 o) S/ d. w* O5 L( l   }
/ y% D- C3 N! f1 p$ j! I: j5 i2 B. I7 G   else2 I( V  j! A  T& d2 b
   {
2 }; z, V8 O5 F' f9 _' f    active = false; // Program is no longer active
: b% ^6 l0 K7 o  H6 J, V, I   }</P>4 I6 f% P0 u6 |3 a
<P>   return 0;               // Return to the message loop) {9 P6 s' h. t0 |0 o/ K+ c
  }</P>
- q0 |. W) M( k5 P: H8 l! x, s; r! D; e<P>  case WM_SYSCOMMAND:             // Intercept system commands8 T  R3 J8 C9 N: n6 ~* Y$ m: T$ h
  {
+ N+ Q0 ^$ c' U+ l0 w) }* Z   switch (wParam)         // Check system calls
, m: [; r6 o& O, F& Q   {
2 R5 z) q* w0 |; @+ G. P& q    case SC_SCREENSAVE:     // Screensaver trying to start?
/ L! ]% c/ w4 g8 i- C    case SC_MONITORPOWER: // Monitor trying to enter powersave?
- Y; F# ~8 t8 h! [/ S1 d$ l+ m$ g, T    return 0;       // Prevent from happening) M5 L7 {, L$ m6 E, P2 c
   }/ Q- V( P" U8 {1 u' j
   break;                  // Exit  r5 e2 C2 o5 i. @7 Y, ~' P
  }</P>- {( r+ x3 P" i( n
<P>  case WM_CLOSE:                  // Did we receive a close message?
. z! y" l" @- g/ \9 }  {
; H# ]) K4 Z% b( N/ v0 y: u   PostQuitMessage(0);     // Send a quit message
; d7 |$ e4 v0 ^  W- t6 v( Y0 t" E. ^   return 0;               // Jump back
4 Z+ q. t/ I5 S9 ?& `: d  }</P>
$ w) \' p+ ?' |% ]. y) d. w1 D- a<P>  case WM_KEYDOWN:                // Is a key being held down?
; G  ^9 |2 P2 l& f" _# l) _  {' y1 B0 G9 g& Y% u0 I
   keys[wParam] = true;    // If so, mark it as true
, u3 \; T0 p7 m  f" F   return 0;               // Jump back
' x9 J8 d( e: y) g; R2 F  }</P>. `- [6 y7 d0 \" ]5 @* g6 l' W
<P>  case WM_KEYUP:                  // Has a key been released?
! _1 q* Q3 Q- D7 d3 T  {
! U5 a4 Z$ @9 A' s   keys[wParam] = false;   // If so, mark it as false
+ o/ e* D0 t( m1 C- ~* n   return 0;               // Jump back8 l3 ]8 m! m( L2 B( H- z# ]# J7 a9 l
  }</P>6 T5 c2 _  L' s4 k3 S5 Z
<P>  case WM_SIZE:                   // Resize the OpenGL window) J" \8 Z, j. [4 S1 T1 o" D) G
  {. X2 a# u- y4 w: H0 d4 t. b
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height9 r2 {) b% Q3 R) B9 R
   return 0;               // Jump back
; x7 T1 |, R1 r5 j9 R3 j  }2 a- o. i' v1 d2 y, N. F
}</P>, T$ C0 r/ m  R2 i- g5 f. Y! x
<P> // Pass all unhandled messages to DefWindowProc3 ^; A  y. ]1 h/ \4 n+ \
return DefWindowProc(hWnd,uMsg,wParam,lParam);
3 J  G) T' }5 G: h0 R; j}</P>
# u2 \  r  o( v! g. u) l<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)5 _6 o; B9 o3 ~5 t9 P1 U# B
{
/ x+ j, F3 I' J) J8 q; p        MSG msg;                // Windows message structure
1 a- N. L' r, T9 u( q5 y bool done = false;      // bool variable to exit loop</P>
' g2 v* [+ @; v  B& E8 f3 {3 Y<P> // Ask the user which screen mode they prefer
$ l+ o* p; F3 G$ v$ \+ W9 A( \/ {3 K if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)+ K# v, e8 D4 `  i7 n7 ^3 ^; U
{+ d. y) X* D/ A) e- g( j- I
  fullscreen = false;       // Windowed mode
: C# m. Y, l/ T }</P>. x7 V# N3 [9 T5 z
<P> // Create our OpenGL window# z8 z# v. X2 H6 f9 Y1 H; J' z* K
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
, Y5 t+ b# }9 v {" z# ]3 q; O8 k7 m8 Z
  return 0;               // Quit if window was not created
# S' i0 g% t  n, i: o( ?0 ` }</P>
, K2 @, @1 [) w! C<P> while(!done)                    // Loop that runs while done = false
  F6 c4 y6 M2 R4 R" ~0 [ {8 L7 D" c7 m) P, D* V  W3 P' `
  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?( O* W' A+ q! ?* D
  {
5 O. x' U: |5 o   if (msg.message == WM_QUIT)             // Have we received a quit message?* L) L- @% B3 r5 Q7 u% ^/ N
   {
' h# ^; `# J; N# Y    done = true;                    // If so done = true
. i' w3 |" v5 a% |4 C  O   }
- `. Y2 l1 p# U3 i   else                                    // If not, deal with window messages/ }# X+ u/ e) b# F- ^% q& X
   {
& U3 S+ ^3 _% @: [9 r    TranslateMessage(&amp;msg);         // Translate the message0 a& U0 P0 w  E8 c' ^. {4 F
    DispatchMessage(&amp;msg);          // Dispatch the message9 s9 @  w6 }4 r( S1 N9 p$ j
   }
$ {) S) q3 Z( R# `# \  }
' g5 \9 v0 H3 I  else            // If there are no messages
* g1 x7 O. Z7 p, |6 z9 z' S  {
0 v  v& e9 O1 M5 V   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()
  A' n' Y7 s( a/ w: |( ^0 o9 n   if (active)                             // Program active?
# K* w; w6 J7 K9 O) R( d   {! }# S9 W  b! F5 E6 A% {
    if (keys[VK_ESCAPE])            // Was ESC pressed?" t! G3 s& C. X" s, f
    {
3 o9 X. t) g# o) M9 n1 z     done = true;            // ESC signalled a quit
3 o' |% A' c! N    }
) K1 x7 r- O. x    else                            // Not time to quit, Update screen
+ m% O- N+ P" g1 r- I    {% v3 C* M" U& b7 s7 x4 c
     DrawGLScene();          // Draw the scene
* }# a$ d+ @8 q& m% Z% D% ?     SwapBuffers(hDC);       // Swap buffers (Double buffering)' }8 r* q5 S2 Y8 M" L
    }5 v/ G+ r& n+ ?  u
   }</P>
( I: T5 m9 U4 j, A7 G<P>   if (keys[VK_F1])                        // Is F1 being pressed?* K, Q- h! F" c. q
   {) Q$ ^0 X) n: D4 \$ F
    keys[VK_F1] = false;            // If so make key false8 @( e. p' c( x) z3 n( N
    KillGLWindow();                 // Kill our current window3 d6 T+ k/ l8 j. Y6 B: d7 s
    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode
( \# o8 u! \. p  F% Y    // Recreate our OpenGL window/ {- G! g' r6 @% t1 }
    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
4 \/ r( v/ ?2 [4 `/ ^& u/ M    {
5 o" r# I; g) D, z8 ?( J" k     return 0;               // Quit if window was not created" m0 ]9 r; k- L- A4 T
    }% c6 o' G2 z- G: e  u1 a
   }5 |$ Y' c6 H/ u6 ~  }' N
  }6 c" R" s8 |: E! E7 V9 p; ^* d1 m2 v
}</P>
2 B8 g8 M, J+ u( k8 Q* u0 J<P> // Shutdown
% @' L2 e7 s# z+ ] KillGLWindow();         // Kill the window
/ G0 r3 S, H% W, H) W9 }; I7 d8 A return (msg.wParam);    // Exit the program
( _0 |+ C) }8 I, j, Q0 d}
. l6 {; y0 A- ~% I) S# F1 N$ Q//---------------------------------------------------------------------------</P>
zan
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    ilikenba 实名认证       

    1万

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    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; H2 K' T$ e5 `' N
    OpenGL API,使三维世界的"平民化"已成为必然。
    4 Y, }: Q. s) B! M# d+ b) E----Windows操作系统对OpenGL的支持6 P/ F  Z/ K# _, V  ~- c; K
    ----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:
    # n6 ~) n% Y# [; B3 M1 g----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- T$ j; M! o: G: 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。
    2 }) B* N: l% `2 K- P" {. H/ 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。
    5 t: _/ y5 n, y----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。
    ' F; o/ [* O" Q3 f2 X1 O$ U----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。7 j9 }1 g& `( O3 u' E; S4 D& u
    ----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。
    ! ]$ N8 l* w6 @  ?- W6 f</P><>----用VC来编写OpenGL程序3 w2 Q* y& p+ g' p

    - Y# X4 n6 P3 n% f& [----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:& i: \% U$ T* L

    / r" X- C, H3 D4 }4 i----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  k0 B' ?/ ]/ ]! [' r) N
    : [" T% b+ {' C! [1 q( Y) ?; U* X5 L
    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
    ( d: W5 p4 I3 Z/ {0 F" v
    ! c9 z6 V$ Y6 ], ^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DC5 l  f6 A# a3 D  a
    0 M6 m: b+ r' {
    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; _/ V1 [: p/ e2 J
    ) V# t' X2 l( n6 L+ C1 l

    1 V# \% ~; ]3 H5 q+ M$ s+ R3 h0 y) R) Y& M' P
    ----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)。( l+ e$ s/ z; K7 g+ R$ C# L; d
    " \  k4 e( t; N
    ----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)
    8 p1 f: H2 L4 h
    2 g* o9 B) [  Z7 Y" J# {, Q8 n----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
    , J' D/ j. V3 `& h) d
    9 C) J* |* _* \* @9 U! a3 Y. }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(
    2 F- ~% z% O7 k% X' L, [+ {% D, [) s, o* y( o+ I# [7 d7 s; F/ v. M
    if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC
    9 Y' G  u2 y6 \6 ^- s1 D0 M$ J6 \) J! z. p# J, _% M
    ----所附程序说明
    1 G; c% {, B2 B! M- n+ Q3 M1 v, h  V
    ----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; n' k& Z4 e; ~- \% w  F

      k- c. [; B, C4 p: N" W& rMFC编OpenGL时需要注意的内容做一个简要的说明:$ L4 `# f3 X, c/ D
    " q4 L7 `6 {$ _
    ----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& v3 M% u5 T7 y/ J- o

    , C9 e1 V/ r' Y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+ w0 X8 \5 W: r7 B, T5 h- y2 R

    ; ~5 j1 D* X' `1 }; `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+ y* Y  x* d5 \- a, `; Q  Z
    ! r2 \8 \! N! L, L  T3 k0 f格。
    7 t9 L0 B' ^7 g3 A2 R- ^/ x
    $ c  E* J1 I3 r0 P% p----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! Q: q3 T  w9 X' e

    ! h8 ?( J$ G% q/ K8 R- k。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
    : w+ x, i: m1 z9 U4 }; P# {; ^$ E6 i1 O
    、鼠标处理函数都应该由相应的Windows处理函数来响应。
    8 y& a; @9 {! X2 x( N
    7 j+ V; m/ Q8 E----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_ERASEBKGND6 T9 }0 Q# V  q8 ?6 q* O
    - I! J3 c" ^; `  P; u8 `3 K/ i
    ,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
    : O6 I: l" ?, J( e" a3 Y8 Q/ Y% j) c  C/ ]( ~) Z
    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。
    " _/ G- W8 ?* ~, a
    ( J$ N" Y2 t# L* f- e$ K( F' G----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* ~  D" m2 J- ^5 m
    + }& S7 g" x% I4 k' g& C9 w; C. G
    GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。! V$ X5 Q1 r  G) d$ Y6 }

    6 R* ?3 G1 ]" ~' F: J9 u4 c  V  w----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
    ! q0 {0 Y* ^4 A+ D7 O8 W/ K$ X( t+ f' ^- s' Q! H
    ----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++
    - \8 q1 ^. _" ~/ j2 g: V, J$ F; z/ T
    4 ]* q7 Y$ R7 u6 J% X% Z: D* ~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
    3 o: x" _2 ~/ C+ z' ]& ~# Z8 a* B% h! l0 E) m
    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' @, r/ k8 h1 o$ U4 Q

    5 X' v- H# }& n' z% I5 ~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。
      q0 p: q( A0 ^0 w/ J' Z4 G7 z: }" l. Q' L1 q% e6 r* l
    ----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6 P* S6 o" }1 e

    . F$ m2 v3 o! Y/ V$ J  x- C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
    6 u( g3 B6 C$ M- E- V3 o
      }" Z. D+ T2 v函数应当非常小心。
    9 W" q0 ?. R2 N8 f6 {0 {) G/ w+ h7 w* ?! c' E
    ----参考书籍:; I4 W. w' m6 O, T  v
    6 o1 l( {1 i: r% ?, F
    ----《OpenGLProgrammer'sGuide》SGIinc.
      [1 m4 a, o( g
    ) \' X) N5 g8 G  B7 ^8 x----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社# n1 n' v4 f% \- I+ x
    ' E- X- b% A! c3 x
    ----《VisualC++5.0联机帮助》6 g3 X+ _0 K/ V

    9 ~8 W& O2 I; f----附程序:* K* Y2 O. |* d7 d6 n, j
    * Q5 Z1 z3 _2 U: I
    ----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* O+ `2 Z0 D4 D* Y: n$ P# t

    + l; s( M- b8 ^+ f4 t* J  x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
    + e( u+ a' ?, v: ]7 X# X& c3 y: q; W; ~' F# K, H$ u5 l
    OpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。
    % B7 p  r: l7 N. Y, v" H  `( Z( r) I9 ~0 z! s, A  t; z
    ----主窗口类定义(OpenGLWnd.h):8 ?5 ?: J. I6 ~5 b! \; H
    ! s4 m) T% d- y9 Z7 m
    s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70
    - b% t" J+ S+ Y7 w6 C* G_11D2_9ACA_48543300E17D__INCLUDED_)
    2 |# h2 y# b9 n4 W' h) G#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
    4 Y+ U; }( R8 _1 B. X$ J. Z_9ACA_48543300E17D__INCLUDED_  ]% F, I+ @5 d/ t7 |( ?* H

    8 z; ~: M' z: L" u3 L2 b$ Y#if _MSC_VER &amp;= 1000
    & S' a" @; F( h! W1 {+ F! R; ~7 Y#pragma once
    # S! S" _; J0 x9 f7 C* g; q! W% ?+ C+ V#endif // _MSC_VER &amp;= 1000
    3 i0 n+ ?8 [" B( W, j+ V5 r/ L) O9 u
    #include &amp; afxwin.h &amp;" j" |/ f$ Q, }/ l3 D4 H
    #include "SimpleGLApp.h") L4 }: g1 Z& `, g. N
    #include "resource.h"1 V" s0 G; D( l/ w
    // OpenGLWnd.h : header file, g) T% j( r" Y3 Z& F' L' M3 t
    //: q) s8 r! y' ~0 N
    ///////////////////////////////////////
    4 D. ^( w0 N. E" U2 o) g//////////////////////////////////////
    ) {* r6 s! o+ \! I! c// COpenGLWnd frame5 X" {# H& N# m

    . T8 ~% ^. q7 `0 j& Q3 M, D5 h! x( Rclass COpenGLWnd : public CFrameWnd
    % J& h7 X! C( X{
    ( e$ H- q( v- O3 q& jDECLARE_DYNCREATE(COpenGLWnd)7 j. n% P$ f/ |* z" h7 M
    public:
    . U8 `" @- }! |* J/ K9 ]6 \COpenGLWnd();&amp;&amp;
    * Q$ h$ ]: q2 A4 O+ w// protected constructor used by dynamic creation
    , J$ V4 S4 F2 W# C' L% ]protected:
    4 p# e$ {- G" D# tHGLRC m_hrc;
    * ^7 s' f* p; rCClientDC *m_pDC;
    9 `5 T' b! R6 _  E! T& D// Attributes
    4 M' r. H) @" m# y" Zpublic:
      b( w3 @! B  o$ k( N! H2 t- o# f5 [9 Z  p# U$ M; i
    // Operations7 Z; G  w' B- ?
    public:
      \, K" D/ a! ?8 L3 M# G/ l. n1 x- v1 g
    // Overrides
    , h0 m; Y5 o$ b// ClassWizard generated virtual function overrides" I% n" ?1 H) z- ?0 w
    //{{AFX_VIRTUAL(COpenGLWnd)7 ]" C: _/ ]/ x9 Y* G
    protected:3 u0 X0 u( c3 k1 d. e1 d
    virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);
    7 w1 b& b& v( P% O; P//}}AFX_VIRTUAL5 A& Y) A( E4 J1 N9 r+ @
    3 t- K& w. C3 s: f
    // Implementation
    / ~# n9 l" M7 a9 v7 k  \public:
    0 g' t9 b* V2 u( E  _* H3 P/ tvirtual ~COpenGLWnd();
      ~* {! C& s- T# ]  r3 S9 O) {6 J3 W# r
    // Generated message map functions( v" s+ X+ v$ u: r" m' I* ]
    //{{AFX_MSG(COpenGLWnd)
    - E- ]# X  U7 `3 L( H! Wafx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    % n* ~1 o7 L4 G$ D) kafx_msg void OnSize(UINT nType, int cx, int cy);
    ; Y- `$ s* S4 |$ e6 u0 fafx_msg void OnDestroy();
    - T% t9 s0 j5 F# Qafx_msg BOOL OnEraseBkgnd(CDC* pDC);
    # t8 G. `+ ^) N$ |afx_msg void OnPaint();
    0 A% A: r) v1 \7 |; R  y, p6 @//}}AFX_MSG
    4 a4 s& x5 ?. q! \/ dDECLARE_MESSAGE_MAP()
    1 Q6 d2 `8 E. I. t6 A' Y};
    0 ?, B/ a1 P: G6 @* O3 V+ K/ L" Z2 f4 b! J
    ///////////////////////////////////////
    + k- b: }$ B/ e& r1 ]6 |2 n//////////////////////////////////////
    : r2 |( ]' c0 i. X
    9 I& w5 Z% l$ v1 j; {/ M8 r//{{AFX_INSERT_LOCATION}}
    " f; U$ M  i1 t3 m. m# a! t6 E// Microsoft Developer Studio will insert
    ( V$ l* n1 w( oadditional declarations immediately before the previous line.
    # k* U6 q+ {; z  V# |( `' W  C' u+ v6 M( G! W- @/ ^
    #endif // !defined(AFX_OPENGLWND_H__3FB1AB28_( B8 {8 Q, s5 k- ~
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    ) b2 e6 Q. n' z, Y& t* h主窗口类的实现(OpenGLWnd.cpp):7 ?1 ]0 k5 _3 \! y5 d
    // OpenGLWnd.cpp : implementation file4 m  @8 [3 r3 H. m2 h% m
    //- z& |  l6 s; m2 i& y: S  G: Y
    & M% |0 N, D% n# I3 H; i; |
    #include "stdafx.h"6 ^: O4 V# ^  F7 B+ |
    #include "OpenGLWnd.h"6 K- `( r" O# A" K8 g" v; L% l
    #include "SimpleGLApp.h"- a1 ?' y# y+ q5 p: @, a
    #include "gl\glu.h"2 ^7 D* H: j' I
    #include "gl\gl.h"
    / S+ P6 N* W, ~( {#include "gl\glaux.h"
    " i9 \7 o, j% W% V' S* {9 g) x' Y6 b" ?  k' p
    #ifdef _DEBUG2 l( O) a* @, k7 Y, N# n
    #define new DEBUG_NEW/ i1 F3 g- [) M  N5 J* U* h9 ]- t
    #undef THIS_FILE
    * [7 k6 L# E; N; j; `static char THIS_FILE[] = __FILE__;% ^% j* M! S+ T  h7 B" j1 j
    #endif, i: }& U- g6 X5 n1 s8 T

      ~- u1 B2 Z( W0 Z///////////////////////////////////////0 Y  Q  t5 l9 `2 S- {- g
    //////////////////////////////////////8 O8 e' |0 H8 a5 X) f
    // COpenGLWnd
    1 u, @( f9 y8 ~, @1 u+ H* p
    ( L* S# t6 @* d( AIMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)
    " J( a& T4 Z0 c7 h8 e# H, Y5 R
    * M9 Z& b8 q- N* A; Z, i" ICOpenGLWnd::COpenGLWnd()
    * j) ^+ }1 |6 _0 D# L{
    6 |7 x3 W/ w- O: v. }m_pDC = NULL;
    $ l& }$ T- J' M) `) w& a; H% Nm_hrc = 0;( H/ I+ n" K$ _. K$ W
    LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
    ! q- T2 X2 m/ U/ P( T0 N| WS_CLIPCHILDREN | WS_CLIPSIBLINGS+ g1 c. _! y' n" v
    ,NULL,NULL );/ o( m5 o, `6 }& T* R+ s& ~, m, X: L
    }5 M7 K& @  B4 r5 |7 l. F" N. S
    7 q8 I7 W7 a+ d0 \0 v2 `7 S* r$ F' U
    COpenGLWnd::~COpenGLWnd()
    / x( U& F. j' J) H# a! G8 C/ ?{+ F; T& w7 f5 K: O
    }' Z5 N$ t+ h7 k
    9 n) \5 A* a5 s3 W: M5 i# e8 v

    7 p" w& e  i* a- a* V( oBEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)$ M4 [$ X# C2 N' v5 `! r
    //{{AFX_MSG_MAP(COpenGLWnd)" x* ^; E$ r  @; a
    ON_WM_CREATE()
    * D- ]5 M% g0 k) c) \  T; PON_WM_SIZE(); |+ @! X7 ^0 b
    ON_WM_DESTROY()
    # |1 {5 {  e: m, p+ c% RON_WM_ERASEBKGND()
    5 h: t4 _/ R, N( ~ON_WM_PAINT()
      [% m- P. w* v! U/ N0 L//}}AFX_MSG_MAP
    ) Z- Q- [5 b; WEND_MESSAGE_MAP(): x9 Q. A9 `- C

    8 ?: A1 @" m  [. Z! n+ \
    : a) x! s* {; H% o- _# r9 J  l- G& S4 \/ F  V) E4 {
    BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs)
    3 s- [# z- l& i' z+ T# C. B0 w{
    $ X- z) |8 V6 K' @. g% T// TOD Add your specialized
    9 ^( A9 V8 t" I9 y) W, mcode here and/or call the base class7 Z: x5 H- K( f2 n- ]6 d
    cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |. D% Y2 L" m5 D# v5 ^" T% ?
    CS_HREDRAW |" y6 [8 [  D4 u" R% O. K; F, R  a) S1 t
    CS_VREDRAW |5 s  B7 J: I8 R0 N$ B
    CS_SAVEBITS |. w( H$ c- p8 r+ L9 C
    CS_NOCLOSE |
    ! w! O. d$ H4 A% l&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
    2 n& j( \. n3 K1 i,AfxGetApp( )-# k% z* k9 v5 W" I/ E; i7 w
    &amp; LoadStandardCursor(IDC_ARROW), 0 ,0 a4 S5 F* }+ Y/ |' l# D# W
    AfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));, b5 C! i! ~+ C1 W
    return CFrameWnd:reCreateWindow(cs);
    ! N* B+ L8 u0 Y6 t. x$ r( k5 s}* _3 i' [5 H8 `9 I4 ]
    9 s4 p, O% P, ~, B
    ' u; h+ {: [' g" c6 _' V% a1 m
    int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) ) T* q/ [& o* d7 _  a' U: b
    {
    4 i3 Q2 m8 b/ Jif (CFrameWnd::OnCreate(lpCreateStruct) == -1)( L) d; A8 D% S1 h  c) h
    return -1;) t# R& S+ ?$ M9 n
    + B# H4 d6 J$ s+ c% s8 U
    &amp;&amp;&amp;&amp;int pixelformat;/ R# ~) _: C6 K) Y1 t

    % h! |+ D2 X6 V' w6 [# i&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图. u8 c9 w/ s7 B' G/ a5 v' {
    ASSERT(m_pDC != NULL);, n& {( H9 j9 e

    3 y: l, g, O" T! M: `1 xstatic PIXELFORMATDESCRIPTOR pfd =* f  l) f4 R% J& ]: Q1 k( y* j
    {
    ' i; q+ X. R2 g4 }&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
    8 V8 t1 \" m* b4 ^&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
    : Y% w; [$ k! G2 \8 H( n&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_DRAW_TO_WINDOW |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support window
    8 Q4 v4 q, ^8 L( [% k1 R' ?&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
    1 j# @8 S1 V  H2 G5 e&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
    8 p" t+ n' l: l2 ?$ q&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
    ( x) h# C! ^4 c2 f. \6 W* g&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
    # h" V$ Z' A% ^4 x  s% a! \- e% n&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
    9 ]4 \4 D+ [9 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;// shift bit ignored" X0 t1 K: v( M+ R
    &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  h( |$ k/ L7 L- G; {0 L5 i
    &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
    5 U% r6 ]- I6 J0 G&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 v: b# h" B$ J' j3 _&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
    0 Y9 I- |9 N& _- T) ?& 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 auxiliary buffer
    4 d1 Y# ?: s6 s2 L4 p* [9 q3 c&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: j0 H- E! m1 Z# @% c' e' G5 I7 A
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// reserved
    , H4 @: J  s! e( c9 K&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: ^4 e" w* X+ X8 ^; c, e( O/ g
    &amp;&amp;&amp;&amp;};
    1 n% j( C7 Z0 A; P% s4 z% Q1 ^2 L' \3 o- F

    ! }6 [6 A3 q2 _# eif ( (pixelformat = ChoosePixelFormat
    & q  P- N% t1 S' q, T7 j(m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )6 z; D. y/ H- s8 C5 U
    &amp;&amp;&amp;&amp;{
    # P, K& T. V' `1 k: o&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");0 F$ D% J9 S2 k
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    - O8 }. c8 B( c# f&amp;&amp;&amp;&amp;}
    & q1 ^: ]0 L) A& v
    ' p8 X+ T: ?) y3 D2 W( U! e$ Yif (SetPixelFormat(m_pDC- &amp;! H4 |' X3 E- M2 h- k" p
    GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)5 x4 Y, @+ B1 \- v: M( O
    &amp;&amp;&amp;&amp;{) q$ n7 `2 U: Y7 {. q2 a
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");: K; u2 j1 T' M
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;6 V& Q1 ~$ M+ o  `/ G9 ?
    &amp;&amp;&amp;&amp;}* V7 ]3 }7 H" S$ E5 }7 V
    &amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    ( J# P* x) [$ V4 U3 u+ V&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);9 g& c- t2 `6 D5 b4 Z* w

    , B& Z  ?! m( `9 y' V&amp;&amp;&amp;&amp;glClearDepth(1.0f);% q' c. |% o; r. J
    &amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);( t7 V0 z) V5 m  w

    8 t3 |1 Z) R' Y; H5 }* Y
    # k9 E8 N2 e1 B  c0 F: F&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);: t2 E' Y4 U% s
    &amp;&amp;&amp;&amp;glLoadIdentity();7 R/ E% R7 o! ?
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);5 i( F) |/ F2 Y" Z1 ~3 I- G( c+ O
    , R8 E- w0 m2 w2 r( s% K1 y
    return 0;//OpenGL窗口构造成功
    - |" R! A* R& z0 X1 V' l}
    4 Z  [, K4 n/ h& Q4 }# g5 @
    : _* j* ?2 p' `+ x$ Z1 d- xvoid COpenGLWnd::OnSize(UINT nType, int cx, int cy) : d8 V3 v- K* x( P+ g
    {  L2 [9 b: w2 J9 ~  @
    CFrameWnd::OnSize(nType, cx, cy);
    . T# p! T. N, d$ A. f1 J1 N4 t! P0 w
    // TOD Add your message handler code here
    $ ^6 ~* }/ F8 @$ C' ~0 h9 ?7 v  ]&amp;&amp;&amp;&amp;if(cy &amp; 0)
    * ~7 O' T7 R6 y# M( Z/ M9 k&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;9 Q* t/ C' a. c0 H: j! M( K1 O
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);
    + a: D$ _- A' B  D, z* p; C$ p! s6 U&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
      c: n, I8 c6 m2 m4 x+ l* _0 P&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();- i( `2 v$ b7 C# }  I/ c# m. n
    if (cx &amp; = cy)
    2 {& g  d& U2 H: ]4 \# ?&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
    + L3 x/ Q: a' F( i/ l% S. U3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
    $ h. m4 a- s; b6 Xelse& Q  ~4 n+ A8 o) M" v* M) m% y
    glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    0 a. F, G( ~9 E- f3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
    6 z/ r& h1 j) O  y* F&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);! X3 W3 n0 M' R. h3 |
    &amp;&amp;&amp;&amp;}
    % e  k4 Y% T- f/ V2 \}
    4 r6 Z4 ]3 G2 q$ H7 w' z2 y, S2 R3 M. @4 M: |
    void COpenGLWnd::OnDestroy()
    % c: {! f& y9 B7 Q' t+ W{
      `' f$ r$ s& u
    $ [  d4 M& C/ E5 g4 e' oCFrameWnd::OnDestroy();
    6 |7 M# z- D; Z+ e2 W$ Z' D&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);& K* a, s1 Q9 f1 x" n6 l( _
    &amp;&amp;&amp;&amp;if (m_hrc)7 Y" x) S) Q+ |+ O9 r4 w3 A
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    ! v6 N0 }" r/ ?if (m_pDC)+ A0 P( M) ^' W& d& n9 ]7 P
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;
    # j' q% W: w1 ]! p// TOD Add your message handler code here
    6 c. E5 R' [+ j4 v, ^$ |8 G}6 r3 G1 F. ^/ |
    " I' ~8 _% v5 Y
    BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC) ' B9 `& [9 H  a! t& h0 a* W# a
    {% L, c6 w% E2 \; b  E
    // TOD Add your message' b1 x! U/ K& U
    handler code here and/or call default/ O3 D; x1 @3 X: Q) U
    return TRUE;
    , ~  V. ]. e; M//return CFrameWnd::OnEraseBkgnd(pDC);) Z; n$ H' S. n0 s6 Q& J
    }
    ! X! P. x0 u! P4 m* o! t+ }
    , B( F5 \- \* _" B1 ?void COpenGLWnd::OnPaint() . T( l! Y# y  G; n* p
    {  I- ]/ U9 Z3 d$ V" B7 D* R
    CPaintDC dc(this); // device context for painting# M" ~: ^6 N* M, E+ h5 S
    : V! N! y( g; y) Y1 e! ?) |2 x
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};. \3 F# _3 T+ {- _
    % I8 ~# z  v, R) Q8 F
    // TOD Add your message handler code here
    $ c# @) R/ |( R& {) T# r2 W! k* Z6 y
    &amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    ' _" }3 ]  W0 I3 t: ~3 c) T&amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    / e. N0 r0 y( C
    - Q, n4 A5 d$ L$ P& k6 b7 s& g: d&amp;&amp;&amp;&amp;glPushMatrix();
    ! E+ b) f# P7 L" `* X
    ' g$ r: k. L5 s' n  C- W2 m&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);% g/ J' A0 O6 _5 X) j, }1 h( C
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    + k7 l% j  u" oglEnable(GL_LIGHTING);
    8 h* N/ w; w3 o2 q; Q  [8 s% ~glEnable(GL_LIGHT0);# h' P6 E: t" h) w7 C' l
    glDepthFunc(GL_LESS);
    4 a) _6 C4 J3 u) N+ H4 a9 TglEnable(GL_DEPTH_TEST);/ [1 h! g8 }8 Y
    auxSolidSphere(1.0);. [7 u1 e) ?" z9 i4 T4 |/ F8 ?
    $ }0 |" L/ h6 _+ L  r3 Y
    &amp;&amp;&amp;&amp;glPopMatrix();; L# a, E5 n! e

    ' ~6 m% b% v/ f, }, B5 r&amp;&amp;&amp;&amp;glFinish();) q9 T- d8 B( ]5 K

    + c& A  L  r: N! U) f7 ^// Do not call CFrameWnd::OnPaint() for painting messages
    7 B+ S- L% X: n  R( ^4 W. I3 ^+ X}
    5 K* m  o; L: |! A( z% ?应用程序类的定义(SimpleGLApp.h):
    $ @* {6 Q! [7 C#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
    0 a$ U) T. K1 E5 X_0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    ) W9 L2 i, x7 ~  I- j#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
    ! E" E- K# C: s7 v4 [7 D$ H2 c5 @9 E_11D2_9ACA_48543300E17D__INCLUDED_
    1 X4 {/ ]/ `- z! y* x5 Z+ M1 O  }
    #if _MSC_VER &amp;= 1000
    , k" x- Y1 C! e4 m#pragma once# n# K) {$ W3 A3 e- }
    #endif // _MSC_VER &amp;= 1000; U' n3 t, ~( L0 {. F* E7 O
    // SimpleGLApp.h : header file. a5 L( |# |2 X
    //
    ' M0 x0 X! G! w. d5 A! P, Z1 P#include &amp; afxwin.h &amp;
    % M2 u1 y$ I% l% d& Z+ v$ r#include "OpenGLWnd.h"' g6 h* b) G; H/ ]) Y. V
    #include "resource.h"
    + w5 a7 s9 N8 s0 A5 x3 W4 l
    5 k# U6 d( c  y! `* ]) f///////////////////////////////////////
      `) g# k) {+ |  c$ Z+ D" K//////////////////////////////////////
    & {# L8 z8 E. K; X7 i  c! J% N// CSimpleGLApp thread
    * E, W2 Q  N( E, Y6 S! o$ U/ C" ~: A
    0 Z8 j$ P7 V: g. Z' Vclass CSimpleGLApp : public CWinApp
    % v# o( r* J6 _8 T' l{3 b! R' H# y) ~2 G; ~' i; B9 Y6 o
    DECLARE_DYNCREATE(CSimpleGLApp)" |: A1 r, k8 B$ r$ j7 q: I
    public:
    ; q+ S0 \3 H6 Z1 lCSimpleGLApp(); ' ]( ~! B( A& Z5 w: \7 g
    &amp;&amp;&amp;// protected constructor used by dynamic creation
    ! L1 v6 T; M4 @. C; ^& g/ J1 |9 o! }3 T
    // Attributes
    5 K" P2 d$ c2 c; H- \public:
    + @: G$ w  K5 k# p- G8 j1 N. h: {+ r$ A% k
    7 C, s/ n8 n$ Y# t( i6 L/ `# I! M// Operations# o3 C- l1 X  P: B0 P
    public:
    4 u5 M- M+ J( Q, [3 [" N7 E8 {- ?: Y, `; z5 E8 l
    // Overrides" m. e* W! [. r, _  n% q( O+ K
    // ClassWizard generated virtual function overrides' O, D/ V' m) x
    //{{AFX_VIRTUAL(CSimpleGLApp)2 v) X; S2 N, l1 ]9 m
    public:7 ^' d& {8 a4 y, }5 F) `' A
    virtual BOOL InitInstance();
    0 p& C. F: j+ d2 y! y1 G% A' Pvirtual int ExitInstance();9 Q# O' U6 Q& \8 P
    //}}AFX_VIRTUAL
    % |8 c5 Z2 p9 x: \% i0 n4 L6 ^; n& o% |: k
    // Implementation
    0 M" t# Q5 C* M; N) I1 @5 e" Qpublic:- e+ N1 t' B% N8 X6 G' n9 V
    virtual ~CSimpleGLApp();
    ' {8 N. D! O  t/ B1 \7 s1 E$ s; Y& P0 S9 v3 L; g6 O: y
    // Generated message map functions
    + h; e6 B  x  ^. v- p! _% p1 s0 a: E//{{AFX_MSG(CSimpleGLApp)) G$ e& `$ U3 Q7 u5 W! A6 W# Y
    afx_msg void OnAppExit();* i5 K9 F5 \1 k- ~2 L; e
    //}}AFX_MSG
    ( N) `9 ~4 n3 \
    # H! Y* Y' b, {3 j( Q: i+ UDECLARE_MESSAGE_MAP()- i4 \# ^$ N. Q6 m/ Z6 c1 s
    };
    ! E, y. y( K* }( O- f' h; K
    * i- `6 B0 s3 |///////////////////////////////////////3 `8 y+ R% d& h: w0 n
    //////////////////////////////////////" R( A/ d) @* o7 E6 @
    3 p) ]3 }2 _$ w& n: x
    //{{AFX_INSERT_LOCATION}}
    2 k3 P7 m7 P; h, `4 M9 }  ?0 j2 T// Microsoft Developer Studio will insert 4 p$ V' W0 k  p3 R6 B
    additional declarations % _7 x& ~  X2 {- y7 @2 i
    immediately before the previous line.
    ( c: j- w8 p! b7 J6 p# I* c
    % o7 H) k8 u! {( @/ F, f#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
    1 a( |( C5 K* q0 E& N! I: N0E70_11D2_9ACA_48543300E17D__INCLUDED_)' a1 k" i' e" d
    应用程序类的实现(SimpleGLApp.cpp):
    8 o% L& w, x, ?) o8 D; |% s2 I// SimpleGLApp.cpp : implementation file' f8 _: x5 L  b& r/ a* d
    //
      z* E% B$ Y; G; M! K. Z7 Y* U, h6 w3 j% ^5 A
    #include "stdafx.h"2 s7 e' J% K3 L  W
    #include "SimpleGLApp.h"
    + Z1 m& F8 ?" t5 k#include "OpenGLWnd.h"
    + F2 d( W  u9 C1 ~* C, i0 [7 s7 G) \7 v. z# _
    #ifdef _DEBUG
    / P' b4 f6 [* M& r* `5 ^! U7 e#define new DEBUG_NEW2 o  v! O# G9 D, ?7 a
    #undef THIS_FILE8 h) k+ w. O# g& g
    static char THIS_FILE[] = __FILE__;: e2 O1 a( D3 X, Y3 d# G  q. h
    #endif# D. `8 h, ^+ s- y
    5 ]5 R1 m  `. H, o) W5 N5 O$ y
    ///////////////////////////////////////& ?; `" p; u$ }8 n9 v, n9 F
    //////////////////////////////////////
    0 `7 V6 k9 B/ v* E3 u, ]# K" ~( Y// CSimpleGLApp
    . f0 u+ ~# y1 d" v7 b5 D% P5 V
    2 k9 m' t+ `$ l( W# Q& A8 U3 `7 y  kIMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
    9 y8 d+ V; |7 g* [3 l- v0 w* F; e0 ^7 A+ {; I3 z4 O& u
    CSimpleGLApp::CSimpleGLApp()3 k' x3 y7 @* f  ^
    {! Z/ l7 `5 F: l9 l0 @- }
    }
    ' K7 P9 Q$ {' x; ?
    7 r. `- w+ K  M& vCSimpleGLApp::~CSimpleGLApp()
    9 w+ w4 o. p6 K. J; Q2 O{8 R  _: G0 g$ I. P
    }. W' o% \* Q+ f, P1 e9 K
    7 V9 p8 a1 b5 o' I7 m
    BOOL CSimpleGLApp::InitInstance(), g  L- y% H$ R. D
    {# f" ?5 _  N. s! ]
    // TOD&amp;&amp;perform and per-thread initialization here# M) j) P  h, A6 W6 Q
    m_pMainWnd = new COpenGLWnd();- P4 z9 T5 `4 k; t
    m_pMainWnd- &amp;ShowWindow(m_nCmdShow);
    % w: T9 F0 p& u/ S$ g  Nm_pMainWnd- &amp;UpdateWindow();/ M, u1 U* h* c4 H
    return TRUE;( {' v) r- y+ k5 M+ `3 o0 q
    }
    % V; n' S% B$ W/ K* Z, W
    - s& p# l' M5 J# w: s- U5 `9 dint CSimpleGLApp::ExitInstance()
    $ N' }6 F6 C% L' F, [: p0 u{
    + Q  _* I# E, n! j8 xreturn CWinApp::ExitInstance();. g! W* H. V" n% f
    }) k! ^4 x8 q3 p3 |/ Y
    % Z- m$ ?; M% {) Q( C
    BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)
    # s  G; Z( o% r$ T* W//{{AFX_MSG_MAP(CSimpleGLApp)
    3 A7 g; J1 b" W7 m* [2 m$ ZON_COMMAND(ID_APP_EXIT, OnAppExit)
    ' P3 E% d# Z1 D//}}AFX_MSG_MAP. v4 L, Y: F4 ^  J* |8 X
    END_MESSAGE_MAP()
    * o; @0 T+ d. t0 `, E6 c5 [8 F4 P- _. O* G8 n
    ///////////////////////////////////////1 |( [: W4 H8 {
    //////////////////////////////////////) P3 Y8 s0 f. F" k% g7 z
    // CSimpleGLApp message handlers
    # D% l( ^1 h7 n+ O7 evoid CSimpleGLApp::OnAppExit() " f( G( N, s' K+ Q4 U
    {1 h" s" ^) u: S4 U: b) O' a
    // TOD Add your command handler code here
    * [* h, Z( A! J( A5 BCWinApp::OnAppExit();* R: }  k% p( t$ z* s5 Z0 e  s" M
    }" R8 c+ C: E$ |8 S

    5 |6 J0 X5 E7 L$ a4 YCSimpleGLApp SimpleGLApp;</P>
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