QQ登录

只需要一步,快速开始

 注册地址  找回密码
查看: 3197|回复: 3
打印 上一主题 下一主题

[分享]OPENGL

[复制链接]
字体大小: 正常 放大

3

主题

1

听众

29

积分

升级  25.26%

该用户从未签到

新人进步奖

跳转到指定楼层
1#
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>
* m+ N. p- @. c- s<>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>1 b. h1 G) G" K) S: q0 ?% B
<>//---------------------------------------------------------------------------</P>8 K. O+ R. c0 L# C) c1 W4 A# C
<>#include &lt;vcl.h&gt;% w+ ?% q) R7 i8 _; u
#include &lt;windows.h&gt;    // Header file for windows- B# x0 b# c" S2 o" z. W
#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library
* u) m% I# m' d, s7 X#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library' W1 h* Z/ p% H0 n) U
#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library
, b  q4 v" z6 ?#pragma hdrstop</P>' L; F# S: M* q% w# W
<>//---------------------------------------------------------------------------
' A& e4 U0 w* W#pragma argsused</P>% Z6 q! L/ c+ I6 T6 P) t, y
<>HGLRC hRC = NULL;               // Permanent rendering context3 Q- Q* h/ v1 [, o7 h! L8 I+ \' |
HDC hDC = NULL;                 // Private GDI device context6 R# r6 f) d- m* L* X
HWND hWnd = NULL;               // Holds our window handle! c* O8 \2 G2 u$ P& I
HINSTANCE hInstance = NULL;     // Holds the instance of the application</P>! c* s+ z5 d, h/ R$ y; a
<>bool keys[256];                 // Array used for the keyboard routine
. c) Q: {# a: o0 e+ G$ ybool active = true;             // Window active flag set to true by default0 B& r% J/ S( \- K
bool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>
6 K6 A! r- \) j! s& d<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>
/ I) d; R/ v4 _2 f' O5 F% E2 F1 X<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window
. `8 U5 o' j: x. b; D& B4 F1 a{# D1 ?% G8 n  h" Z; z) _3 N/ ~
        if (height == 0)                        // Prevent a divide by zero by7 t" P9 L4 Z$ d# Q5 [
        {
! P; n: D3 j4 Q3 }7 H                height = 1;                     // Making height equal One0 T5 ~2 l& q  w$ S# w) c& |
        }</P>
, E* f9 d1 B" p  y( z<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>
) f, N& P1 c- E" F<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix
' Q; \8 I# F8 ~' J& R glLoadIdentity();                       // Reset the projection matrix</P>0 \8 c. {3 M0 x, E+ X) A
<> // Calculate the aspect ratio of the window
, v4 n! s+ S. Q) t+ X gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>8 o; e) B+ {+ a( v6 }* s
<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix2 P  R% [0 X( O( d
glLoadIdentity();                       // Reset the modelview matrix% B6 ^/ E( G  N3 m7 p2 z
}</P>
, W6 Q8 }1 B" F0 H<>int InitGL(GLvoid)      // All setup for OpenGL goes here
$ r; R! L4 F" m' p) E) M{
% k: Y8 L  k8 J4 t# S& {: I/ m glShadeModel(GL_SMOOTH);                // Enable smooth shading9 ~+ b1 M- B$ U/ h) z! J* B0 S
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background
8 N- S+ T# h' M  ^! H glClearDepth(1.0f);                     // Depth buffer setup
2 o3 K. a4 p8 f0 w3 B glEnable(GL_DEPTH_TEST);                // Enables depth testing
! Z# j& [0 d8 r  {  E glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do+ d7 h% B' O/ d& d
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations$ z2 S7 Y* s4 [
return true;                            // Initialization went OK
1 g# b% I* [5 w3 q' E# Q}</P>! s# ]; ?. u* i1 j! \# R0 g
<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing
% r0 }2 n6 n! U9 k, g5 ]9 t+ _{# x2 k9 o$ l8 z
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
9 R6 Y7 {9 Q8 N" [  _% O3 a$ w glLoadIdentity();       // Reset the current modelview matrix9 z; ?/ d- ^2 [+ n
        ' j6 h* J! g, ?
return true;            // Everything went OK5 ~  G4 y! p1 t% {- |
}</P>
7 E5 G; x& O$ f4 N<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window
6 Q! C+ A1 I$ s" p6 t3 C( Z{# g/ b: J+ f$ e  M0 F1 d4 t
if (fullscreen)         // Are we in fullscreen mode?
( ~5 ^8 b0 \1 h {
+ a2 n6 N/ }8 ]/ S- ]" J4 T  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop' Y- q$ \3 Z3 [, l9 v+ t
  ShowCursor(true);               // Show mouse pointer
* G2 ]2 B+ L* F% g7 ?4 u' R0 t }</P>1 M! N0 l& |5 S6 |* D  g
<> if (hRC)        // Do we have a rendering context?3 p  ?8 `* G, M4 l- X
{" _9 y2 V2 k" `! f( t
  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?/ c- m) h/ K5 A4 H* r/ R- x
  {% ?- E3 ~* t8 L+ N( R( O1 ]
   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);& \* J4 \4 @6 t' j6 @
  }</P>
& {  [: x) i6 T9 [4 b<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?* x- }! G" U7 U% j9 s7 Y
  {  q" ^5 n& v: M8 s
   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
, I# @5 ^6 g- H2 n7 ?. c! c  }
, x' \7 j: E$ ?' A  hRC = NULL;             // Set RC to NULL% U" `' u2 A4 a5 _( ^" d
}</P>
6 A' g' k& A% y2 ^: @, v+ P<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC8 i: B# p' m6 g5 z- n
{
* z+ i' s" C  t; ?/ |7 m  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);9 X, o. D: {/ H; \4 a7 H
  hDC = NULL;             // Set DC to NULL
) i% G4 \+ T. T3 F& ~+ q3 k }</P>/ H9 m  A/ `* T* P9 j& D$ @/ C3 j" M/ O
<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?) ?8 r5 [2 x0 t& M( G4 W
{! x$ H$ Y/ n5 d: I
  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);$ H& o: m, T: b  U6 B  C3 k# y
  hWnd = NULL;            // Set hWnd to NULL7 F0 R/ j& s$ |( r. [3 Y3 l- n. Z
}</P>7 m9 X* l4 R6 Q) i8 [( t9 w
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class
: c) J$ H6 q; Q& b+ h. Y {5 @' v! D; V( D( B! n. j) `7 a7 d
  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
7 w) ]4 o, W3 r9 t: o* X' D  hInstance = NULL;       // Set hInstance to NULL; V" p8 i; s- T; o! m
}
3 Q( p8 [, Q. W2 ?) N' T}</P>& u' P, ]0 k# l* [' S
<>/* This Code Creates Our OpenGL Window.  Parameters Are:: c  I! x# f# r! g8 n/ z1 h  S, r
* title   - Title To Appear At The Top Of The Window
' @, o, c- k& b1 Q/ e% v4 Z- k, T * width   - Width Of The GL Window Or Fullscreen Mode
0 M) n4 y! M8 Q$ H) K * height   - Height Of The GL Window Or Fullscreen Mode3 u7 x8 w' F! }4 C* F5 R3 [) D7 L
* bits   - Number Of Bits To Use For Color (8/16/24/32)
& T# Y# {8 m5 R * fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/) \  @& w" S  k$ p) f# K- ^
* g" M" @' v+ }* F* e* C: h
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)9 O: O2 m& q8 I" z" @, i6 l
{
' R8 B' f4 P$ A5 i GLuint  PixelFormat;  // Holds the results after searching for a match
/ H" o  _' l6 w7 J( s% D9 @ WNDCLASS wc;          // Windows class structure
. T- Y2 n4 L. r- t+ h DWORD  dwExStyle;              // Window extended style
3 H( U$ ?- @. C, J9 l/ u DWORD  dwStyle;                // Window style  @4 A; R) A3 ~- z1 |; l6 P2 {- m
RECT  WindowRect;             // Grabs rctangle upper left / lower right values  i, t7 u" `1 O4 [
WindowRect.left = (long)0;              // Set left value to 0
3 [: B* J) h9 ]3 x5 e, w* N; f WindowRect.right = (long)width;  // Set right value to requested width
$ N' N; `0 G" a6 T3 @6 s- g6 F WindowRect.top = (long)0;               // Set top value to 0/ M9 g/ i$ ]9 i' a- e% o; E
WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>
* X/ `, ]7 {, w( q<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>
3 I( @& A/ L" @3 a/ b- r<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window$ F( R) A$ ?9 q* n: f
wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window  Y( L3 w. O8 a! E
wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
; ~) ]) Z  [) G: m' i wc.cbClsExtra           = 0;     // No extra window data7 L/ j% ^- U7 ]) Z
wc.cbWndExtra           = 0;     // No extra window data
: F7 V6 o. e. ? wc.hInstance            = hInstance;    // Set the Instance( Q. P- t6 \; ~) ], F; B# x( i
wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon+ h- M5 ?0 {$ d- W' V
wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer. q. ~/ }7 [/ ]- s3 Y; p
wc.hbrBackground        = NULL;     // No background required for GL
9 t' V1 B/ @8 b wc.lpszMenuName  = NULL;     // We don't want a menu  D3 V5 H0 P7 E/ a5 W- p
wc.lpszClassName = "OpenGL";    // Set the class name</P>! B7 C" Y9 u& i, S& v: ^
<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class
$ m; c7 O$ w4 M5 ` {
9 Y3 }" Q. f6 k  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
2 s* j7 S* S" _* w3 e3 X  k9 v<>  return false;   // Return false
5 k1 l( Q) w+ R& }$ Z/ g }5 d; \: w' J9 q- h; ]1 c; j

8 x5 i9 q; v* L* o if (fullscreen)         // Attempt fullscreen mode?
. z; k3 |5 Z) ]2 J/ X! _' |, B" ~ {) P, V1 K" Q2 a% r! S9 H1 G  \
  DEVMODE dmScreenSettings;                                       // Device mode4 t: n+ q9 l  A* E/ o* m
  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared& k1 P; g6 I$ f
  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure2 r2 k2 e, d; A# P5 s
  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width% @  t& [( a: q
  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height* F# ~; x% `7 G. \
  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel
* V/ s' L0 i! O& U1 S  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>2 d0 y4 _; K+ b; ^1 l" F
<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.# g6 \2 x! j$ f& Y9 Q" \+ W
  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
/ x, @8 b' s' y( J) [$ @0 C- b  {
& N, j: ?. o% M   // If the mode fails, offer two options. Quit or use windowed mode.
% L# X! [. O! x1 p, L   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)
- K" @, z: U. G( P, p   {0 m0 `0 D, c) k: a8 T, K% f9 s
    fullscreen = false;       // Windowed mode selected. Fullscreen = false
* V0 u7 e1 Z  ^& ~3 d2 h   }" R) j* |1 c% ]; e% Y2 L: U
   else
! Q: P: Y7 i; v' E6 R8 h" B   {8 ~9 ?0 b+ W; i% @! S
    // Pop up a message box letting user know the program is closing.( y$ l0 y0 l) K- ]6 y
    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
/ Y7 Z( @5 A1 m: |* a& Q    return false;           // Return false+ s9 O0 Z- t& V
   }! m+ _# {* E  ^8 y( ]& S
  }4 S( j1 q7 v. r, L& |
}</P>
6 J# o9 o: v3 m6 E9 r1 F  R' V<> if (fullscreen)                         // Are We Still In Fullscreen Mode?  B+ H, H' x8 A
{- w& m9 N  [' S; W' R6 B
  dwExStyle = WS_EX_APPWINDOW;    // Window extended style+ s: V# z  d( u* x1 V+ {3 B* e
  dwStyle = WS_POPUP;  // Windows style
8 y. q2 t5 |9 W$ K; }5 t  ShowCursor(false);  // Hide mouse pointer2 r" Z$ l& R3 f0 L3 o
}
$ c: E7 U6 Y( E0 p4 j6 L, d$ z1 s else
3 O* d5 n( j6 g: o& ^ {
4 L2 |5 f0 [, w# i  |  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style% g$ w! X# o( e+ g* n
  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style( t0 Q  b' z$ \. ~+ Y; p- [
}</P>; V$ O2 p3 B. q( {0 X$ p) X
<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>6 E# q5 x$ C2 T4 t! P1 X$ z
<P> // Create the window* n8 _! B' N! x( A% P* a
if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window/ m7 P3 i6 e) @3 V: ?; x
                "OpenGL",    // Class name7 f8 g8 p* H' P/ a1 W1 I4 B. `8 q: _
  title,     // Window title  g: _  g. l+ M( ]: X! U
  dwStyle |    // Defined window style
6 I  p  ~& J3 @/ B4 x) p  WS_CLIPSIBLINGS |   // Required window style8 p( Q. \) `$ f, @0 X
  WS_CLIPCHILDREN,   // Required window style
: T, q# G: G& U  0, 0,     // Window position
0 }6 F$ h, P, |  WindowRect.right-WindowRect.left, // Calculate window width! F- t8 w" j, W. `/ x
  WindowRect.bottom-WindowRect.top, // Calculate window height
/ a1 e4 ^& u( |/ q  f) `& A, |7 p8 F  NULL,     // No parent window) X; u! M2 U9 H+ V- R" C3 f
  NULL,     // No menu
" y, v' H& P& v8 r  hInstance,    // Instance
1 T, |- Q$ h0 D  NULL)))     // Dont pass anything to WM_CREATE3 q+ W8 s8 z; A& n' z& T( r1 S
{/ t) ?- m, ~* b
  KillGLWindow();                         // Reset the display
# _, J* N- M  C2 \6 O$ `+ v* g  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
' F1 b, J- j8 W  k  return false;                           // Return false
+ P, T6 U6 [, z) X- q4 ^ }</P>
. \0 k3 G# M2 ]2 J0 D- e: {<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be/ a0 _8 H) `# N4 S$ e0 V4 g9 X" O# X
{
9 r: E5 J- M) V8 y+ n3 y( _  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor! \, R! u+ ^& J' ]: ~4 I
  1,     // Version number" F! v; @6 R7 X0 X: v$ y
  PFD_DRAW_TO_WINDOW |   // Format must support window2 h) c% M* `+ ~& t2 a- [4 l
  PFD_SUPPORT_OPENGL |   // Format must support OpenGL
5 ^* n& I" c( b# q& E, q  PFD_DOUBLEBUFFER,   // Must support double buffering8 H. ~0 p9 h2 w! S% J. K
  PFD_TYPE_RGBA,    // Request an RGBA format  Y/ j0 z/ z7 @9 W+ n* J5 g
  bits,     // Select our color depth
+ A  m$ r  n* N$ B  0, 0, 0, 0, 0, 0,   // Color bits ignored' G9 s" w( T2 O9 W8 c- S. k
  0,     // No alpha buffer
+ f' P* `; t( u0 Y  0,     // Shift bit ignored
- G  g7 r1 d/ H/ b, B0 A& i- ?& o  0,     // No accumulation buffer
6 ~: a, P8 E+ m3 ^* j  0, 0, 0, 0,    // Accumulation bits ignored2 _  f! Z% ^- r7 ~9 z
  16,     // 16Bit Z-Buffer (Depth buffer)  n' c% r* y$ E, M! _2 n
  0,     // No stencil buffer- ^! K' J$ D8 k3 J) I( i6 y
  0,     // No auxiliary buffer  ^* e, o8 V" f2 o6 F5 s3 N3 q3 z
  PFD_MAIN_PLANE,    // Main drawing layer6 W  c3 o) u* T, |+ [
  0,     // Reserved% t; x7 L" C7 m: M( D5 U
  0, 0, 0     // Layer masks ignored
5 ]; K% n7 ~* E( w4 q9 O };
. l( _" s" a  C
, g3 I4 ]$ A- ?/ H, G: @ if (!(hDC = GetDC(hWnd)))         // Did we get a device context?9 e, L/ z. U1 Y
{. r% f4 t6 n2 S7 a" d, @4 a
  KillGLWindow();         // Reset the display, t/ O6 }$ t8 h" h
  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);9 e$ \7 X; X. ~( b5 ?
  return false;           // Return false( S: r$ ^) Y5 d6 F
}</P>
3 W. M# X, C4 {! c- v4 R7 A<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?. A  m. G/ u7 B' Q7 {. g
{, R0 A' `" F8 r' D1 X" V
  KillGLWindow();         // Reset the display
7 [1 p) Y7 O# _- G& J# @  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);/ T& X6 C0 p- i0 G8 Q1 X
  return false;           // Return false
0 d6 z6 i" O' R( v }</P>
! Y7 j0 n" S! ]& _- S% |) w% Q<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?& ?% s" v  _0 A0 O. a. g; Z% ~2 o
{( ~, f  \" r* P& }% A  B3 l
  KillGLWindow();         // Reset the display9 d+ e5 r5 \1 |; ~* Q3 [' @
  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
, J5 q3 L2 M, f) g* P/ H2 S  return false;           // Return false
' j  ]. l2 S( J: o- ~ }</P>' O2 r" |4 h  X8 W+ N) G
<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?
2 y9 x7 Q; n/ B$ B6 W% ^$ C( n4 c {3 ]* Q$ q9 o* \& q% e% V$ @# l
  KillGLWindow();         // Reset the display
, F: c" q/ |" k2 ?/ p# }- l  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);0 N* o/ T, K; V; C7 r- Y
  return false;           // Return false  `1 j5 _% o! Z, p- }
}</P>1 Z- q" _; r- \! `0 d& y
<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context
1 k& G6 a5 S' E {
( I3 `% i5 v- P* K8 T# N7 G5 T2 H  KillGLWindow();         // Reset the display  o) G0 c/ j1 K: w1 l7 f
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);/ I* M6 k0 X1 L2 t0 m8 R/ d
  return false;           // Return false3 w3 d3 A; S0 C
}</P>
# Q0 d" ~2 b  @<P> ShowWindow(hWnd,SW_SHOW);       // Show the window# z- }) B; I3 `1 }/ N" C8 I( P
SetForegroundWindow(hWnd);      // Slightly higher priority
. r! m/ r/ }5 `9 R6 f8 O& ^ SetFocus(hWnd);                 // Sets keyboard focus to the window
: n2 C% b" G& I' l. H9 q ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>
# D1 \. Y5 |4 ?% X! m& q+ v+ ^. W2 Q<P> if (!InitGL())                  // Initialize our newly created GL window3 Z7 g  \+ v9 U. m7 Y" y
{
. ], |+ i1 S7 \) Z: P& f# c' M% w  KillGLWindow();         // Reset the display
$ N, G9 D; B1 l  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);0 y0 s# i4 o9 P4 S
  return false;           // Return false
- B8 M7 y8 `7 ] }</P>( t3 _: C% s6 |+ k; w; K
<P> return true;                    // Success
. z8 s6 o. x0 B; D/ {$ l& C}</P>3 Z5 u2 p8 E8 V7 O( j
<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window: S. L' Z, u8 L3 q5 K( ^+ y
                        UINT uMsg,      // Message for this window
, U* l) v# u( B1 g  R* q   WPARAM wParam,  // Additional message information
" c, s% F% y( a- J, e   LPARAM lParam)  // Additional message information
: V! U7 v: p) E+ {! }{# Z# M2 v8 X; z! I7 U' L/ K% }
switch (uMsg)                           // Check for windows messages
8 z9 l% O3 O( L {
# K4 |6 f. \9 [4 {. l+ W6 S$ H. K5 [  case WM_ACTIVATE:               // Watch for window activate message
6 B5 m; P' y, j  {) q5 q- z! c8 P" m
   if (!HIWORD(wParam))    // Check minimization state& R$ v) ^$ e  p; e! l+ O
   {
% q0 X6 \; f  |( N0 u    active = true;  // Program is active, ?6 n9 ^) C  T( R8 k! d1 U
   }
! h; C) q3 F9 Q; C& r/ I* h2 B   else, d/ r" c- ]0 i* `. E* c: w2 u
   {6 O. b. j+ x  D& R$ K* _
    active = false; // Program is no longer active
* v* J0 C! k4 R9 ?) B. Y7 {   }</P>0 K2 p: q5 X$ m2 ?
<P>   return 0;               // Return to the message loop% `6 b5 F1 h+ P$ V
  }</P>
# z8 p! m; A! N' _4 X2 N<P>  case WM_SYSCOMMAND:             // Intercept system commands
9 n6 q$ t" b- `8 d% ?8 J. K3 w7 l  {
3 g) z* X; Z, G& i8 _( S! J# s   switch (wParam)         // Check system calls
6 w0 _$ n! H8 h5 T, z/ X   {; \8 ]! Y% J, V
    case SC_SCREENSAVE:     // Screensaver trying to start?
6 i2 J3 ^# ]5 g    case SC_MONITORPOWER: // Monitor trying to enter powersave?
0 Q$ d8 p2 }3 I4 \: g    return 0;       // Prevent from happening
6 W  _( }7 A$ x: J   }' E5 v* z, U' l- C& q
   break;                  // Exit% E9 z( E4 S" Z7 u# x7 m; f8 m$ T
  }</P>, p; g, y1 K" r3 H& z# b
<P>  case WM_CLOSE:                  // Did we receive a close message?  _: N1 S6 F& _5 `
  {
0 |( D6 D6 u% v' e  h9 V5 w0 k   PostQuitMessage(0);     // Send a quit message3 e- M8 u7 b/ I- K+ {9 b
   return 0;               // Jump back
9 l- s6 }% u$ Z) x  }</P>/ I$ t, B# d$ Z  h
<P>  case WM_KEYDOWN:                // Is a key being held down?
5 F+ C* ~" K2 ^; ?; _& s  {" F3 `! p9 J* l# e
   keys[wParam] = true;    // If so, mark it as true
* U: S2 `0 a2 M( f: k8 A   return 0;               // Jump back7 ~$ j) G) ~$ E  }7 f! j$ \  W
  }</P>6 D4 V7 L+ D' a/ a
<P>  case WM_KEYUP:                  // Has a key been released?
5 Z8 b9 P" U4 B: K& y+ K1 j1 ~  W  {3 z; S) D3 S$ q8 A: c  H& T/ x/ k
   keys[wParam] = false;   // If so, mark it as false
, v* k4 ]  Q" g& {1 k   return 0;               // Jump back
) D, Z. p1 }* j# a  }</P>
" v5 R* g- ^( W3 d9 L<P>  case WM_SIZE:                   // Resize the OpenGL window/ C. |" T, h% w) r0 O
  {) u& |# Q) s2 m0 P2 T6 w
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height4 A3 [# N; z2 d& g& Q0 ]1 U* L
   return 0;               // Jump back
; l  C' d( R5 F* h8 A( r  }$ M+ ?9 v, b$ z- d  d- _
}</P>
- p8 Q  }7 C7 A<P> // Pass all unhandled messages to DefWindowProc+ W* j8 q) v4 x" H0 ]% |) d
return DefWindowProc(hWnd,uMsg,wParam,lParam);
2 o8 C  A9 V$ W$ m}</P>, [$ _1 a; t  B% ]
<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
! [: N8 }0 X+ p$ m{
  u9 _4 l& u( t        MSG msg;                // Windows message structure
8 e( v7 H0 b8 q% H! P bool done = false;      // bool variable to exit loop</P>% n% v0 C3 S! {! P
<P> // Ask the user which screen mode they prefer0 \! ~  Z2 a3 i% V' ~
if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)! o( I6 ~1 I* `  c+ O$ S: v
{' p6 b% e. o! G8 M
  fullscreen = false;       // Windowed mode+ k6 ]7 g( |8 S7 x
}</P>
" C" s6 l8 W( q8 \) U<P> // Create our OpenGL window4 A) K" x. s% H' n
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
, |5 C# M! b8 l/ a* h {
9 o2 `/ r) v# }/ ], ~: q  return 0;               // Quit if window was not created
" \2 r. R7 _3 m: e$ W+ z8 {( H+ F }</P>
: x+ j3 @/ E- R& K! S/ f9 I<P> while(!done)                    // Loop that runs while done = false6 `3 z$ m9 j' [$ I) G; ?3 L  a
{) l, e' b$ d/ v& R" R' n
  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
% ~" [7 [. o9 K2 V  {
1 b$ @! P* _% W) Z9 ^7 j   if (msg.message == WM_QUIT)             // Have we received a quit message?/ I" p1 g; V  q% }
   {. J# k9 T$ @- Q2 j" [- z
    done = true;                    // If so done = true& h4 }2 N; Q9 o1 j+ q
   }! s+ \$ K' h. B
   else                                    // If not, deal with window messages
& J7 U/ T- N# a! H" K   {
. z' @2 r1 L: ]9 R" X0 C3 A) R0 O" ^    TranslateMessage(&amp;msg);         // Translate the message3 ?4 k1 r* ]: i1 t+ f* ]* U& h
    DispatchMessage(&amp;msg);          // Dispatch the message
8 g6 s- J7 R$ A   }; Y2 A7 g5 Q) z' R
  }) d) }: z1 X* P  Z
  else            // If there are no messages
; o% k$ f# m9 e* g. j  {4 U6 N/ b1 _* w0 e% N
   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()
+ q! x8 P/ M( e+ N0 F8 c& f2 ]   if (active)                             // Program active?
9 L6 v3 S3 ]/ `% m$ w   {
" s, @; k4 F: ?4 O. Z- \    if (keys[VK_ESCAPE])            // Was ESC pressed?  U' Z( ?% y' Z3 C
    {- b1 I; u# h$ i# d
     done = true;            // ESC signalled a quit
1 O* o7 \) |$ d/ m+ K: W+ E    }
, h. P# P0 P. ^' Y( H0 l' @% }    else                            // Not time to quit, Update screen
' Z/ p/ w! q; L0 g2 r    {
6 G$ R  ?" D8 O9 o2 F8 d5 ]     DrawGLScene();          // Draw the scene
+ b1 a; b+ y. G! p, k) T     SwapBuffers(hDC);       // Swap buffers (Double buffering)
& M) p" @" A. B! f( F6 U% P    }$ e- j4 M' c. A8 G6 ~3 }( J& z
   }</P>
6 R( R5 U# @; w' o2 y* `) D<P>   if (keys[VK_F1])                        // Is F1 being pressed?; T/ b+ r' R& y) U
   {: b3 r/ g8 M! G# b4 d+ X
    keys[VK_F1] = false;            // If so make key false
6 ]# J. R9 d1 z" i; W( J- l    KillGLWindow();                 // Kill our current window: [3 }7 @& ^9 M1 o+ u1 I! k
    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode; Z/ x( y  {5 S- D- t& ^
    // Recreate our OpenGL window
, k6 p6 b# a9 h7 b' ?    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
0 K# f. B2 s& \- `2 z    {
' j9 I2 N$ g2 o* {  s" N, R1 p     return 0;               // Quit if window was not created7 |( b/ V. r6 i& y  G: `* N
    }
2 `0 Q0 S$ k: o- x, n% b& h0 F   }
% z+ h' ]1 P5 o0 L$ N; Z7 W  }, p( N5 }, I2 a
}</P>, D- Y1 T# J% r' J0 i6 |
<P> // Shutdown# S- C+ H$ s3 X6 |/ j
KillGLWindow();         // Kill the window
4 z. u* s, C( H% F8 Y* n" a, |: A& b9 E return (msg.wParam);    // Exit the program
$ g, {1 d9 F. n5 o, U  _}
7 L* ~! l' `4 u1 c7 x. B4 t& q1 F: T//---------------------------------------------------------------------------</P>
zan
转播转播0 分享淘帖0 分享分享0 收藏收藏0 支持支持0 反对反对0 微信微信
ilikenba 实名认证       

1万

主题

49

听众

2万

积分

  • 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

    群组: sas讨论小组

    群组: 长盛证券理财有限公司

    群组: C 语言讨论组

    群组: Matlab讨论组

    回复

    使用道具 举报

    ilikenba 实名认证       

    1万

    主题

    49

    听众

    2万

    积分

  • 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

    群组: sas讨论小组

    群组: 长盛证券理财有限公司

    群组: C 语言讨论组

    群组: Matlab讨论组

    <>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& D* f; x% L* _! t& y; t
    OpenGL API,使三维世界的"平民化"已成为必然。- p! p& @" H, z
    ----Windows操作系统对OpenGL的支持
    ) G& l4 I  s! M, O* i& p2 P----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:
    / u. D7 H- {$ C. W; _9 z9 V# o----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  k, e7 |3 B% ~& ^4 e
    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。" \1 l- _' F. q; a
    ----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。$ y$ }# h0 D, w4 |
    ----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。7 k4 S9 N- A1 }
    ----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。
    ( V$ B. f7 L6 @, C2 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。; F( f: C8 @" \4 d4 z
    </P><>----用VC来编写OpenGL程序
    + E( P1 z. D3 C
    9 r* V5 v4 |6 @, r4 N# y3 |----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:
    8 K* @% a% e7 b3 G& ]  N- G$ D9 H
    ----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
    3 G% ]7 s0 e# u' b8 ]
    3 y: f3 Y# p( y3 o5 M7 M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
    ( O. Q, e/ {. }- h  d5 r$ l  X2 @8 G& w5 [: ]& ~
    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  e7 B7 d3 q" ?
    # o: i* `4 w4 w2 T6 f$ K; ~
    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( m* R$ a- ^8 }5 G. p( V( r; A

    $ Y6 e3 P) i: V1 n' L。
    ! m7 v7 q# M* r; x6 e
    8 d9 |' H+ o3 l/ f$ a----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)。
    8 v5 N$ w  B: T; M
    7 Z& {9 d; G) B1 ?& ~8 A( x: W6 T----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)
      [2 t( P3 t  e$ [8 F2 c9 P! U" j- i' a
    ----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
    + M4 ~' J% b* t% K" G9 F
    . `% o' Y9 z# P9 b# A5 k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(
    4 v+ l. Y8 Q2 i$ x3 N+ G8 h
    & n3 x8 w  E6 ?. E/ j9 l, A( M  `if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC  o+ p, l4 m# S' M7 t0 M- k
    - @5 Q6 w" |# H# f
    ----所附程序说明6 ~) y; O' }9 M. v3 C  M3 v; ]

    4 L, z3 I- j: _----所附的程序用MFC完成了一个简单的OpenGL作图,用OpenGL的辅助库画了一个有光照的实心圆球。OpenGL本身的函数这里就不解释了,仅对用
    " r: T8 l& T# n5 z- Y$ ^6 B% y4 N6 s% s4 \' Y
    MFC编OpenGL时需要注意的内容做一个简要的说明:
    , r, m( f! s3 Z2 B. f: z4 X- D: G
    6 W" w/ W, u# e  p0 Y( s----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
    " {. C; J, S9 m1 V! v) r
    9 O. E3 C# |" p7 `* F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
    ! @1 ]: G9 I7 A7 M" b
      S% {8 h1 E) ?9 o7 d* L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
    1 m4 n/ u6 v! S6 x: b2 y
    % ^7 m, l+ y! G0 h( F格。
    1 }' L3 Q2 R8 v% t4 s) ?# g+ h% P& E2 S9 w' B3 P; t: H
    ----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' u3 n. U0 m$ n# Q2 t

      g' X& g' B% C( I4 s。在ANSIC的OpenGL编程中,由EauxMainLoop定义作图的回调函数。在MFC中应该由WM_PAINT消息的处理函数来处理。相应的,由OpenGL定义的键盘
    : {- P# @$ z. \% b: F  h: N: q
    . Z* r6 X8 z/ ]) E、鼠标处理函数都应该由相应的Windows处理函数来响应。6 P. O. \* M/ ?+ N

    3 F  z+ e, ^9 M( n1 d----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/ B9 C: ]8 F5 r

    7 t. T0 V  `: @8 o' ]% r" F/ Z,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
    3 b  s! Y) l* J% M* `- Z1 {$ [
    $ D6 U5 E  u) l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。
    ! }' {0 X* |/ n0 ^( O
    $ m% F$ e( M2 L( W! `/ K----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
    - |2 b) |6 m7 ?* I- x! M* `3 q8 E4 H9 a; p: x  \& V
    GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。  k% O; x2 v% a0 R3 L+ _- r' }

    ; v2 B: d' _" j' Q5 I' F1 Z- V- ?% g----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。# h4 C3 a' d( T2 H/ V* I, c$ R
    , F8 a2 v5 F# c! O+ a: l0 z! f0 a! P  D
    ----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++
    2 T! I  |! h; N7 @0 S& x) o5 O. q7 c$ f
    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
    ' R- W9 @# _8 p, d& F+ p1 N4 z, J) s  l4 n
    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
    ) u/ ^- g) B' A% N! v# Z+ p& J# Q; x! ^  l5 A
    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。
    1 `7 \3 Z* z# b  s, I/ q, G6 [( t6 K  S
    ----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
    : e7 e  ]; q4 X0 U% H: D; {! N+ j; Q- Q
    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
    ) T# H/ C& ?2 i# W  S4 g: H. u7 g) Z2 G" n2 ]; Q
    函数应当非常小心。" |. A2 d) ^7 `+ r% a

    2 K3 K9 ~- L7 h% K; f- b----参考书籍:: g3 L9 T! S  F0 A
    ) ~- O3 \' T  ?6 P" t
    ----《OpenGLProgrammer'sGuide》SGIinc.+ [$ U, r( G# N0 d( F0 J

    # t3 y0 E* \0 l, [& \- B----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社) F8 t9 n/ j1 d. B% Y

    0 H8 @; ~1 N5 `1 C----《VisualC++5.0联机帮助》
    - B! v3 N  w0 H! n0 ?
    * H# m# [* n$ o2 a1 f3 n/ H----附程序:: w. N. l2 M: `" g! s
      W' O- x2 _+ K$ q6 z$ m
    ----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
    , e9 t1 |, Y: G; J" o+ I- j
    + D7 I# C/ M. u# ~1 h1 r5 }% F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
    7 a( {9 e1 M9 s. Y2 d6 [
    & s( ^! b. D4 q% X8 x$ U1 i5 ~8 W6 v4 |OpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。
    , ~' }- r) R# T! k( B" ]0 P! @7 g" I' d- u
    ----主窗口类定义(OpenGLWnd.h):
    9 |+ n9 Q; ^0 ^- P) {& A2 J4 D, W$ S- x( Q4 e- A! q# V. P& h& y
    s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70, J5 G# [! g! Z; T3 b; z/ o
    _11D2_9ACA_48543300E17D__INCLUDED_)2 _( c* p0 ?7 v6 ?" ]& P( p( G
    #define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
    3 i2 }  `; @( g$ W4 o_9ACA_48543300E17D__INCLUDED_: j% Q3 Q8 J6 ?* }

      ]) A* V2 H9 h* i0 I! }) J" Z#if _MSC_VER &amp;= 1000
    2 f( G0 K2 s8 v#pragma once
    0 q( E  K( z$ @2 A8 @) o#endif // _MSC_VER &amp;= 1000; t  ^& ]  K/ G# d0 Z3 p
    4 F* H0 C" O" k+ ~4 M
    #include &amp; afxwin.h &amp;4 W: y# K- C# [' X5 K
    #include "SimpleGLApp.h"" D- v) m) a2 a' \8 [
    #include "resource.h": G2 i4 m& |! O" q4 J; h1 C9 G# c- |
    // OpenGLWnd.h : header file
    7 p& P( }  ~+ C; i& c//3 F9 n2 T7 v+ q: C7 o$ b0 u& o
    ///////////////////////////////////////
    ( B7 M: [; [+ P# q) `, c* g% f. m6 n//////////////////////////////////////% h; c; ^: A+ Z& I" a/ n
    // COpenGLWnd frame% \) C' R, t5 b6 r9 Y' u

    - {' i8 i% O, y! {- Z9 mclass COpenGLWnd : public CFrameWnd. X' e5 N/ ^0 f& ?
    {9 ^# J$ y( f8 ]
    DECLARE_DYNCREATE(COpenGLWnd)6 W/ |4 a9 P9 X, r  |1 `8 N6 [5 P7 C
    public:
    - K6 M" c# u) l! VCOpenGLWnd();&amp;&amp;. {$ u- R- J( ]0 L; ?% V: ^9 A
    // protected constructor used by dynamic creation
    ' ]) u# O, [6 v; ?, Sprotected:) d6 {' r8 o9 Y5 i* n9 Q9 c
    HGLRC m_hrc;
    2 z9 h: \# \: B" O  V) dCClientDC *m_pDC;8 z% ^2 U& Q7 G, b" q$ V+ G* v
    // Attributes8 {$ \* O/ z+ c) ^0 F) v& P/ f4 }1 Z
    public:" _( b, c* @& z3 W  A6 {
    * k0 a' c+ K6 |, |, s
    // Operations# L" l* ]  T4 L
    public:; |$ b/ S2 c, P2 k/ t

    ! _, A. B7 Y9 H8 l. m  S  [// Overrides
    ) \) @8 R# K7 ]7 R! W// ClassWizard generated virtual function overrides
    4 ~% J% L0 Y" ]4 Z1 O# t9 s//{{AFX_VIRTUAL(COpenGLWnd)
    $ ]+ s1 V8 {' Q: ?protected:. e) Q2 \  O$ ^( e* u4 I" J
    virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);
    0 a: r# \- Q4 e% v//}}AFX_VIRTUAL1 H) \- k9 j6 J

    # a, @# r9 q& W) R( b1 C// Implementation
    ) K2 f( y6 i* r/ s. Apublic:
    9 E9 ?: t+ z, w* Y, S8 ovirtual ~COpenGLWnd();5 f8 C  ^( i  [# P' @4 `
    . N1 |  D( ?; j
    // Generated message map functions
    " ~; P3 x6 I( c2 r  |; G//{{AFX_MSG(COpenGLWnd)
    8 j  w  @* N: C! Q# H: u4 C0 ]afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    . w" L8 G8 n( Uafx_msg void OnSize(UINT nType, int cx, int cy);
    1 E' s8 S- w) J8 f2 v0 ]. s3 |- [afx_msg void OnDestroy();8 @) t# ]2 `$ i& g% ?, K
    afx_msg BOOL OnEraseBkgnd(CDC* pDC);
    , S9 L) o/ o. D% a% ^# Hafx_msg void OnPaint();
    5 `" s0 T: Q+ Q- E& ^+ n& Z8 z//}}AFX_MSG
    / N' Y0 x9 K4 `+ E9 O, YDECLARE_MESSAGE_MAP()
    $ t: `: y) W4 R4 q, l};6 H+ T' d7 b6 M8 c1 z, A  Z
    7 l& i1 m( D! ]6 D' o( y
    ///////////////////////////////////////3 @3 x. [% P4 U3 p8 A
    //////////////////////////////////////* d7 W* E+ K  H9 m0 x' V
    . C3 Y3 ?5 W3 L
    //{{AFX_INSERT_LOCATION}}
    ! o+ G% {  k/ t, @9 y, v// Microsoft Developer Studio will insert
    % d* s$ p: l- }; |additional declarations immediately before the previous line.7 \7 z! T. O2 N1 e* W0 p

    - _1 @7 Z% P0 a9 p3 V3 u- J' p#endif // !defined(AFX_OPENGLWND_H__3FB1AB28_/ H( {; d. t; l4 G
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    / N% J& N9 Y' m2 Z" N: p主窗口类的实现(OpenGLWnd.cpp):) v" }) }1 ?* J3 ?& w" n- b$ Y; [+ i2 R
    // OpenGLWnd.cpp : implementation file! s6 f2 m. I2 v" N- ~7 y. G7 l
    //- l# J6 m6 m0 P- d
    / s( H/ z  P- A7 T
    #include "stdafx.h"
    3 x8 Q( l. ?6 F#include "OpenGLWnd.h"  T  u4 T. |6 L% O4 o& g
    #include "SimpleGLApp.h"
    % V( b' \* p, @7 N5 E: ~$ E" w#include "gl\glu.h"
    , r3 a# \$ A2 i+ F#include "gl\gl.h"
    ! f; a. o) V7 H" s+ }! i# `#include "gl\glaux.h"
    7 z2 W1 [5 \, f% c& X/ o! m
      t- `& A: A7 _7 M7 M#ifdef _DEBUG
    2 W8 |# {1 C, N#define new DEBUG_NEW
    8 s/ m" m8 Q& h% ]/ i3 g3 \#undef THIS_FILE
    2 r* L, N% D+ N7 d$ q' V3 istatic char THIS_FILE[] = __FILE__;
    ' O9 h9 w, Z3 t( ], Z& Z$ M#endif
    5 P9 U5 V- \: r; u# Q$ ]$ T" V# U7 q
    ///////////////////////////////////////
    8 [- R4 G1 O3 f* Q' D//////////////////////////////////////
    4 W- Q5 b  g; v8 R* C// COpenGLWnd) M+ a; V/ W6 @& U+ x) h9 o

    & G! o8 X2 @/ I& \1 A. s" J( [IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)
    6 W) x% w7 A/ F( P' S! M  {5 b# H7 k; |. l+ v
    COpenGLWnd::COpenGLWnd()0 E( ]4 U  R* i7 ?
    {
    & P- r7 \+ u  X& W; O& n/ xm_pDC = NULL;
    - ?. A9 P  ^! h, d! Z! Y- Z3 cm_hrc = 0;5 E$ @/ P1 U! d
    LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW: G. p& r9 |: r2 L8 ?
    | WS_CLIPCHILDREN | WS_CLIPSIBLINGS" {6 x6 y3 N4 }. i
    ,NULL,NULL );9 Y  H8 b  M3 U5 f; v+ k4 x! z
    }9 d1 C9 p  Z2 B: l. D

    3 p8 J! H: }/ M) j& uCOpenGLWnd::~COpenGLWnd()0 a, U) U* o9 s7 C
    {0 y; K# ]7 [' l4 m2 |$ Q. x8 r
    }
    " \. Y3 W- i8 N: M; Q/ Q  z
    & M; f- E' w% a; P6 y- R6 D
    ; E5 M( v, s, Z. ?* P! B( \0 j7 }7 cBEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)8 t9 _8 Y8 }& G
    //{{AFX_MSG_MAP(COpenGLWnd)
    , F* M) w2 l$ Y7 `- d$ O% bON_WM_CREATE()- c7 ]. l' h5 E4 _, d* z: N: ^' ?4 {
    ON_WM_SIZE()& v$ F' T/ g; L& M8 u% Y5 n
    ON_WM_DESTROY()
    / m$ F) ]8 n+ ~1 L( SON_WM_ERASEBKGND()
    / x4 F6 f! \1 p9 a9 V) t6 I1 _, UON_WM_PAINT(). U& g% w( j3 E# W$ G$ s: @
    //}}AFX_MSG_MAP$ ?; b6 F& q+ C; U% C6 e3 f
    END_MESSAGE_MAP(), j. L% S' ]; e
    . l6 O' X. T5 u& @
    - s  r8 q( f: ^0 K- O1 \$ T: p1 g' ^
      M9 F: j( w# F
    BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) : n# K9 q# B1 `% a6 U  `
    {
    # W( D7 R# X5 A  N! \1 Y/ N" u// TOD Add your specialized, K8 `# f1 q) r) I. J1 C8 [% v3 [; R
    code here and/or call the base class; f& ?7 i: S6 u( I- [
    cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |4 I) N" q7 k. c3 S0 s4 T
    CS_HREDRAW |
    , ~: M7 S% F! z. r4 R1 n; WCS_VREDRAW |
    6 A/ L2 i: T) a! {* n& N  xCS_SAVEBITS |
    9 {0 O2 g5 S/ s8 r+ P- c" l  UCS_NOCLOSE |7 ~2 r  I/ O2 O. y4 H  J' N" W: J
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
    1 }/ L, s' c- e& l0 c) G( L, l4 I,AfxGetApp( )-3 Y& j( h) W3 v" a- |0 G* w4 x
    &amp; LoadStandardCursor(IDC_ARROW), 0 ,
    ; Y% |, h2 _  a4 h9 t1 M4 F5 uAfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));
    0 I3 x% y& d) hreturn CFrameWnd:reCreateWindow(cs);
    * w* b" }' ?6 ^6 ^4 H}
    % c  M  U. D1 Y6 x3 |
    0 K3 ~, y" C( ]( D# K  @* c4 Y
    4 K! X" u5 R" y/ v6 l7 ?int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) 2 d' M7 V7 M( r" V! Q
    {( j. k" V/ p7 ~$ `3 Q  P) ~
    if (CFrameWnd::OnCreate(lpCreateStruct) == -1)& w8 B; y+ w2 K* M
    return -1;5 c9 a! m" p0 i( m9 y! I; G, {
    $ y. x$ `3 T) i& C: e
    &amp;&amp;&amp;&amp;int pixelformat;
    # E3 q+ x) i% W; [, ]
    * T  |) |' P  h& d& i&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图6 p% x, I( {3 Q& E- G
    ASSERT(m_pDC != NULL);" ^8 F% o: W2 |- q

    $ A8 g! U. D. W9 r5 f+ G% o. N0 Nstatic PIXELFORMATDESCRIPTOR pfd =
    ) u: I: t* G$ E! r8 \{
    , v( b8 Y0 x% t3 J&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值2 [0 h0 P' e, r
    &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
    4 p! e" M* z+ S% N5 _  n' M&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
    - t+ v. c' D5 @; B&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL$ z5 U& C" W& x0 D6 n1 x( \6 Y- g
    &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. W+ [' e) R+ D4 S
    &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
    + }: T$ C  {' O9 m+ Q" H5 B&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
    4 c. \9 T' w- G' `. G&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+ u: f2 i: `; r3 Q' p
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// shift bit ignored
    ; j4 h8 U0 Y, I& a' D1 N9 ]&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
    ; l8 x( I: U5 N&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
    3 n6 q6 X' Q2 y5 h9 _# R&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
    7 H8 l: {! L0 l6 T9 _) g&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- Y+ s; K' i9 j7 |8 _0 I
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no auxiliary buffer
    : }+ K: J7 }, S; ~&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( N; Z' c+ S" K- i8 K4 h
    &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. Z7 |  X( y2 w* j" O
    &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
    $ m. ]& s9 q: P) _&amp;&amp;&amp;&amp;};2 S; A4 C) c7 ^6 r
    ' B8 l  J& f, y
    ' ]  Q! u2 K, t. Z  n* j
    if ( (pixelformat = ChoosePixelFormat7 f6 p+ ~% o8 i9 x. x
    (m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 ): `0 X. \9 b8 N
    &amp;&amp;&amp;&amp;{) ~, L2 s8 e; p$ e
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("在该DC上找不到与PFD接近的位图结构");  s& a) L9 E9 K
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;- e% G5 j3 e8 G1 D; h
    &amp;&amp;&amp;&amp;}
    5 [" K8 `. }2 r& \. J
    % p( h; j2 z  ]" O" N1 yif (SetPixelFormat(m_pDC- &amp;
    8 }' k) J6 I8 ~9 r2 @GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)
    ) A( g# A% `6 I+ `* u; f# H&amp;&amp;&amp;&amp;{
    6 j( h, i2 Q8 i' g&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");
    ; P3 ~; h8 V; w  }8 ^0 Z9 G2 S% [&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;9 t# e1 N8 N# [! ]5 A; h+ @/ \
    &amp;&amp;&amp;&amp;}
    0 C$ c8 M. b! ~$ c9 e1 q&amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    $ m+ X2 J" [: C8 C( O&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
    6 Z* @# B: `& Z2 M! K$ s/ v2 w, {/ S1 n6 a- ~; y. ^
    &amp;&amp;&amp;&amp;glClearDepth(1.0f);- \. H+ y; n, C
    &amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);
    , R- f, y5 J9 Z+ v1 D; Q9 g3 m
    : b7 c9 a* A/ r* E1 @: W' V
    &amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    3 M2 e1 u5 ^/ `6 v3 q. G8 S&amp;&amp;&amp;&amp;glLoadIdentity();" P/ o) i" U! h+ w/ k
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    " d. J: R) W0 n4 P* e# W1 {! [
    9 U9 Y4 Y5 _  g$ Preturn 0;//OpenGL窗口构造成功2 W6 N2 I7 p. R, H% l1 |
    }
    , z/ Q, d$ E' P& `+ K, P$ Z
    . T9 m3 y1 c2 A( b. b; {6 xvoid COpenGLWnd::OnSize(UINT nType, int cx, int cy)
    8 q" {4 H3 W8 m' b$ ^6 R" h1 F{
    / {! Z0 L4 i* y6 VCFrameWnd::OnSize(nType, cx, cy);9 m, P2 t$ i% N- g) \- `' R; C1 V
    8 o9 m2 z; v6 S6 z
    // TOD Add your message handler code here2 n4 o) w! D: @' |$ Q5 `7 t
    &amp;&amp;&amp;&amp;if(cy &amp; 0); l0 v# f- D) w( r. e+ H
    &amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    ! Q/ ]* T) W" A* r1 M&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);  Q& l5 R% ~/ p3 H
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    * y; `4 S- b& X( r: G, {3 {  R&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();
    ) F  O& G# w$ z1 eif (cx &amp; = cy)
    - S* W5 D' J" K* z, F&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,9 _! x% y- A8 Z
    3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
    + w- n7 n; ]; }6 y# felse
    7 d3 b9 _9 R0 \1 k8 A/ g3 b$ }glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,4 \; b6 I: D/ s2 `& D
    3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);1 M# w; A+ h! C" m- ~* R
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    ) T! q, }" K9 n3 G8 Q; l$ ]&amp;&amp;&amp;&amp;}9 L+ N9 Z6 x+ C% W7 y, b2 r
    }( w7 w. Q: B  s* b! _+ Z

    - _9 N2 S; Y1 n1 i* ^% {/ `, rvoid COpenGLWnd::OnDestroy() 1 d% m7 g4 T7 x% @6 h. N% G
    {- N, I- O8 t6 I, j2 A- S
    . X5 u- \3 E, u& U+ b) N  X5 _" n
    CFrameWnd::OnDestroy();: K, _: H% L  J+ }$ J
    &amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);0 N2 C; p. F& _5 M3 l
    &amp;&amp;&amp;&amp;if (m_hrc)
    7 X. Q7 i8 ^  F$ l6 p* ^! o" y' k. A7 U&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);; g( f% p" A7 ?$ n# y/ q7 j
    if (m_pDC)
    " `8 H% m; A/ x; E&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;; P# ]; A: V0 \" L0 A. I3 y" ^
    // TOD Add your message handler code here% j2 f1 E6 R! |: r! p+ w  H, R/ H
    }
    5 Z$ S" G, H' w4 \) i( U( }- [  @$ Q: j1 D2 C
    BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC) . i. V, p* U* E9 p4 Z
    {* u7 B& `) P" d* E
    // TOD Add your message8 z1 W- o3 l$ i3 y* H' F) v
    handler code here and/or call default
    $ A% m  N! F' Y5 }. r& Z: J% ureturn TRUE;( g& F6 i4 K7 A3 c( }$ T' `2 q  D
    //return CFrameWnd::OnEraseBkgnd(pDC);/ L( A! Q5 P5 _3 G6 q5 N; l
    }* q8 `) [5 _9 V6 g1 c/ l7 r
    2 @) k1 r2 _( W! k
    void COpenGLWnd::OnPaint() ) e1 b! b1 ~6 W( @9 _
    {2 o1 S% \$ F+ L" o2 r
    CPaintDC dc(this); // device context for painting" P$ \- }" z2 R0 s/ G, x
    ; Q9 v* ^! Y& ~  a& U1 K
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};9 c' q* x/ Z! r; M! N1 w+ e
    9 X) P6 O) L/ p3 F  b
    // TOD Add your message handler code here- k& }7 y* S) _  X+ j4 ^
    * n. l( V' m3 N
    &amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    ' m1 Q2 @- {- I5 @&amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    ( C9 u9 [, Z) g, F: k6 r4 F
    . c! E4 Q. q; g$ e  S) H, g$ p& S&amp;&amp;&amp;&amp;glPushMatrix();0 t: C+ F4 d$ W

    ( z7 e: I5 _7 G! ?3 o3 {# t&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);
    # w7 P, o' L* e; ]" yglLightfv(GL_LIGHT0,GL_POSITION,light_position);8 Q7 j6 p. L! @$ U$ A
    glEnable(GL_LIGHTING);( t( g2 N" s& L3 x& ]1 s) `
    glEnable(GL_LIGHT0);( H- s* ]  k) c% ^" q
    glDepthFunc(GL_LESS);
    " y+ a- O! C5 T# C8 d" ~glEnable(GL_DEPTH_TEST);( f+ l; R$ X8 `1 |" {
    auxSolidSphere(1.0);
    $ f. L7 b' M# H, R- `  L3 e' |2 ?1 R
    &amp;&amp;&amp;&amp;glPopMatrix();
    ) v) D% Q8 D7 u# E
    # L1 {" J3 \  R' }) K8 e&amp;&amp;&amp;&amp;glFinish();/ C3 ~/ M% ?( ~+ j, Z

    9 R2 y# x# U6 G7 `" k" q// Do not call CFrameWnd::OnPaint() for painting messages
    1 B% T* R, }- w' F7 l}1 b- L) O/ B6 Z! T! O. U# z! L
    应用程序类的定义(SimpleGLApp.h):# d1 X! s( D* ]
    #if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29& n3 _+ B3 ]4 u( |
    _0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    . e# @. o7 p0 Z" `0 g5 _% r$ x#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E708 p: H7 F- g+ c% D
    _11D2_9ACA_48543300E17D__INCLUDED_
    6 O, a- `: p; f( y/ r* b! s% p: h  Y1 A9 o1 |& a
    #if _MSC_VER &amp;= 1000
    5 r+ @- R( a6 m# |#pragma once
      G3 F, C+ C" v$ ?+ _- k6 Z#endif // _MSC_VER &amp;= 1000
    8 s3 ^5 ~. n! y! E2 i// SimpleGLApp.h : header file: G0 d3 n1 N7 ?" F
    //; g8 [1 H7 A1 o* n. B% Z
    #include &amp; afxwin.h &amp;" }  O2 s! Z( b; s. B
    #include "OpenGLWnd.h"; U8 M/ E/ C+ O4 R) P5 q* j, @
    #include "resource.h"
    ; H+ ^6 P4 I: M$ L; [6 T8 P1 K0 K5 `7 ^7 d% p
    ///////////////////////////////////////2 W! M& S0 p! {6 Z/ m
    //////////////////////////////////////0 h) j8 ^+ D5 t3 s9 U
    // CSimpleGLApp thread
    $ }6 A" M- A& f1 u5 Q& [7 m- V( Z1 G: H5 d/ D( O, ~0 B4 d
    class CSimpleGLApp : public CWinApp, e& p0 r6 ]! `+ R
    {
    . t- `% L! M$ r3 y' t& E& ADECLARE_DYNCREATE(CSimpleGLApp)
    . z- }5 \) D: J, _+ D1 Q' @7 {public:
      T$ m, H& Q2 K9 Y& y0 fCSimpleGLApp();
    5 Q0 l6 u( G! x3 A3 l&amp;&amp;&amp;// protected constructor used by dynamic creation
    & v$ U0 m5 S- D& \
    2 K( V, I  @' z8 W1 T7 d// Attributes. m  k& s. [6 Y0 F3 U3 |
    public:- B7 z4 w! m  a

    ; c  o1 M3 R* j+ X; l// Operations
    . u0 Y' ]2 \1 T+ k- N/ J; epublic:8 x3 Q: u7 _& m. d

    * R7 a1 Q& f( c  O# g* |9 n// Overrides8 B* D+ ~; I- l# b) C
    // ClassWizard generated virtual function overrides4 O7 u! L  l; R7 I/ z
    //{{AFX_VIRTUAL(CSimpleGLApp)
      n8 |' v. }( S" @' o* H& h3 C% S+ ?public:* C. m' _, y  N+ R1 P3 A
    virtual BOOL InitInstance();
    ( L  ^: |6 q$ H' F! K+ ^& r, svirtual int ExitInstance();
    0 ~% S  ]+ ^+ C( ]* m//}}AFX_VIRTUAL
    ( i' p. o/ s8 \( {; X
    # b+ j% _$ ^! a' u, o// Implementation8 U1 Z8 T6 ^' n7 r$ {7 Q
    public:0 x9 L( z8 F3 g" ~* g" N
    virtual ~CSimpleGLApp();
    9 f3 y; G$ a/ t
    ' z! @. l2 T: @/ y" U/ b8 t% |// Generated message map functions. _* O9 ]0 J) k! z
    //{{AFX_MSG(CSimpleGLApp)
    & R; p6 s* d* s/ I2 y8 @3 Zafx_msg void OnAppExit();0 U9 g) x, R% q- J( p. E! x
    //}}AFX_MSG
    4 d: Y0 A) R$ [7 c, |* f5 F3 }
    2 P1 t3 _8 e( V$ q6 c$ \3 dDECLARE_MESSAGE_MAP()
    ; ?! q6 G/ P9 v$ o# X$ X# Q4 A7 a};; {" ~1 {: Z; `4 z
    1 K% c* n5 V. I8 I% O4 v( P# d# a8 V
    ///////////////////////////////////////
      j' K, ^% W7 C. O) t//////////////////////////////////////
    - u& Q5 I4 L" ^- t9 D5 I* B
    5 l* J1 s+ Z# Q7 I9 y) {3 I( m//{{AFX_INSERT_LOCATION}}4 V6 k% _6 t' x8 B1 {2 s5 K( M
    // Microsoft Developer Studio will insert $ `2 q( U% T2 Q& W# c2 Y& T
    additional declarations
    7 R+ E( R1 v3 i- x: M" pimmediately before the previous line.% b% o( q% d; s2 u

    6 {1 [; X( Y8 `: d  I2 ]1 W' z#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
    $ j! [: X7 ^8 [+ q! q0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    / }) G$ r2 R: T, L3 x1 o应用程序类的实现(SimpleGLApp.cpp):
    3 v3 @+ X: u; B. }3 Q// SimpleGLApp.cpp : implementation file( g2 t5 V% b, {  @8 r
    //  I" Y& N3 X9 T8 V9 b2 Q( Q4 s, {5 R/ t$ x

    ! K; \. X$ w, K#include "stdafx.h"1 C5 m( m0 i9 g( P6 f! [& J
    #include "SimpleGLApp.h"( i, l& x0 C7 r: E7 L2 v
    #include "OpenGLWnd.h"
    * t6 ]/ O& @5 m/ l
    7 A/ R+ x6 I, \5 M#ifdef _DEBUG
    # J* U! e/ a5 s* R) a#define new DEBUG_NEW5 O( F" q' y5 J+ g$ U9 a  R
    #undef THIS_FILE
    + k5 w' ]# d/ t- U7 o& h  a" Wstatic char THIS_FILE[] = __FILE__;
    ( T% }% N5 l- F- W3 ?#endif* I9 Q) G8 s$ }8 {  c- `

    ) c6 F" i$ n( l4 e7 o///////////////////////////////////////7 U0 K$ A, Z$ p, {5 X! A1 p7 j
    //////////////////////////////////////
    . b2 v$ J) ^' }  _; R4 _// CSimpleGLApp8 l6 w: i& V7 o4 A, l  s& ]( s

    0 C5 F9 v0 M9 y7 k: @; SIMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)6 H* q% p) S* w9 O2 P( L9 R$ u: ?* d
    & }1 W4 W* C4 U7 w7 _8 F% r
    CSimpleGLApp::CSimpleGLApp()
    ; D* U9 {; g3 c8 c{0 g" y- l' |5 b1 W- u7 ^6 O9 k' v
    }
    * G' c/ F" V% G  k8 y9 u! Q0 F. I, a) |+ e; Q& ~1 E0 B" w
    CSimpleGLApp::~CSimpleGLApp()8 H! O- p5 i/ c* s8 a0 L
    {
    # g) _) Z0 a3 Z" n* O# y( _: D}. C! t  f6 u& \( Q( O) y

    6 I9 T- R+ i$ O+ j6 q# h; nBOOL CSimpleGLApp::InitInstance()
    + c8 T% p) D2 k5 Y( q% c, q. b) V{
    " k. Q4 C5 Q5 J% o// TOD&amp;&amp;perform and per-thread initialization here
    1 r. N" ^% \1 n" n& em_pMainWnd = new COpenGLWnd();
    * l+ B$ E- r; g) T% V* H. xm_pMainWnd- &amp;ShowWindow(m_nCmdShow);: G$ i9 d% Q! X& s8 E
    m_pMainWnd- &amp;UpdateWindow();
    " g, m; Z$ ?( g, a' Yreturn TRUE;
    $ k) Z5 U/ h6 ?4 V# s/ H; m. t7 [) r}0 W2 m8 a1 o! X* \. z$ Y# @

    * z2 L6 w0 \4 s2 iint CSimpleGLApp::ExitInstance()
    * w* j# y& H* x. h8 S) w/ Y1 l5 ]& B{
    9 `% k) X- A3 sreturn CWinApp::ExitInstance();" d  J' v& x+ {- i' f  K
    }
    8 d/ Y: _  Q; U) e) _; k
    * k5 ~0 R2 P+ }0 \, B" yBEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)
    0 n$ A( {: f( T# Y5 F+ q//{{AFX_MSG_MAP(CSimpleGLApp)- Y: N9 G# t/ ~% f
    ON_COMMAND(ID_APP_EXIT, OnAppExit)
    # P7 Z, O( p' m& E* a5 c//}}AFX_MSG_MAP; q# }5 r  v( @& ]0 m5 _% ~
    END_MESSAGE_MAP()
    - l! G/ w. h; f% t
    , Y- l" Y& C4 p9 b- u$ _; l///////////////////////////////////////# }$ H: m; L, W0 k  y  Y
    //////////////////////////////////////
    , ]/ q$ T( ?* D0 B0 L" F5 T5 U// CSimpleGLApp message handlers
    ; F; P  d; y# M' Lvoid CSimpleGLApp::OnAppExit() - A* p4 h% \  W+ Y& T" h
    {
    + {9 X5 G- I4 S. ]2 L) W; d# S" X// TOD Add your command handler code here  t) t  g& R; C' k( t. N8 }3 N
    CWinApp::OnAppExit();
    , w* x0 H& k4 s4 S}) P: k. F' ?: m4 g
    : t6 v+ i+ V9 |
    CSimpleGLApp SimpleGLApp;</P>
    回复

    使用道具 举报

    xShandow        

    43

    主题

    1

    听众

    385

    积分

    升级  28.33%

    该用户从未签到

    国际赛参赛者

    新人进步奖

    回复

    使用道具 举报

    您需要登录后才可以回帖 登录 | 注册地址

    qq
    收缩
    • 电话咨询

    • 04714969085
    fastpost

    关于我们| 联系我们| 诚征英才| 对外合作| 产品服务| QQ

    手机版|Archiver| |繁體中文 手机客户端  

    蒙公网安备 15010502000194号

    Powered by Discuz! X2.5   © 2001-2013 数学建模网-数学中国 ( 蒙ICP备14002410号-3 蒙BBS备-0002号 )     论坛法律顾问:王兆丰

    GMT+8, 2026-10-23 09:05 , Processed in 0.420572 second(s), 69 queries .

    回顶部