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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>
4 A1 c5 |/ [$ n7 [2 N% K6 H$ u<>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>
( \6 y4 v2 R+ U+ \  ^<>//---------------------------------------------------------------------------</P>9 i$ u" C; ]6 C2 L, T/ Z# k
<>#include &lt;vcl.h&gt;) f' Q8 L- R* ]% g
#include &lt;windows.h&gt;    // Header file for windows2 X8 z1 S) H, n- Z8 c3 ?
#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library# O0 ]' A- J+ s  v0 i
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library- R" _" h1 f! N5 i
#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library
* ]9 R# j0 O) x, D! F0 o1 u2 R5 H: _* B1 \#pragma hdrstop</P>
3 K/ G6 _+ h1 Q<>//---------------------------------------------------------------------------+ _3 [9 Z/ T- _
#pragma argsused</P>) S& O6 a% w/ @/ v- `/ b+ m- J
<>HGLRC hRC = NULL;               // Permanent rendering context' s3 U( q2 e* F8 x9 V) d1 B
HDC hDC = NULL;                 // Private GDI device context
  E* z! r& {, U/ [% X* s0 OHWND hWnd = NULL;               // Holds our window handle3 u' d( o, P8 D9 j1 g) T: P, U
HINSTANCE hInstance = NULL;     // Holds the instance of the application</P>
$ F7 j) z4 Z3 `8 e) `<>bool keys[256];                 // Array used for the keyboard routine
; H* J8 O5 s' C: l3 ?bool active = true;             // Window active flag set to true by default$ V; J7 h) R9 u/ k5 `/ [0 J8 e
bool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>
& _7 d; d* A5 B% M3 n; z3 Q$ d' g<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>
0 b& ~4 R$ W  Y+ K2 L# Z; b<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window
' s5 L/ `9 w0 y2 y{
) h1 `4 Q* r0 t* E% t3 M7 \: @        if (height == 0)                        // Prevent a divide by zero by' V# k: J0 ]! i0 ^
        {
+ ?; d* u# A! l6 v4 K0 N. d( D" M                height = 1;                     // Making height equal One) J' Y& J& d3 R$ r5 [
        }</P>) O  _! o/ F/ s  }
<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>0 V# @) t2 p  j. H( L( {
<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix
. ?& d3 t! o! o$ F$ y1 V glLoadIdentity();                       // Reset the projection matrix</P>
1 z- p+ @2 j5 m* i  ^: z+ U8 J4 J& Z<> // Calculate the aspect ratio of the window
0 H' J% i7 M8 K gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
+ X  @- b" G( B2 @3 ?1 a<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix
, B7 D" f% E, N4 T- ~1 j glLoadIdentity();                       // Reset the modelview matrix% Q6 {" u, u) p- u) B) d) I# k( T
}</P>
6 {0 j' \+ j  r7 b: J# e<>int InitGL(GLvoid)      // All setup for OpenGL goes here
! v- A8 k" T3 I9 }0 f! U: _{
3 m0 D$ \3 T- { glShadeModel(GL_SMOOTH);                // Enable smooth shading6 j* O4 q7 X* O' i
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background
' V* W: e; P1 q: B: D! ?- g% f. P glClearDepth(1.0f);                     // Depth buffer setup
, k% d9 k3 A. `4 Z glEnable(GL_DEPTH_TEST);                // Enables depth testing  l4 z- u7 k8 i& B. l
glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
+ |4 {8 _: Q$ I glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations
2 W" r% W1 x  k3 M9 z; J; ?( h+ m4 {& h return true;                            // Initialization went OK
8 k( }4 j/ F' l# y/ ^}</P>
2 L2 d+ N' Q: C! |% @  J+ c  t<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing) c  N( p, B& ]
{
8 m7 Y7 Z0 w/ p& e$ i! ? glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
6 l/ f2 ^3 d7 H: I1 @& C  d glLoadIdentity();       // Reset the current modelview matrix  A7 G8 F5 V( E4 z% N5 c0 g
        7 X9 n+ y' ]3 m4 }  S' C2 y4 J0 C
return true;            // Everything went OK# y* e% X. a! Q
}</P>) a2 u% q4 L! }! a9 ]0 k  q, T
<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window( Z! R' Q- s2 x. q" m
{: j/ L- d8 x3 r7 u2 [8 a
if (fullscreen)         // Are we in fullscreen mode?
  L" ?3 c* S, O7 G {
* g( Q8 |5 G7 b. H  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop, V# t" P. U9 S
  ShowCursor(true);               // Show mouse pointer* t/ S" O( i8 Z* Z; [* ~! j$ U
}</P>
& k8 ]( A; C( {% B% r  h! p' V. Z2 P+ W<> if (hRC)        // Do we have a rendering context?  S. q8 _1 d/ p& B
{
2 L; W" U6 h- S9 G2 }9 T  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?4 O6 F% f5 r5 \
  {
: ]' R& ^- L8 K, H3 k% ?   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);$ l2 j5 D8 r% W- N- G+ ]
  }</P>
- D2 f4 v! k# Z6 S, j<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?
9 }0 N8 N3 @+ L8 Q) Z% G6 a  {
# Z6 j/ A) n5 e% k* d   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
* w( K1 m8 Q" O6 j2 u' _  }4 N0 ?; f5 r& k1 _0 `4 D$ w
  hRC = NULL;             // Set RC to NULL8 ]! ]% `% R' Q! b
}</P>* a5 D. n- F' I7 c* p/ C& Q
<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC& l- h" o% i) q2 S
{& B6 R! s# `# W( s* w5 S8 s; d
  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);& g% F* Z( v3 q2 o& t
  hDC = NULL;             // Set DC to NULL# m3 \+ c( k, {
}</P>8 H9 c0 J8 [  K3 V
<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?
4 M8 [; X. S/ p- x5 }& X3 X {
0 A' D) N, O6 s4 A; i* Q; q  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
+ Y0 o; [$ y/ ]# `( @6 v$ d, i  hWnd = NULL;            // Set hWnd to NULL. ?5 u! H: W5 l* i! T6 w! R# E; G
}</P>) j, ?+ _+ ?- ~7 F# G
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class5 J9 O: m- h. x2 J- O% K# L7 W+ _
{2 d6 n3 [0 u2 I
  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);6 c6 M3 T) G3 C( Q$ v1 [
  hInstance = NULL;       // Set hInstance to NULL
, s5 P* X% U* u: U1 O4 h$ k }9 \- R4 n  L" v
}</P>
& L- n! S% W2 p: _  M<>/* This Code Creates Our OpenGL Window.  Parameters Are:
3 a: T* b5 K4 z* ^' e; B$ ]1 W2 k * title   - Title To Appear At The Top Of The Window
) P" {4 x' c0 z$ s' ~$ \ * width   - Width Of The GL Window Or Fullscreen Mode! U" f& V) y: G% w
* height   - Height Of The GL Window Or Fullscreen Mode
5 y7 g7 C8 {' U. i! o) c9 N5 L * bits   - Number Of Bits To Use For Color (8/16/24/32)
* _1 x3 x9 c) Y: w, q: S * fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
* `* @5 v2 |, [8 |+ y# M& E
& @7 n) M' s- Q0 sbool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)1 M! d, P& \8 X0 a! u  Y
{( @8 d4 d3 I/ U) v
GLuint  PixelFormat;  // Holds the results after searching for a match
3 r* S2 Y8 `% b# u WNDCLASS wc;          // Windows class structure
. F5 U$ `* |' c0 o DWORD  dwExStyle;              // Window extended style1 Q/ i; N: x5 t' Y6 S; _
DWORD  dwStyle;                // Window style
/ u# I# v# m! t4 d) }* S RECT  WindowRect;             // Grabs rctangle upper left / lower right values
6 C- M8 D7 K: C% N. H WindowRect.left = (long)0;              // Set left value to 0
. E3 ^) j1 @. ?- }: c! ~( v& ] WindowRect.right = (long)width;  // Set right value to requested width
( I+ Y( O$ I6 e- ^3 L  \ WindowRect.top = (long)0;               // Set top value to 04 u& N! M- ?' e  m6 N% h# n
WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>$ y" v0 Q$ ]0 }
<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>
2 j# \1 P! n3 Z: h3 Z( K<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window) U6 Q3 w) p3 \7 ^- W- T
wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window
  ]' O* }2 }# C5 e wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
9 Z8 }/ P, q  g# y; V' M; l1 P wc.cbClsExtra           = 0;     // No extra window data
/ B4 F% m- s; V' ~" W0 q4 ~; q wc.cbWndExtra           = 0;     // No extra window data
& f) p4 C4 ?( {/ j0 k wc.hInstance            = hInstance;    // Set the Instance
+ l- O% ?% M: Z! i6 W wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon
1 b( n9 x5 w6 q9 S0 z4 F2 \ wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer( c2 O; w: L) J3 V: Q5 d
wc.hbrBackground        = NULL;     // No background required for GL5 V& v. }/ R9 G& C0 K
wc.lpszMenuName  = NULL;     // We don't want a menu: Z$ \. C" x1 v9 n
wc.lpszClassName = "OpenGL";    // Set the class name</P>
- `% m& Q; @7 a<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class
$ x- l! i) Y4 w) |; K* p: d {
, V" x4 \' z& ?; G, j/ a  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>4 i  U* G4 ^# w
<>  return false;   // Return false
! L# I* @: B* Y& ^ }
( X& e6 m+ f8 ^! V 8 e2 @7 x- a: {1 `  f9 t7 \# O8 h/ w
if (fullscreen)         // Attempt fullscreen mode?/ O2 T! C5 D6 M! ^
{
$ ?0 C! h: o5 `& q2 o! y  DEVMODE dmScreenSettings;                                       // Device mode
9 @2 I& D( C+ a' {8 M  z  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared
% t, G5 W; L. Z* H# d  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure
5 h% p% F8 l- d8 n0 p  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width' x& J$ C. P) ]5 s/ v" w
  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height
  @" X6 j5 m5 P  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel
1 Y3 a4 \; z/ U) k7 r  r  Z4 P  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>( O: D7 T9 ?* R2 @. D, P
<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.! Y& C; |3 b$ c3 g# @. q; j
  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)9 @* z1 i( K7 @! R6 K
  {
. J/ M. g! X' `5 \6 `; E   // If the mode fails, offer two options. Quit or use windowed mode.
: ?. b! D5 |% |9 S( j- @3 c   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)" V& M, {! p2 o# r2 }7 C
   {4 ^6 M  I/ b. d" W* P& z. j. }
    fullscreen = false;       // Windowed mode selected. Fullscreen = false  J& Z% L/ @; U) L0 A& H$ s
   }
# T# }! [( L+ I- A5 ^   else
8 |# v( i# B& ]8 f  V+ A. h. X   {
) V/ D! H: s* A' ^8 i    // Pop up a message box letting user know the program is closing.
- x) c$ ~# g* P- S6 o3 i! A4 F    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);3 M. g/ K  N4 Z" ]/ T
    return false;           // Return false# ]8 Y3 X* i$ N: n9 d
   }+ x6 r$ ^  f& }
  }
' ]/ z1 v: N. v. k/ N- u! @ }</P>
, k3 b3 e1 Y$ W* a: r<> if (fullscreen)                         // Are We Still In Fullscreen Mode?
/ J2 p% M5 l5 z+ d6 Q {( s2 @. R" X  F& U2 x% z
  dwExStyle = WS_EX_APPWINDOW;    // Window extended style0 y. x) B9 c3 g$ x7 E6 N& v5 k
  dwStyle = WS_POPUP;  // Windows style
5 J% _+ O) Z* @  ShowCursor(false);  // Hide mouse pointer2 V7 x0 a2 P* B
}+ O) X$ }0 o/ z! G# C* C- q+ H
else* g- ]1 B( z% v1 x( r
{
- t9 v1 N8 Q9 L# p; |  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style3 L+ d5 A/ U$ w" ?. C
  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style& k: k/ C, O% n2 m1 }3 x
}</P>
" A6 f) G( q/ v5 d6 Z<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>
0 h3 Z: ^) i/ p6 g<P> // Create the window. u' O& P; c( c$ S  E; t0 ~7 c
if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window
3 L! n, \' ~% z, J% ?/ w                "OpenGL",    // Class name* E# Y& ^0 K+ o* b, V
  title,     // Window title# D- ?* K. s' \2 o) |- D4 t: Y
  dwStyle |    // Defined window style) t" j3 j- s5 U2 E  u# a
  WS_CLIPSIBLINGS |   // Required window style
$ B/ R" z# F3 t5 v2 t  WS_CLIPCHILDREN,   // Required window style
' z9 j5 h* Y  l- q5 X# i+ l9 y* c6 J  0, 0,     // Window position" K9 A9 n. o0 E
  WindowRect.right-WindowRect.left, // Calculate window width2 C$ @) ~! ~; d" l
  WindowRect.bottom-WindowRect.top, // Calculate window height
( w- G1 R/ G6 S* w4 w, X3 i: Q! l  NULL,     // No parent window
. R  Z1 K* y% |7 P, A  NULL,     // No menu$ A! T. A/ K, \( r7 @& D$ U4 T' L* m
  hInstance,    // Instance
$ J/ S3 c0 C' [4 ^' w1 w, ?" J, w  NULL)))     // Dont pass anything to WM_CREATE; S; H1 n. {6 {/ v+ b8 w5 Q
{! U& S8 x( i+ l3 \( P( ~
  KillGLWindow();                         // Reset the display
+ X9 N2 \, N0 T4 p5 \+ e% R5 A  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
$ |) Z; x0 {" L, k" y$ Y) p% w  return false;                           // Return false5 s9 F6 Y1 K/ @- A
}</P>" u! b# q+ h* Z" P' R
<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be
7 x5 e) O6 n+ i: f {( f& ]! {. u* o3 U
  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor4 g) l' _" \% j, ~1 m
  1,     // Version number
- c( _  h6 b8 x7 E& b3 S7 v' [  PFD_DRAW_TO_WINDOW |   // Format must support window  |' b# N- w: l+ I4 f8 [$ `6 q% e
  PFD_SUPPORT_OPENGL |   // Format must support OpenGL
! G, C1 }4 ~  ?8 h6 ~, l  PFD_DOUBLEBUFFER,   // Must support double buffering
/ W; F7 K! e9 S) c3 n1 Z  PFD_TYPE_RGBA,    // Request an RGBA format2 @& I3 K/ V2 A) |$ L6 N
  bits,     // Select our color depth" I& U- s- p/ e: L) {& f
  0, 0, 0, 0, 0, 0,   // Color bits ignored
! w2 ~2 C& v: S% M+ N/ h- y  0,     // No alpha buffer- E2 ~% H# v' h$ h7 Y" |* p
  0,     // Shift bit ignored
' \; Q9 E# w0 ~) [3 X* [9 b$ ^) @, V  0,     // No accumulation buffer
# ]( ]+ l1 ]$ |  0, 0, 0, 0,    // Accumulation bits ignored
4 z$ Z& K0 L1 w  16,     // 16Bit Z-Buffer (Depth buffer)
7 g" ~  G' z4 v) x& K$ R  0,     // No stencil buffer, Y6 O: q3 f) n) w9 H0 r/ b4 Q9 b
  0,     // No auxiliary buffer
& |+ b- b0 z0 R  PFD_MAIN_PLANE,    // Main drawing layer. u2 b2 y+ J5 E4 I, F' }
  0,     // Reserved
: i; N- ^# w" O# ?  0, 0, 0     // Layer masks ignored
" ?6 d6 h; e" w };$ l! m( K( J. T; `* o) l* N; v  N
- }6 ~- v5 A" @8 |  W8 T
if (!(hDC = GetDC(hWnd)))         // Did we get a device context?- O2 S8 @4 |. C4 T/ G
{2 |2 J: a! E& {- W  m8 u+ L
  KillGLWindow();         // Reset the display7 T( P/ q+ t( }
  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);, y4 g3 o/ x0 n) d. g- R& b
  return false;           // Return false  ~$ [$ f" [+ H6 p9 l) b  ^2 @
}</P>4 W7 }  w; p" l' n. Z9 E& K# {5 p
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?
# j7 l2 ]- y) \  q) u. R3 a {* p7 v1 i3 R- j& O
  KillGLWindow();         // Reset the display& ~) a. U3 [9 `: [
  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);1 U" K, m' [" Q+ O8 F
  return false;           // Return false0 W6 z9 f$ c" o% X' ^4 M, n% n
}</P>8 J5 |0 m! D, M0 ]
<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?, I+ r4 P/ A% O. U% b
{
7 ~, k9 `( E/ z7 [  KillGLWindow();         // Reset the display. m8 b6 E4 F9 w" M
  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
5 D; @/ j) o5 \: `% n  return false;           // Return false
1 R6 y* X1 I, A4 m0 x8 S# C4 S }</P># W$ b( h! Q- ^( A/ O- `' H4 E
<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?
' I7 {& b: q) Z0 i; n7 r {
% u) E8 w9 S6 ]% ]1 A$ h; S  KillGLWindow();         // Reset the display* @5 x# [6 N  u
  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
+ n" t! g* y: l3 m7 n/ Q4 R  g  return false;           // Return false
! M( i; j2 T; N* s/ v9 t. f$ b }</P>
- F. X; q) g0 k( \7 W( v( B<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context
  t- I6 b( T2 r# K' x. p, F {; H# o8 v& w) H! V. O3 O# @
  KillGLWindow();         // Reset the display7 \* l8 d/ r4 T, D4 m% {2 @7 W
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
2 y5 u, t) A( x- p1 i; l1 A6 }" L  return false;           // Return false
3 j8 {; f3 J# N. T0 D$ G }</P>
4 T$ a. Q6 n5 f<P> ShowWindow(hWnd,SW_SHOW);       // Show the window
) T7 G) J4 l' k" o0 D! a SetForegroundWindow(hWnd);      // Slightly higher priority: P3 k: n: z- L
SetFocus(hWnd);                 // Sets keyboard focus to the window
0 D# H9 Q2 S/ [/ s0 I ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>
) F* q/ q! I0 y5 K2 n<P> if (!InitGL())                  // Initialize our newly created GL window% p5 q3 w# o% |
{; M, X- |+ B: ]; @9 P, `% ~
  KillGLWindow();         // Reset the display
$ v% A3 M: w# E7 G3 V  l' U3 H, @  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);/ q0 Q1 l* \9 ~$ I  A0 A
  return false;           // Return false
. ?* }$ T) y# }& O0 w) y2 ^ }</P>6 @- V& b; E! c+ e5 d: t
<P> return true;                    // Success; r# h( j$ G  k7 ]4 z6 G! H
}</P>: J6 ]- b6 P& \# M+ m
<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window
7 V9 n6 l# J7 O+ V" g& ?, c                        UINT uMsg,      // Message for this window
0 L; ~7 x  v4 ]- ]0 x   WPARAM wParam,  // Additional message information" Z9 E" e; ^* u
   LPARAM lParam)  // Additional message information; {9 U4 w& F% d% M, W% k4 r
{
) C2 {1 h; p1 Z" o( z" { switch (uMsg)                           // Check for windows messages
) ]8 a4 c8 v3 g9 ~5 S: r; G+ Q2 R {
5 f" w- d4 T0 |; H  case WM_ACTIVATE:               // Watch for window activate message
' e% O# u6 y' ^4 k: s# O( c  {" s/ G, Y* Q& M% p
   if (!HIWORD(wParam))    // Check minimization state
* E! ^, P% {: v8 N  p" B% V   {
+ I" K# l7 Z- M& Z    active = true;  // Program is active% C2 p+ F- {% i+ ?( S
   }
" E$ v2 H# |  r1 Z" J   else* Y+ g" t, K$ Q
   {
- l/ i. N& W, `, O, N$ Q& n/ U( i7 Q, i/ r    active = false; // Program is no longer active' J6 S2 O, o" C& z, T* I
   }</P>$ ?! h) P, z1 D. b' {
<P>   return 0;               // Return to the message loop
* \4 _: G7 p; \. [4 E$ K  }</P>
# B$ k& Q1 u  n% e/ c7 D/ r<P>  case WM_SYSCOMMAND:             // Intercept system commands
+ E2 J% _. o5 t1 r! }  {8 g- j* k" O' B" `0 K+ v
   switch (wParam)         // Check system calls
4 d" e0 D9 q( z# E) A   {; e: E% I7 \2 `5 j. ]8 h; ]
    case SC_SCREENSAVE:     // Screensaver trying to start?
8 Y3 z. F7 h2 ^2 e& n6 P0 s    case SC_MONITORPOWER: // Monitor trying to enter powersave?- b, r7 ]% D3 C# z/ @7 s
    return 0;       // Prevent from happening
! X- v- b9 r! X, c: G( b. R1 F0 v   }
+ |" U) q1 y# y: p1 `5 N   break;                  // Exit
5 ^! I% z) b9 \" Y* ]1 y  }</P>
5 C2 o# h( G  H8 D1 w" ^( Q<P>  case WM_CLOSE:                  // Did we receive a close message?0 X+ p2 s& k0 ~6 G& Z0 t
  {
) P  X  s/ k# E  g/ H4 l   PostQuitMessage(0);     // Send a quit message
8 K9 E* _0 h$ n   return 0;               // Jump back
; B( d  X" x% U. A6 M9 N4 h/ ^  }</P>$ K& Z, C6 Y$ v" L* j
<P>  case WM_KEYDOWN:                // Is a key being held down?
( p- ^. |: o& R0 y! C0 W  {
2 v0 v1 |# R0 @/ s: L9 p1 A   keys[wParam] = true;    // If so, mark it as true
) k/ g' }( r" o" b, `1 p8 T0 J   return 0;               // Jump back
9 ^. K6 J4 [& d  K- O5 [+ L  }</P>
( S# f1 \" J" y! _  c# t) i<P>  case WM_KEYUP:                  // Has a key been released?% w8 y8 [$ i& S) r  f" J6 u
  {7 r8 v- i% l; u. \0 R, U* q  F7 ]
   keys[wParam] = false;   // If so, mark it as false6 ~: V& N- Y1 L( X6 U# @( q+ v
   return 0;               // Jump back
- r* w! ?$ c# e) U1 H  }</P>
+ z& e% m% V# g( b1 \<P>  case WM_SIZE:                   // Resize the OpenGL window
: c2 L( S* X6 T$ p" d  M8 Q: @* L  {- Z8 p* V4 K2 Q: D" Q
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height, m  `% Q( F3 o+ e! g9 N
   return 0;               // Jump back
# _  k' [3 ?3 [# y/ M; I" K7 J0 S  }
  R2 b9 \3 [0 J5 W% O2 j }</P>
0 J& ]# h& y: D$ M4 L3 q9 f<P> // Pass all unhandled messages to DefWindowProc6 a% W( C- s& D& s# U. ]
return DefWindowProc(hWnd,uMsg,wParam,lParam);& i+ E( _5 b1 c; ?' T9 w9 _. u6 E
}</P>
- H. Q  k, f% `( F% u* J" w<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
4 i8 H% X% w0 D2 f  @{
: F( p4 n2 s" Z5 `( f! U        MSG msg;                // Windows message structure
2 J8 T+ a: M$ t4 U* x& g# T bool done = false;      // bool variable to exit loop</P>
2 ~8 l; m/ i: N/ K8 i<P> // Ask the user which screen mode they prefer" O* M( p& w' t' Y
if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)
* G6 Q* Y; n7 t; i: w- n {
- m* ]( S( b$ X2 U- v, l7 P  fullscreen = false;       // Windowed mode
1 _: E4 f3 o! F: D: A# O& q }</P>
) t/ R6 R/ L) p6 }<P> // Create our OpenGL window
( r- R5 e5 E" R; N% Q if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))0 g  d3 t# y- J/ H4 \0 k  V3 _" t
{" [$ v. m' q7 v" {7 ?1 T
  return 0;               // Quit if window was not created
, Q3 l# s6 `' x. x9 Q }</P>" {+ k/ P* p! _  h, L, Y8 U
<P> while(!done)                    // Loop that runs while done = false
8 z$ \3 L6 g" n/ ~9 c {
6 }- W& \0 S  N/ D  P  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
( J0 r4 ~# N& x7 S  {4 M3 W/ y  N6 ^* J2 C
   if (msg.message == WM_QUIT)             // Have we received a quit message?
+ F" V# P! N8 d6 I* i   {
' D( b. z9 X! e0 C3 P    done = true;                    // If so done = true
: D. I+ g' w: ]& G   }
7 b  j7 Q- `! H$ t   else                                    // If not, deal with window messages1 T% E! @$ _: y% P( e2 @) ?
   {6 u1 l; [- ]& s+ d) ^5 V! K
    TranslateMessage(&amp;msg);         // Translate the message
* _7 Q0 ?% T2 M) }% S    DispatchMessage(&amp;msg);          // Dispatch the message  g. ]5 S# Z, M: \0 J6 F& |" z, B/ P
   }" V' o( A3 {5 q
  }8 m' N) C$ A: f; L1 _0 U
  else            // If there are no messages
. I( C! ^. Q; r7 @) x  r/ u8 m  {
3 ?, G7 z2 o; Q; X, B* ?# h   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()# f7 {7 Z  ?& }& \
   if (active)                             // Program active?( D; y( ?+ Q* {1 M
   {- P, f, Y, e# ^
    if (keys[VK_ESCAPE])            // Was ESC pressed?
, D3 t3 M9 ?+ f4 f% E    {
9 a9 B/ k1 U; n8 F  q9 g% g     done = true;            // ESC signalled a quit
7 w( w& ?* r* @  [- p    }
6 F3 C5 h9 L" N" i    else                            // Not time to quit, Update screen
: {3 I$ ^6 T8 G0 L    {7 d. `# ~. j! }& K- U
     DrawGLScene();          // Draw the scene" A  Y4 ^( R1 v$ \- c; U$ R, q9 H
     SwapBuffers(hDC);       // Swap buffers (Double buffering)
, t7 e! S4 o$ X. J    }6 k$ X  e2 F( e: X# M
   }</P>
) k+ s" [& o9 Z6 _; Z<P>   if (keys[VK_F1])                        // Is F1 being pressed?; J' C7 v) }/ f8 I9 H4 l
   {
+ m+ S$ Q9 m# D3 ~; k! [    keys[VK_F1] = false;            // If so make key false
7 S/ w" n; B* d6 w    KillGLWindow();                 // Kill our current window
8 n3 e# Z# I6 J. y1 p& G) z    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode' o* \. O4 V1 h6 w- ^; _! ?
    // Recreate our OpenGL window
; e' }9 L9 L& R/ ?0 c" q    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
& M+ ^' a: B) |8 |- m& V% X    {+ q& U8 y6 i% ~# L3 v7 w9 g  C
     return 0;               // Quit if window was not created
4 A; n0 [3 }( c* `- S& L, P    }6 ^" G7 G8 I9 }+ K! I% n7 y; j
   }& p7 u+ v) h6 {
  }
. P* z) l# z/ t7 F2 S, [ }</P>
  D9 B3 h; v3 ~+ s5 M( k. ?- f: }<P> // Shutdown
, Z9 S: K) `1 J3 i. c: S+ d- y9 _+ z: ? KillGLWindow();         // Kill the window" L' Q. E4 j0 O/ C
return (msg.wParam);    // Exit the program6 O8 V4 L7 y1 A) ]# P3 u
}
; V$ G$ l  l  ]' T; f/ g" i+ H//---------------------------------------------------------------------------</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
    8 F7 p2 S" d5 K% k4 O3 n& d; y- b0 ]OpenGL API,使三维世界的"平民化"已成为必然。
    ! A& E9 Z* L: g( S5 f9 C----Windows操作系统对OpenGL的支持
    + Q' ~' t. L* f  a/ 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:
      n7 l, }3 p: [' E9 t8 j8 o" J7 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
    5 {: D/ {' V/ K7 E- S# W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。  u7 u& r& u, o$ _! [8 H; i: |
    ----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。3 v" Y- S% G6 f- Y) x
    ----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。
    . d2 ?/ Q. g* e! |9 G----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。
    " ?# a6 J- n: e0 H, d4 Q# D+ ]----5.不建议用ANSIC在Windows下编写OpenGL程序。这样的程序虽然具有跨平台的可移植性(比如很多SGI的例子程序),但是它们不能利用Windows操作系统的很多特性,实用价值不大。+ L! L2 X; ~& l! K& l6 j) s' {* d" \
    </P><>----用VC来编写OpenGL程序+ Y: c% a9 q) d) l* B$ P

    # F) |3 G. x: \& w: m" |+ u----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:
    * b2 m0 b9 h5 Z/ X, }, B1 `2 @$ s
    6 |5 w! e! j* K% }: b# z----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4 \+ {8 m; e. G" Y6 F$ D/ B6 o
    9 ]$ X) z' y6 `4 h5 F' u/ O
    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
    " ]* |% }4 @5 d, [2 v$ u) N; s3 K2 C2 W3 A* a1 U
    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/ `" F% a4 D& p) |+ ~" }

    " |4 q3 J: B# @4 k! F" A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) W' z% f( M5 w# }) S& m% q

    ( e; f2 U, N- c! H6 Q# `9 e  d! f, t" z2 |

    5 V, d4 g/ g6 x: ^----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)。5 P( ]+ S2 q0 a

    - [+ Z1 R2 b; b8 u) 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)3 d9 U$ A2 @. J5 Z# B7 C( m7 j. q  h
    4 |4 c! o, h1 y5 F% M
    ----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0 y8 h1 ~$ y) _/ W

    " r/ {9 l+ e6 c% l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(& H) t# e! o/ y

    ) f& `; K7 i; ~# ?  {/ iif(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC* g  N# m- _: ^% ~6 O/ ]- T

    8 M9 w6 q$ `: B& d----所附程序说明& \; c2 E7 t5 h

    ' l9 h$ h+ M9 M0 ~/ x; X/ ^----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& S3 _+ P0 C' X4 W

    2 w% z" \( m. }7 t! b( ?/ s! |$ G6 {( FMFC编OpenGL时需要注意的内容做一个简要的说明:
    5 Y. |. _8 ?. ]* t  ^" G0 @# f7 C) n8 v# g3 v, E" R8 {
    ----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4 F4 c$ e6 v2 O% ^2 }8 y" \& p( I
    - g( ~9 T6 T; p( z( G; @9 R. A) N
    没有设成与对应RC一致的格式,OpenGL在它们上面作图就容易出错。故而OpenGL作图的窗口必须具有WS_CLIPCHILDREN和WS_CLIPSIBLINGS风格,程+ e* a$ Z" }6 j/ P: c, _% k& Q

    7 q. W( ?- p8 {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
    . j/ x3 L) q4 h; ^: ], b' R9 H/ w% x0 J2 P, q
    格。
    : x* f$ Z, m* j# e6 g7 h5 f& t2 i* G9 P7 ]! k9 n$ b
    ----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
    . k0 B; }% A0 Z& ]3 W6 I$ h$ `4 k6 S. d. B
    。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
    / t$ C% U! j( E3 |
    ( ?# k7 i  P" t、鼠标处理函数都应该由相应的Windows处理函数来响应。
    ; R$ l! ~/ Z9 Z
    : R6 k1 [3 U% P: h----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' J  Q. Y3 c! q  n

    . e$ u; c$ v) L: B" c,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 J0 A8 P+ f  |0 Z7 B7 w7 L
    : D: h5 u, ?* h& |  w
    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。/ z+ o+ ^3 V  K' d4 ~# D

    " ~, ~4 j+ ?( W# f4 H5 `& x. d----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" J1 c0 c: c1 l# m* p
    4 ]7 o' K, R+ u0 W/ ~9 s- n
    GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。2 ]* j' T8 L, Q/ V

    ( j( \" C1 h& U5 ~3 s( v) i----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。4 t" G9 s) {" ]0 @) Q" Q1 L

    ) M8 \: w' @& _/ y* z$ ^# b! Q3 J----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++, `& j7 ^. c/ F* s+ G3 n; H  Q

    * R8 v, F" i! N( `4 }/ t8 S类的PreCreateWindow方法中自己注册了一个窗口类,除了设定了CS_OWNDC属性以外,还设定了CS_HREDRAW、CS_VREDRAW和CS_SAVEBITS。设定0 ], s: K  e) \. z0 J" a

    8 c2 r2 B+ H3 L3 n$ U% GCS_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$ w* ]& e0 Y' |9 E
    ; Q( Q, A7 |. m. @' Y
    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。& m" P# M% o* r( |: c

    - L  A+ `4 H* |- j! u----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; {8 b+ M, i$ [5 @" E  a# a5 e0 T
    3 u% `. w. `" x3 d
    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
    7 ^, w8 c  C+ R  I7 L! t- l! i  T4 B7 Q8 P' W+ b
    函数应当非常小心。
    % k) B# K$ n3 E& F# r/ V. l& I8 e2 b1 V' u7 M! H
    ----参考书籍:
    5 w/ a) z/ v. D" l
    : t1 o$ v- d% l! L----《OpenGLProgrammer'sGuide》SGIinc.& a" M- h, i) M% q' h

    4 {3 o2 c, `4 ?7 f$ f+ S9 P----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
    ( |- Y+ y4 V: m0 g, D- B: ^; |) o. `+ R& s/ q  ~# w  K- N1 v
    ----《VisualC++5.0联机帮助》
    0 T0 C& L- F8 D: x8 G
    9 ^% @6 J% l6 ?3 _! l----附程序:
    ! I8 |% X/ U% l$ @7 |4 `" a: h# f* Q, z9 `2 Z! @1 H
    ----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! I. \  N$ r( F3 K) p

    9 _0 b) U* [% R$ G; j' s* n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
    + q7 J' E3 I( D
    1 E) i! @6 Z, D: Q$ o4 x3 _OpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。
    7 k! `6 s% ?5 _) Z
    / x# q5 V7 Y$ S) [----主窗口类定义(OpenGLWnd.h):! A7 }8 D% f" M" Z: w
    2 c6 J- {0 n2 i
    s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70
    " T7 C+ T" {) U_11D2_9ACA_48543300E17D__INCLUDED_)7 ^0 }9 b: U+ |! E1 K9 \; r* I
    #define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2& e" o" M- c+ W
    _9ACA_48543300E17D__INCLUDED_" k8 h9 c4 w0 I2 R, v) m. W
      D4 }$ L" `8 H7 M1 P2 l. m
    #if _MSC_VER &amp;= 1000
    ) _7 X0 ?) `, D$ K" E: Y: u# f* i" z#pragma once
    . K0 q! Q* I- E* T- i0 v#endif // _MSC_VER &amp;= 10003 E& Q* a* s0 e% E  c

    9 k+ D8 q0 J0 Q! |#include &amp; afxwin.h &amp;. z1 e' i2 u( k2 d% p4 x
    #include "SimpleGLApp.h"
      R3 Y' J2 Z! ?! A; E% h+ F#include "resource.h": y: Y7 S! Q1 K6 |7 u/ [( a
    // OpenGLWnd.h : header file5 \( P* Z% R# N/ v/ _) t
    //
    8 {" G/ Q! }/ X# L" ~. Z///////////////////////////////////////0 \+ x9 P7 P1 y6 _$ u; Z9 @
    //////////////////////////////////////  l' ^1 |1 Z3 G0 ^
    // COpenGLWnd frame
    ( ]/ ]0 g  `3 n7 C1 z$ w& u0 H( L' s7 L1 x$ P, T: K
    class COpenGLWnd : public CFrameWnd
    1 i" x  y; k+ z% {$ Q% f{5 i  N  O; O1 Y" e( L: v2 D
    DECLARE_DYNCREATE(COpenGLWnd)
    ' I) y) a. w  v# t6 Q' |; J0 r! opublic:
    % [8 _* ]# ~5 O# u: fCOpenGLWnd();&amp;&amp;
    ' Y  \6 e) x+ |+ ^/ b// protected constructor used by dynamic creation5 [; Q; Q2 L- F+ K8 O: k& u% ]& r
    protected:
    # N# [/ K  G0 S/ T2 T7 JHGLRC m_hrc;
    * [" X7 _% |7 M5 yCClientDC *m_pDC;
    & n0 F' c" b! R& `5 Q// Attributes
    & B6 @* E! k! k, d, T* Hpublic:! Q+ D! l; G& J( [3 {0 T3 V6 h
    / J/ N8 `5 Z7 N- q# y
    // Operations
    ; n, ~, K# R6 {" j! gpublic:
    9 [  R) u. W0 n( \" F# c: K9 x8 c# R6 ~' k* _6 |4 S
    // Overrides
    : m" Q- I, W/ J9 S* }5 j/ j// ClassWizard generated virtual function overrides
    ( i; m* v) H. s. A//{{AFX_VIRTUAL(COpenGLWnd)
    - v) y" I* k' ~4 Y3 w0 cprotected:5 ?4 T% B' K9 R, T0 a  p$ B6 o" i! }
    virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);
    - p0 ^: _$ y2 G' d//}}AFX_VIRTUAL& \% z  Q: v8 j3 E0 I& X

      \( r4 y- T) `3 l+ _+ ~// Implementation
    # p5 D+ n; x) E. s8 f9 Apublic:
    6 z- q) Z3 W' e3 jvirtual ~COpenGLWnd();
    " C1 Q7 y/ @: \) X: j/ q# p
    % f* {3 G0 h4 U3 t, x// Generated message map functions( r  O( h/ Y& v
    //{{AFX_MSG(COpenGLWnd)6 s1 r) g: d* ?# b1 M& y: m
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);% \) l' Z8 H; f
    afx_msg void OnSize(UINT nType, int cx, int cy);
    * a9 P6 ^) W8 E' v3 d3 xafx_msg void OnDestroy();
    ) z, \, C% f: T& Fafx_msg BOOL OnEraseBkgnd(CDC* pDC);1 j  ^5 _7 q2 [! C* E. j* J
    afx_msg void OnPaint();
    7 u# G; p% Q5 }* k//}}AFX_MSG8 s' J1 n" \0 w* j. b
    DECLARE_MESSAGE_MAP()
    " i3 d$ ^% l- e# z) ~};
    8 N8 D/ \. c# V1 p$ u3 B9 e: W. }. R$ n* j7 S: v- j
    ///////////////////////////////////////
    / }9 N5 [8 V* L; Q8 |0 d! q% C5 C9 ^//////////////////////////////////////
    + D; |$ p2 ?, C  |5 r: v1 w5 P# v. I, W4 M2 c
    //{{AFX_INSERT_LOCATION}}
    3 A2 v. B; |6 o+ Z, X- l4 A// Microsoft Developer Studio will insert / t8 A7 j2 Z1 t; Q1 h' [+ U% u
    additional declarations immediately before the previous line.
    8 `$ x6 p+ k' `; O& B
    $ |( f! j( p: e7 H* c#endif // !defined(AFX_OPENGLWND_H__3FB1AB28_! ?# O) h$ |7 i  c6 N  p
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)4 x8 P* b+ k8 V6 M4 N1 }
    主窗口类的实现(OpenGLWnd.cpp):
    & z1 y  J8 P$ J0 j* n" ]// OpenGLWnd.cpp : implementation file
    & I8 K* a7 Y3 U//4 Z5 v$ h4 I' ]) q, P* N3 Y% D. b) Y
    ; }) a% U0 O( x- J! d2 q9 e! Y5 n6 r
    #include "stdafx.h"# S# g; y+ I& l, j* ]
    #include "OpenGLWnd.h"
    $ z! H4 \+ D* B5 p, O7 f6 z" I#include "SimpleGLApp.h"
    9 ~3 Y8 E* B5 C/ G1 T8 i2 ]# s#include "gl\glu.h"' A' r$ G, `: j0 Y8 j& s# e
    #include "gl\gl.h"
    . L& G: y# o) V! V& Z, _#include "gl\glaux.h"$ o" O1 C; ~! Y" Z, ~# {' b
    1 y( m0 I; Q* T% R) O5 I
    #ifdef _DEBUG6 m" m$ O. z+ s
    #define new DEBUG_NEW( V4 D" p0 i# x- F: g% v; u% F
    #undef THIS_FILE/ w3 q8 G: W8 p$ K, O: O
    static char THIS_FILE[] = __FILE__;
    : h; H. S% |/ I#endif
    ' b' V! x! J1 w. K# X" w1 l9 l' H) I6 o. h% n
    ///////////////////////////////////////7 s5 A3 b, k* ?# B& j
    //////////////////////////////////////0 h" I: s  d# t' n  v
    // COpenGLWnd
    2 E( b" K1 {# A) o  I! f: n* `: F
    IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)4 H& C. g3 U# N. r

    6 x2 |* p" u) p0 e8 d  n. ^COpenGLWnd::COpenGLWnd()% i. \; S# K. j) h0 j; Q5 J
    {
    ; }) j: |' O& X# B* q8 n+ P* `m_pDC = NULL;
    1 R7 E+ P2 s8 A5 F. Mm_hrc = 0;
    9 C/ s& k$ _1 G) m: _8 I  g& sLoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
    + e; e9 _5 J9 ^4 A1 p8 ]; u! x| WS_CLIPCHILDREN | WS_CLIPSIBLINGS0 j' ], A2 V. O5 t' L
    ,NULL,NULL );
    - F0 q" E9 l: k}
    & q. o2 }: x. H' Y; W* h
    ( s6 t% u+ l0 K! `% TCOpenGLWnd::~COpenGLWnd(), Y8 }3 U/ s+ H( P( V4 O, X- n. e
    {& g9 j: {6 b: G3 C; w
    }: {! f5 i1 A0 q4 d2 t
    - C* c$ X4 R9 g
    4 Q& m& Q3 A% `/ {4 Z! z
    BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)
    0 m/ \, o% {+ b! V. n//{{AFX_MSG_MAP(COpenGLWnd)+ ~  B  x% G" n* I* g
    ON_WM_CREATE()2 A4 Q- e2 [; J, B
    ON_WM_SIZE()
    0 i. _5 `% X4 BON_WM_DESTROY()
    4 z/ E% N* x: Z8 m8 MON_WM_ERASEBKGND()4 @' I" q9 ?) }
    ON_WM_PAINT(); ^$ q% D+ M: \  W! |
    //}}AFX_MSG_MAP; b4 F# F( ~+ _% }8 B
    END_MESSAGE_MAP()# a8 W, Q9 T( M& l/ w

    $ \% [: S0 M9 V" Y! A/ z$ K* }! {' j7 y1 H+ `
    # M) `. s  V- @  w/ \1 v
    BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) * b6 k, J7 k" q. m2 H0 e
    {
    : m, A5 l1 ~6 m- Y) _% D& M// TOD Add your specialized9 |( f" p) S. z9 }* f+ V2 s
    code here and/or call the base class: v: [* X/ k. k1 g2 E
    cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
    / `% V1 g$ @' x* R2 q* _- ICS_HREDRAW |! g  [- D. e# [% H. X+ u9 ^
    CS_VREDRAW |' B4 K6 Z# I* {; r: h3 R. k) ?
    CS_SAVEBITS |. q9 `8 o1 s$ D1 X. s; N$ j; h
    CS_NOCLOSE |* O2 ]) C6 K6 u+ Z4 m: \
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
    ) p: i; ]7 l1 ^,AfxGetApp( )-6 R3 l/ A5 r0 m  q$ {
    &amp; LoadStandardCursor(IDC_ARROW), 0 ,$ Z' f' W1 L  z0 p
    AfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));. X2 O8 K- c5 u- V5 I4 l% b% b
    return CFrameWnd:reCreateWindow(cs);8 o* v& l: f6 C3 w& \
    }: U5 j; C3 S2 p3 G/ o' t+ P0 D$ J

    5 S8 C5 w1 F1 N4 V  F
    0 o% d0 d( x! v7 d. Aint COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) ) C6 R4 Z8 Q$ t0 k% M0 E
    {
    ! E) ?7 ?2 [1 _2 ^  Iif (CFrameWnd::OnCreate(lpCreateStruct) == -1)6 Y- p6 g1 ~: M+ s8 h. Q  t
    return -1;
    8 \6 G& r  @! f* r, e. b# v7 n# d0 U$ D
    &amp;&amp;&amp;&amp;int pixelformat;
    ! y. V$ v4 j  T4 D) _1 ]6 n7 l( b
    8 h2 N: G( ^2 E) u&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图
    ' T3 L' r$ F7 b8 RASSERT(m_pDC != NULL);
    ( }7 K$ ~8 ^- d% C+ G/ P! y
    ! `! x& G# k- R4 i5 f# Lstatic PIXELFORMATDESCRIPTOR pfd =+ a% J5 N5 @2 a9 J
    {
    % _# h# M/ r* B&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
    7 [2 ~/ D7 H& 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" ?+ @$ k! x! h! u
    &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. U& Y% i# {* ]& \$ h. j$ l$ F3 h
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL1 f: t$ u9 l6 v
    &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
    ; Y+ t) G+ X9 }4 E&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0 t8 i: |. C! y9 \( x/ y; i
    &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 ignored0 W2 ^" D. d# U
    &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 buffer7 R# E2 F) L2 Y5 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;// shift bit ignored0 {* ?+ O& I8 m* h4 i7 L
    &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
    ; f1 v: [" A0 y&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. Y2 g1 m8 {( ^7 f9 A  P  b+ v
    &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
    " b0 e" i2 j, f2 d&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
    1 K: {. o7 G$ P' K9 }6 ^$ [$ C&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
    ' Q& E) f8 H5 N7 U4 l! _# Q&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_MAIN_PLANE,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// main layer/ N4 ]* @* B& ~- h: o- q
    &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) f/ J) ~" R2 j& K! y
    &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' q% u' C# Y8 h5 g9 J2 l" u: D
    &amp;&amp;&amp;&amp;};) |, U, P; g+ p
    : I" M! W9 E# l" e

    9 z/ k" e# I3 Z1 Z3 k5 zif ( (pixelformat = ChoosePixelFormat% f( z# |0 g) C0 Y
    (m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )
    8 V4 v, C1 R' ^% I; }+ {" x&amp;&amp;&amp;&amp;{' u# J6 F) V8 S9 ^
    &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");
    5 A- A! J) s! `- @1 Y6 A&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;( ?1 M- C2 K* h: T6 y6 @4 [4 d
    &amp;&amp;&amp;&amp;}0 U0 l- L4 i1 a6 f8 E/ G

    1 u1 H- }: x7 K* w" R% wif (SetPixelFormat(m_pDC- &amp;8 |: D, I2 V5 e$ W4 H. s' C# D/ f1 \* H
    GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)
    / q& H3 l, V+ u" L7 I& i9 p( s1 m&amp;&amp;&amp;&amp;{
    0 a/ m* w! B7 f! R2 j1 p&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");
    , O! l1 D: t& L9 ]5 ]  y* n&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    ' k; [" g& Z6 F0 b# F( A/ m) L&amp;&amp;&amp;&amp;}9 P! u- z! \' m: N* m" B
    &amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());/ L8 n  v5 Q7 w8 Z5 s% J
    &amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
    8 r7 B" Z& ?7 ^* j1 M. w( l' Q# O6 j
    8 t/ \7 ?/ W4 P& D8 m% B" n3 q6 h&amp;&amp;&amp;&amp;glClearDepth(1.0f);
    0 X+ K6 k: r* g( N( W. I2 z&amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);; L; q  w$ R: D; v! ]

    : l. ]7 s) T+ m6 c7 |6 g9 S8 C1 M
    ( O; `) A1 f. b7 E6 @( u&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);7 j$ T" ]' s; \* F. v- y
    &amp;&amp;&amp;&amp;glLoadIdentity();/ v% ~0 s0 p: E; @; g
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);# x1 a/ m3 Y# u9 A

    0 ?( v) O" L9 `6 _6 V- Rreturn 0;//OpenGL窗口构造成功9 [7 o# u( H% z0 Q: L
    }
    * t$ V/ d  B7 A% S# I% o) J9 t; {) n& z: M0 ]8 H
    void COpenGLWnd::OnSize(UINT nType, int cx, int cy)
    # w4 u" B$ G1 H* K7 l{
    ( a# P0 k' T3 e" c( s/ ICFrameWnd::OnSize(nType, cx, cy);
    * D% V" N# Z1 o8 e1 a# e' t! I
    ; g; }5 M8 w) N( q9 O// TOD Add your message handler code here9 \! m& L- y7 o6 [4 W
    &amp;&amp;&amp;&amp;if(cy &amp; 0)# z+ H" |# |, Z! v" Q1 }
    &amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    5 T* v* `$ t( l- ^&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);
    - l+ m; c5 }( j&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);0 r9 `1 c- L, o" I, G2 f
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();+ [. x) ?* [" K6 A4 F, E. t
    if (cx &amp; = cy)- M; E1 c1 L' r5 S  _$ Q
    &amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
    3 O6 I6 S# p5 F3 f6 @7 j+ t4 u: o3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
    0 S/ F+ s7 P9 Gelse; l" h" b& p1 _8 E
    glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,2 Z/ v3 R7 n/ I  H9 g+ e* A
    3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);" a, ]5 Q# I  R- U
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);- @$ A+ E! w3 K% b
    &amp;&amp;&amp;&amp;}
    " J$ X( w& \+ O7 |}
    - o% L2 I$ B( F. w
    8 {4 b+ j! W% C3 `$ r2 H1 ~9 fvoid COpenGLWnd::OnDestroy()
    6 V  |  }% j1 o# w+ S{6 k! g6 ]! @  m( A! i

    3 c/ l! Y3 ?, a( aCFrameWnd::OnDestroy();
    . O9 g/ ?- t+ v; M0 z&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);
      S2 w. M$ p6 \3 M&amp;&amp;&amp;&amp;if (m_hrc)) U% K7 S1 K  Y- Z: G0 ~
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    ; n' j8 n& x# B0 F& l# qif (m_pDC)+ ~3 O) a$ I6 R' a4 E
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;1 q& j) e, `- {0 q7 o
    // TOD Add your message handler code here8 @8 q9 ^: M. m. w' m
    }
    ! n! p, c6 y: z0 P$ J0 f+ |4 p2 V" w" R$ X" g! j0 n
    BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)   t9 K8 t" |' U
    {, @, X* t1 Y7 h, F7 t0 p( H# l
    // TOD Add your message
    2 L& F1 V3 ?5 D& qhandler code here and/or call default
    % G) T" z, J, vreturn TRUE;1 {/ H0 h3 ~- H: K
    //return CFrameWnd::OnEraseBkgnd(pDC);: S% |% Z6 x  G2 K
    }# T( ]" b7 P6 P( h# [- J

    9 _! r) e8 O4 L, x* W' S! bvoid COpenGLWnd::OnPaint()
    & M3 i6 x+ B% V, P+ _{
    6 f" a9 m) U  S4 }8 E/ JCPaintDC dc(this); // device context for painting
    % _& ~6 z$ ?' T9 o% A/ b( V5 ~2 \) G3 j5 L
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};3 ]9 n! b  K; r

    * |  e! b& x# f1 ^% L$ Z// TOD Add your message handler code here: E, j- m$ \+ n; y. W% p6 h
    % h$ g' [6 ~4 Q, l- o
    &amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);% V( J- F4 V4 ^% K* ?; x: `
    &amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    - t. p) n5 N3 X; y7 K! ?9 S8 }  r6 w0 @0 j8 j
    &amp;&amp;&amp;&amp;glPushMatrix();
    : o/ S$ j2 @$ k- X# K
    ; V1 X5 U# N: n% P&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);
    # k8 E% E0 K: Z8 ?glLightfv(GL_LIGHT0,GL_POSITION,light_position);+ w) Z: y; X; a, _0 Q
    glEnable(GL_LIGHTING);, h. p  }0 t+ Y# ]6 ^1 k
    glEnable(GL_LIGHT0);4 D" U8 c+ G& n
    glDepthFunc(GL_LESS);, t) x0 h  c0 _
    glEnable(GL_DEPTH_TEST);
    + A! x$ @' b: P0 r0 I0 x& JauxSolidSphere(1.0);! R) T. K+ ~3 U9 G; P/ u1 [% U, U

    , G: ?1 }& ^+ w1 `7 u&amp;&amp;&amp;&amp;glPopMatrix();
    & N* d2 z4 x/ ]% q( _8 M" a. D+ L5 b, i7 R: i8 i5 U
    &amp;&amp;&amp;&amp;glFinish();, o& y" w1 W- g) K3 H! E# n" }4 P; o

    1 Q5 w: Y% J4 W// Do not call CFrameWnd::OnPaint() for painting messages! Q# U8 N5 y; x
    }2 K8 Q) p' }! L& s2 H# T3 E
    应用程序类的定义(SimpleGLApp.h):
    * w% Z" t+ t; K, F  ~8 E: d#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
    : N8 r, A* x3 s" B* \+ ~0 R& H_0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    & i" w1 T) z* j4 d0 [* c4 S% A#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
    3 U& ]1 M' \  p, z. V4 T3 ?_11D2_9ACA_48543300E17D__INCLUDED_
    7 ?0 C! i; v0 o0 f2 f$ n, O4 `8 ]% v8 |- ^1 i$ E2 L; p
    #if _MSC_VER &amp;= 10007 s0 k+ m( W9 _, C! P2 |! Q# {" L
    #pragma once
    / c" c2 r: D7 i; Y) q#endif // _MSC_VER &amp;= 1000
    0 x6 O  @$ D3 {9 T; Y/ i0 f$ }// SimpleGLApp.h : header file
    8 ^  u+ r. @; A1 f! T3 f. h//! G4 m+ F$ ]' ~$ _. e$ n4 [2 }
    #include &amp; afxwin.h &amp;/ A& ?, E( Z9 |
    #include "OpenGLWnd.h"5 W! j1 d/ P9 p$ K# m2 \( G7 q
    #include "resource.h"
    & }5 f$ {7 V5 F9 e& n2 X( R; ]3 e8 e* C* s
    ///////////////////////////////////////
    ; |' O# C1 [& o. p# e& Z4 f//////////////////////////////////////
    : P$ v/ V' U' Y% P3 R2 ]# M8 b- t// CSimpleGLApp thread
    4 j% B$ ~/ J: }  l  k2 |* j! G' ~
      W7 t+ c% _- g, F3 Zclass CSimpleGLApp : public CWinApp/ G4 Q) `  n" u; }! s6 q. D( f( K
    {; @  ?% ~4 R/ v" `" M
    DECLARE_DYNCREATE(CSimpleGLApp)
    6 V  t9 U6 `. ?public:
    ) t7 @. F7 P( S, ]CSimpleGLApp(); ; D# u- T0 a4 W
    &amp;&amp;&amp;// protected constructor used by dynamic creation
    / ^$ T% A1 H* M6 |) s6 j0 J
    " n$ S- v+ A6 B- S+ m, K- k+ Y// Attributes
    * b, f7 T# p; y5 |- ppublic:6 D1 W! Y0 _! o& a. k
    - t$ s4 a6 i% D, B/ J8 L) x' _
    // Operations, Y& U" A9 l/ Q, t/ O
    public:5 x$ M" a( l6 d2 ^. I& `  L: P4 e
    0 l4 V* u5 P: m3 E
    // Overrides
    3 s& f2 }) T4 V// ClassWizard generated virtual function overrides# B- h4 R5 h* M
    //{{AFX_VIRTUAL(CSimpleGLApp)/ s1 y& ]0 G; x5 P
    public:
    , _$ g3 `  s3 q3 L4 kvirtual BOOL InitInstance();- \4 \1 r! s5 B
    virtual int ExitInstance();
    1 x/ x9 v2 M: g- k* d0 i//}}AFX_VIRTUAL
    6 Q, G% w9 r) H+ l( a- b& H5 z8 g
    // Implementation8 [9 v, n9 I  B, }8 P) a
    public:
    + O) Q& |$ Y' Ovirtual ~CSimpleGLApp();
    * Z2 i: {# a+ v- C4 e( O
    , R1 j( s/ g8 N$ _" m4 E// Generated message map functions
    " K) m" y( S& q- {3 b//{{AFX_MSG(CSimpleGLApp)
    & [/ a' S: z9 hafx_msg void OnAppExit();, v% V) }3 o+ K) a# C" v
    //}}AFX_MSG
    5 P& |7 c! l( y( `! T
    5 @, E" {( q8 n. @DECLARE_MESSAGE_MAP()' l% W7 `8 ]( w, D+ y
    };3 g" E, [+ Y5 w! D  e
    3 X/ a" j% F4 x- v' I  e
    ///////////////////////////////////////
    # A+ Z6 U, U" x& m8 u* F//////////////////////////////////////
    " F: `6 n/ k* A* M2 P4 S+ A/ f6 G) b% _
    //{{AFX_INSERT_LOCATION}}
    % S4 j; ]/ ?& U, `+ C5 |6 ?6 f. C// Microsoft Developer Studio will insert
    6 ?" c+ F$ E+ l; Z1 Fadditional declarations
    + t3 [# Y) U; \/ q( }& Rimmediately before the previous line.; `% Y8 _! U- o5 A/ b1 @6 U

      k' V- a( B4 F  P. U# o) }, o5 u#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_) k# M. I8 S" [, I6 r
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    ' [) K, F1 K: A- ~3 M6 \, P% J0 R应用程序类的实现(SimpleGLApp.cpp):
    + |$ j0 g/ G. Q% q// SimpleGLApp.cpp : implementation file
    / U! P) [0 Z" d+ J" V+ Q//: A7 q6 Q3 t1 q2 v7 K: W

    - R5 z% d8 ~, D0 q#include "stdafx.h"
    0 [$ s7 x7 E7 S3 Z( h3 @$ R  ^#include "SimpleGLApp.h"
    * d0 m' \0 o/ V# I, K& n#include "OpenGLWnd.h"* v- Y' m+ O$ ~- s$ j

    1 y% v1 X' M# }4 h3 b- {#ifdef _DEBUG
    * W! x- \4 O7 R1 b* |$ x3 p#define new DEBUG_NEW
    % w6 E7 `; Q" _, [" x4 q$ N$ z. @#undef THIS_FILE
    3 ^% A: a! n, B+ D/ l, Ystatic char THIS_FILE[] = __FILE__;
    , O5 C. q, P: p  f3 l9 z8 _8 M#endif' A- [" b; j/ K( T- {% D

    - h4 n2 u% M# m- m  V+ ]///////////////////////////////////////# H7 A* D+ G; t5 H1 R  q
    //////////////////////////////////////
      o# k/ \; X% M5 `+ X) R( g5 Z// CSimpleGLApp/ p! M5 n& p7 D0 m. [

    6 J" {8 C1 ]8 g5 O5 DIMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
    . T) c3 E* [4 R9 x5 T* `1 z2 {
    , B; t4 B: H/ N+ j  h2 {CSimpleGLApp::CSimpleGLApp(): Z) m5 e# x3 M% s! p4 X
    {
    # W, g$ m  m& r: L2 T. ~}
    ; a  M0 z4 M4 q/ a5 v( H3 z
    ) q5 b, K$ l# f2 _! `CSimpleGLApp::~CSimpleGLApp()9 b; X5 K8 o9 }0 {6 a6 w
    {( E3 |4 U) a+ ]# x
    }
    / R4 w2 a3 q) t" j9 G
    3 ^# i6 g5 v( p* M3 c( `+ dBOOL CSimpleGLApp::InitInstance()1 V  q& i& z* Y5 w* d
    {
    3 D4 H. E( c' T2 m/ T; \// TOD&amp;&amp;perform and per-thread initialization here9 L# }' e; ~  m8 t; m
    m_pMainWnd = new COpenGLWnd();
      Y: X; Z3 `% e6 |m_pMainWnd- &amp;ShowWindow(m_nCmdShow);+ n; B3 r! V; L# C
    m_pMainWnd- &amp;UpdateWindow();
    3 j* B2 H+ R  Nreturn TRUE;1 Q( }9 D$ l2 M: o( g/ }) M
    }6 n+ O& T* b# {  Y' G

    ! z( Q& K" V0 [int CSimpleGLApp::ExitInstance()( h% l8 G- u4 J9 Y. G3 F
    {( v8 |' i' c) r6 Z7 e3 c! Y
    return CWinApp::ExitInstance();) t3 H, A9 Y. f$ ?+ s/ P
    }4 f/ _# R/ F, l/ }% K/ X4 S! _$ e$ i
    ; M: g' A; S' _% n, A$ G4 s
    BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp); ?9 k$ b4 u- Z& D" j
    //{{AFX_MSG_MAP(CSimpleGLApp). Q4 C! n6 t$ ?
    ON_COMMAND(ID_APP_EXIT, OnAppExit)
    8 {6 L" Y: ^! T0 @//}}AFX_MSG_MAP: l9 G5 U* z+ u; f$ u5 q. \
    END_MESSAGE_MAP()
    8 O' K5 V( [8 w/ k3 I( j0 M4 ~5 B# D: A! ~# x! S' I
    ///////////////////////////////////////
    9 a1 r' `( J& \9 {//////////////////////////////////////
    # m, M; {8 t2 [6 S" I6 `- y" n" ~- `// CSimpleGLApp message handlers) Q2 ^) n# L! B+ \2 t$ E
    void CSimpleGLApp::OnAppExit()
    % f; K  i3 G7 U{
    5 ?! v' F- R: t4 ?( J- ^// TOD Add your command handler code here! Y8 H  h2 P# v2 W* ~
    CWinApp::OnAppExit();. I* Z8 y2 l0 g7 }2 X
    }
    : f# v/ J- D7 t7 t! v/ c) T
    1 k' N& M1 \7 x$ n) xCSimpleGLApp SimpleGLApp;</P>
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