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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>
/ G: E2 \# |- O  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>; m; A2 K$ S8 z; A$ n; l6 j- [
<>//---------------------------------------------------------------------------</P>
! ^' Y- q- Q$ F4 i9 T<>#include &lt;vcl.h&gt;7 N# L' A+ ^* P) r( a3 a
#include &lt;windows.h&gt;    // Header file for windows& g7 o8 n' P6 ]
#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library6 M1 z5 K3 r$ S) h1 P3 A# F( u( e
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library- _" R' ^8 U  n. Q
#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library8 O$ R" F! j1 c
#pragma hdrstop</P>
* ]5 N$ {* w4 L, o' U4 c<>//---------------------------------------------------------------------------; i, _6 F7 Q3 g1 B' V0 w3 c
#pragma argsused</P>
- q- w% t# o6 P+ @<>HGLRC hRC = NULL;               // Permanent rendering context
% X* Y) z7 K& _: B+ r( s* iHDC hDC = NULL;                 // Private GDI device context
% s: F  b( [+ a; {HWND hWnd = NULL;               // Holds our window handle
% P8 H! ]7 V- l/ Q, W2 Z3 F" B9 EHINSTANCE hInstance = NULL;     // Holds the instance of the application</P>9 f2 [, H) |) l
<>bool keys[256];                 // Array used for the keyboard routine
" {9 O9 }3 q4 }0 ]' `9 H  \bool active = true;             // Window active flag set to true by default( p6 ^* q( S. |. N/ e2 U) s" W# \
bool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>1 R; T6 O; E) y, _  a7 n
<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>
+ b  J4 R4 V9 ^6 I9 Z<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window6 J4 r7 {; D+ K/ A; b+ a& r0 S: s
{
5 q# G3 I# v% r+ U( x  L6 j+ i        if (height == 0)                        // Prevent a divide by zero by* k% G4 V4 }' h" [
        {' w9 u& Z! ~* E; ^
                height = 1;                     // Making height equal One
7 M( B) x! P5 q( h/ h        }</P>& {) b) b+ E& U( L
<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>
) }/ L" c  I! M4 y<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix
1 V0 W% `, O; }7 i, X$ \ glLoadIdentity();                       // Reset the projection matrix</P>5 `, n7 B5 M5 J
<> // Calculate the aspect ratio of the window! @3 c8 _; I4 O) z: M
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
" O/ t/ D+ T! F<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix
$ \& _+ J, \: J6 o% p- N4 j glLoadIdentity();                       // Reset the modelview matrix
9 F+ f/ c0 o; m: w}</P>, B. J7 }6 q+ o  s2 x  e; ]( p: o  P  J6 x
<>int InitGL(GLvoid)      // All setup for OpenGL goes here9 ]1 F1 ^, c7 S  c! Z
{+ @+ X7 Q8 n3 E! B. _
glShadeModel(GL_SMOOTH);                // Enable smooth shading3 G/ u# e1 V% q/ T' Q. u
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background
1 f& n$ @3 w+ I5 n4 d glClearDepth(1.0f);                     // Depth buffer setup  g$ A: }! Y2 l& g
glEnable(GL_DEPTH_TEST);                // Enables depth testing5 p; A  y2 L) |: E: z) _
glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do! p+ a7 r; B) l, y' o; X, t) @- x
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations
6 M8 I* |: E+ e return true;                            // Initialization went OK
+ ~( S5 `3 m! J8 K4 W}</P>
3 f! @: N$ w$ y, U. p" D<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing
% a: Z7 b& S: Q. J* n  e  S{
4 P- j/ ?/ v2 a" U* a- y9 ` glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
  ~" V% k+ d! `$ f$ p glLoadIdentity();       // Reset the current modelview matrix+ a3 L4 D8 b# E. l7 U9 b4 n! @
        
& F5 y. y: T" l5 Y# X3 N return true;            // Everything went OK' d4 W, {; b  t7 Z) D
}</P>  ^9 X$ w. E$ q! I: G! R& Y# y
<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window
' R9 w- j0 L; P) K+ |3 q6 e{+ b% |& ^- H: d' B0 e
if (fullscreen)         // Are we in fullscreen mode?, }& B7 l' F. M
{; {# M' s, w0 N5 v
  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop% X3 P$ h; |2 S8 v* d8 ~; q
  ShowCursor(true);               // Show mouse pointer, l4 Y. x( {( r5 S( i$ B1 ]0 Z( d' L( L
}</P>
) K1 f% @6 O7 ?3 g<> if (hRC)        // Do we have a rendering context?
8 \; R  \# }' N- u% B" } {
3 P: ]5 k/ R% ]7 h# B  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?
0 L  a6 ?& l) d8 }  {
/ B6 `3 a; b. B% C; b4 ^! Y' z   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);3 b, {" o4 s2 ?% Q" D: h
  }</P>
# m! `/ W- o& f4 {: W3 ^+ A- C  c  u<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?
1 _3 m# m5 A. B5 P6 C* J7 Y  {) j5 h" J7 o( h6 n& ]$ r- h
   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
3 K3 {+ u2 J6 N, p  }
5 Q0 V- n" O" \- G1 z. b3 d% ^  hRC = NULL;             // Set RC to NULL5 u' o, w8 j4 B9 s4 F& t( v
}</P>
2 P0 l1 E" [# m' a5 d<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC
2 j- i; \( V! _. | {5 Y9 g2 X6 x- m: U% h6 s% w
  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);- g0 ?+ E$ @0 I' q& j) Q/ W! J
  hDC = NULL;             // Set DC to NULL
9 ]: I4 _2 ?- n: k* U }</P>
$ m! v) L2 d$ J& y1 d<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?
/ v8 Y; q" m' F6 i" ]  ] {
# l2 C* j5 S! m+ l! w  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);& a$ E9 J/ _1 [9 G" i/ ~! v! x
  hWnd = NULL;            // Set hWnd to NULL: g$ R9 ~" {9 r4 j' i
}</P>, U( |( V( k( e+ I  j
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class
) @: m" e' ~  X& T3 j; n- D {
1 ]* J' ]$ d+ Q# [' i1 i+ ?  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);8 t( E( m1 |4 `" O3 ?( K# f3 O5 H
  hInstance = NULL;       // Set hInstance to NULL2 s+ J) q9 F+ C" {! g  s
}
3 x- ?0 v  x3 a( M}</P>' ^& H$ m9 {4 E. [2 ]8 r! n" \
<>/* This Code Creates Our OpenGL Window.  Parameters Are:
7 k5 A9 ]/ W% v: b, D0 A" v" D1 \ * title   - Title To Appear At The Top Of The Window
1 L- a1 W# [; @6 ^8 u * width   - Width Of The GL Window Or Fullscreen Mode2 O  }0 V2 P8 z) {
* height   - Height Of The GL Window Or Fullscreen Mode4 V! G1 b1 W3 I: M* f% i
* bits   - Number Of Bits To Use For Color (8/16/24/32)
& o* b4 ?! p, Q8 p, S6 S2 d( p * fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
+ ?% H' o7 c# S 9 z7 ?: x& Z+ |$ v" W
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)$ `8 t! x7 [: i
{
. I( K) C. D+ X/ s GLuint  PixelFormat;  // Holds the results after searching for a match) S5 [3 V" }: Z7 }
WNDCLASS wc;          // Windows class structure
& Y. i* t8 G/ Q; R7 ` DWORD  dwExStyle;              // Window extended style
, M7 e. q0 C4 ~ DWORD  dwStyle;                // Window style0 l2 _, {# g3 }( p6 y# k* a" T
RECT  WindowRect;             // Grabs rctangle upper left / lower right values1 w: I8 [7 Z1 e6 F
WindowRect.left = (long)0;              // Set left value to 0
. T% q* L) e; d7 H% ]8 V8 s WindowRect.right = (long)width;  // Set right value to requested width
: A; k, q7 I* B6 ^1 n3 R" o WindowRect.top = (long)0;               // Set top value to 01 ]% g& E6 E" z5 e$ Y$ h+ J) g$ L. b
WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>* }) H% y! N0 j7 z- {$ f" `% N
<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>
, O5 p- S1 y# e1 I1 M<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window
. T) B! V, }) s2 I wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window
' z" f- d/ _9 C5 z wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
. P) {8 f( F4 M, q) G+ n wc.cbClsExtra           = 0;     // No extra window data. C  c* r6 w/ e( Q& ]$ r
wc.cbWndExtra           = 0;     // No extra window data
0 G) \1 A& Y: v' Z+ }4 Q8 c wc.hInstance            = hInstance;    // Set the Instance
, A7 O# {8 o) N1 P9 b5 H$ o wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon5 X( Z: X1 Y7 G/ v2 A7 n
wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer
, N* D+ i7 H( b, K' D/ ~- R wc.hbrBackground        = NULL;     // No background required for GL
" }8 X% u# E. |5 x- E wc.lpszMenuName  = NULL;     // We don't want a menu' a9 L+ F9 O2 L6 G
wc.lpszClassName = "OpenGL";    // Set the class name</P>
. E, v0 X% y# W( _<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class) ~8 r3 K5 }8 y. }
{6 p( K# P. u; ~' s- y+ W2 A, e
  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
/ P3 X) B  T) R* |; e( B<>  return false;   // Return false2 r9 B* ]; b' s8 s7 A7 b$ h$ {
}5 }- _. E4 B& \4 E
; [- V5 W: a: @) N- W) s$ y
if (fullscreen)         // Attempt fullscreen mode?
+ I# f: E2 c" f# q. d {
8 H$ v4 G+ I" B$ S  ?1 a1 H' x  DEVMODE dmScreenSettings;                                       // Device mode+ x) Q; ^1 K" E  ^5 ?' T5 ^  l
  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared- M8 C/ J" @) n
  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure/ C1 ]8 E) x$ Q; i; w
  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width
% V2 X! v6 l: [. S9 t9 s  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height0 y: `/ l. A$ j
  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel+ e  m8 s  {9 p% C2 G
  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>
# T- r6 C! Y5 p7 K" h& @- r<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.& P$ t' O0 g0 s" O
  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)* r: J) C4 X4 `3 J
  {; k0 m4 |$ W) \# _6 Y& u
   // If the mode fails, offer two options. Quit or use windowed mode.8 F; N8 y- L) w0 ~" E* j. a
   if (MessageBox(NULL,"The requested fullscreen mode is not supported by\nyour video card. Use windowed mode instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION) == IDYES)5 _, |* A1 _6 ~, y3 B) R
   {+ x* `/ e7 X5 \. V6 }0 ~! d+ Y- t
    fullscreen = false;       // Windowed mode selected. Fullscreen = false& K* z' ~% P* ^; _5 O: M$ _
   }! C. r# x) V8 ?' C+ M$ H  U0 [7 Z
   else  e4 `8 U5 P6 j7 X4 c# c
   {
) c5 i! Z* _$ `" k; N5 n    // Pop up a message box letting user know the program is closing.* d. O: b2 l/ W( I* ^6 r0 L
    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
: w( x6 d: P" w4 m5 g* C0 J# P    return false;           // Return false) Q: {( J1 z0 s0 `) g* y; C4 Y0 T) G
   }
2 Z$ w, f  V# B7 f5 ?6 y  }
: C, p9 v! P' T }</P>( {9 D; K3 R+ }2 `9 H! D
<> if (fullscreen)                         // Are We Still In Fullscreen Mode?
: |7 J! l9 y& @# }7 O3 K! T {
1 }1 A  @2 ?- j  dwExStyle = WS_EX_APPWINDOW;    // Window extended style, Q$ b: w3 f: A% T3 P1 P
  dwStyle = WS_POPUP;  // Windows style  o0 _$ F( ?# y9 z
  ShowCursor(false);  // Hide mouse pointer
0 w2 ^. r' g8 j& u: w; A }+ ]# E: n2 E; c, A* q
else
9 a2 r: e5 e1 c2 O {: M6 h" B0 O. D& u5 Z; a8 c2 m& I2 C' ?. u
  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style" w0 l2 G$ l/ S
  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style
/ J" Z- v. u1 I+ `2 ~ }</P>
: m7 F6 Q4 V6 n% A$ ]<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>- J9 Y, }8 M! m, Z1 B5 |
<P> // Create the window. v: m* ~3 W9 N4 t+ l8 y4 V$ m3 h
if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window
" v: ?' c6 ^( e6 R/ z% V3 x                "OpenGL",    // Class name( ~. k. T; q9 r3 z) j. b8 L
  title,     // Window title
+ K% j1 d! G9 ?' f/ H  dwStyle |    // Defined window style' M  A" M. f4 y/ \
  WS_CLIPSIBLINGS |   // Required window style
  l  d6 w4 d' ~+ L( O* I9 R: Q6 w  WS_CLIPCHILDREN,   // Required window style+ u7 ]" S( z- D$ Y# d2 k
  0, 0,     // Window position" u) X# R* n0 b
  WindowRect.right-WindowRect.left, // Calculate window width# d7 ]% E' A% Z; B
  WindowRect.bottom-WindowRect.top, // Calculate window height
9 J: Z: x( E% X  NULL,     // No parent window
) c2 n! }2 S) Q: [  NULL,     // No menu* S% u: ^* h$ ^* b
  hInstance,    // Instance5 G6 f: k4 U( B: Y8 M: n  g
  NULL)))     // Dont pass anything to WM_CREATE
) t% r# d- k" }, n+ e {& p0 t& v/ s. C4 Y7 K) L! ~0 d
  KillGLWindow();                         // Reset the display
* B  R- ?+ H' t' ^7 Z4 x  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
, z* _/ r4 u* q" I! }& A  return false;                           // Return false
: R7 i( @# \; S) y7 O! v( l( e }</P>( u! k9 W" s) C+ M& X
<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be6 K+ D1 [7 l# @5 A) U  G
{6 v9 Y  z/ h, \
  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor
4 `5 i3 I3 ^( b, o* t; Q: Q  1,     // Version number( h, e- s  v) R  y4 U6 t
  PFD_DRAW_TO_WINDOW |   // Format must support window
/ ]! M9 X* \0 ?1 d  PFD_SUPPORT_OPENGL |   // Format must support OpenGL1 v* p; J# V. y2 y4 p
  PFD_DOUBLEBUFFER,   // Must support double buffering* y% S  T+ C. F: j
  PFD_TYPE_RGBA,    // Request an RGBA format$ w" e" b4 x0 L# T0 f( T
  bits,     // Select our color depth+ [; G% X  T) w. K. s
  0, 0, 0, 0, 0, 0,   // Color bits ignored# \! U8 O3 \3 }2 E5 q7 K# Q4 W" V
  0,     // No alpha buffer
" I. l9 c& z) O, u2 x* ^1 }  0,     // Shift bit ignored
. M! p9 ?6 O. {( o) u0 S. u  0,     // No accumulation buffer
& l" ?, [7 }) b' G/ S  0, 0, 0, 0,    // Accumulation bits ignored  A6 A( O) s( V% W& C' x+ l2 L
  16,     // 16Bit Z-Buffer (Depth buffer)
4 c& |4 K0 w/ |1 a  0,     // No stencil buffer9 i  I. ?5 X7 Q$ Y4 X
  0,     // No auxiliary buffer0 q/ H2 K! \! {! o0 ~4 V
  PFD_MAIN_PLANE,    // Main drawing layer
8 h. a/ m7 K7 P9 _' |$ ~! K  0,     // Reserved0 h6 X+ u& b; Y8 \1 b8 `4 L% \8 `, X. d
  0, 0, 0     // Layer masks ignored
$ T5 e8 t1 s: O8 p& j };0 Y. @* Y& Q. u8 A: E: w! }

& Q; K* A  j; H9 K8 E2 ~2 o if (!(hDC = GetDC(hWnd)))         // Did we get a device context?- p2 r6 N( m0 s9 E- ~3 t
{5 {5 B8 b  P$ u  s+ B
  KillGLWindow();         // Reset the display
  ]8 q& i9 S) e$ \6 f, E  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);: ]: \7 I9 F5 F+ p
  return false;           // Return false' m; m! `5 s+ y5 M1 k* d
}</P>2 Q8 y5 T. J% f, J( b4 j
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?
! r- `5 g+ L; F7 W1 ~+ p  W+ v {
& z" Z- v! K* H& f  KillGLWindow();         // Reset the display% U0 ^# X/ ^; v: P* C9 j# g
  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);- v2 E/ m: Y+ w( F. k
  return false;           // Return false, W5 D" G; U. u* M0 a+ w9 W
}</P>
9 M5 ^* z+ w9 A6 R# a# O<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?
) l, @" z! f5 l) d, y5 Z {( i1 v0 Q/ Z- b* q: i
  KillGLWindow();         // Reset the display- O) J1 s% ?( Z
  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);' H. j/ f* N( Z6 R: \; |/ ^
  return false;           // Return false
$ I& }+ Y/ }- |; \8 j% h7 s }</P>7 b! N! k9 u9 w* u( G7 P2 U* Y( z$ h
<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?
$ w0 U7 r$ m; X2 S {
0 G4 [" N; N; I5 X3 [" {2 Q$ o  KillGLWindow();         // Reset the display
2 J/ X1 {3 p# O4 q$ n  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
1 Z7 [* w+ j& B+ Z* Y  return false;           // Return false
( c# ~0 L8 o4 C: |, e+ \% V6 M, ` }</P>
* O2 Q, I8 T6 {: ]5 F<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context
7 i5 ]- h: P3 Q7 G3 J' p% E; m; L {, J' Z* N4 G3 W9 f7 h* A4 Z% b- C
  KillGLWindow();         // Reset the display
3 h6 i3 y; E2 L( ?( e" i- o6 h& Y. M5 L  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
3 }9 b& c  m' f) ^. u5 L  return false;           // Return false: x, J/ d, k" N& M
}</P>3 M& o& }0 ~1 a( b& _2 d
<P> ShowWindow(hWnd,SW_SHOW);       // Show the window
3 M$ {) J8 u1 e) {# I$ e SetForegroundWindow(hWnd);      // Slightly higher priority
/ w5 L9 l, o$ a- h8 e$ Y SetFocus(hWnd);                 // Sets keyboard focus to the window  \& X" ~8 m6 Y4 E) i# C4 z
ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>8 M" }0 e* b: e/ B$ y
<P> if (!InitGL())                  // Initialize our newly created GL window1 B4 J; n9 ]) D  _2 a1 k1 l
{
0 |; D- P6 c- M, g+ c  n2 _4 `  KillGLWindow();         // Reset the display
. e* S5 A' j6 ]- n7 i& I  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);( a; d, c6 p! D6 J! [
  return false;           // Return false
  ~% Q6 I; t( u. ^( I$ B" } }</P>8 S) N, }& s2 c+ k7 j! w3 L
<P> return true;                    // Success8 m7 W+ e2 A5 [- S; b
}</P>5 }( y5 Y" X' s
<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window
6 S! q, l: m& d& y0 a# w                        UINT uMsg,      // Message for this window
* H6 ~3 Y' b2 O   WPARAM wParam,  // Additional message information
0 [5 y$ _: Z4 g0 y   LPARAM lParam)  // Additional message information
# m3 V7 K) \! u6 Q5 M2 |{
5 E$ s1 p# |+ B9 b; { switch (uMsg)                           // Check for windows messages8 k# a6 G' s* x& i
{
/ t0 F0 U; f: ]  B  case WM_ACTIVATE:               // Watch for window activate message
4 ]+ f, y: p: Z; D  {- u1 U" k/ ^) p4 r* R! g3 Y
   if (!HIWORD(wParam))    // Check minimization state2 r  E3 c- }! \8 H. @
   {. p8 x8 E$ w* A9 r7 m7 ?
    active = true;  // Program is active& K' w- K7 w* Z; L  ^
   }  }$ H, P* f3 I  f  B( W; o
   else1 R' `- [+ [+ U2 n: H' e
   {+ X4 |! a9 `9 Q. Y
    active = false; // Program is no longer active
) R8 F' n8 G: @4 A4 N7 O' Y- ]( _   }</P>+ k/ ?: I: J5 s
<P>   return 0;               // Return to the message loop
7 k7 Q( ^( @  q9 n! Z4 w  }</P>
. D3 F' i+ V! ^# b8 Q' Y9 t- Z<P>  case WM_SYSCOMMAND:             // Intercept system commands
$ P" K* C5 s1 H  {
! @3 C% q/ a6 o9 ~" l; h; `: i+ p   switch (wParam)         // Check system calls2 n+ H% A; p. i' v" `) C
   {, j& {3 i: g; p2 C* f
    case SC_SCREENSAVE:     // Screensaver trying to start?- f5 d# L% [/ {% ^
    case SC_MONITORPOWER: // Monitor trying to enter powersave?
. Q$ T9 c( C+ a    return 0;       // Prevent from happening
! W& d6 q; u. @# }0 p  p   }0 g, D: V9 W  ^. W* }* z& c
   break;                  // Exit
' c0 Y8 P4 Z+ Q3 W  }</P>
6 B. J6 M. w" C! |6 Q9 t<P>  case WM_CLOSE:                  // Did we receive a close message?/ O3 g3 v1 p2 \2 m& V6 i5 n! q
  {
  O" L) q' O4 Q: b0 \7 B" m   PostQuitMessage(0);     // Send a quit message
4 [3 P% o4 A. n, X* z1 |   return 0;               // Jump back7 F1 V5 g4 _! Y/ z' m
  }</P>& x9 v6 b; T1 J: d
<P>  case WM_KEYDOWN:                // Is a key being held down?, |& Y# {% S! D5 I
  {
. _9 H* t7 B, q" R$ c' a* ^   keys[wParam] = true;    // If so, mark it as true
# r' J5 ~! o5 v   return 0;               // Jump back0 @* I! i, p/ d  s
  }</P>1 _* T" H) |: V
<P>  case WM_KEYUP:                  // Has a key been released?0 F& h. C7 r0 e( k
  {
0 x4 c8 c" h' ~0 h2 {2 s# a   keys[wParam] = false;   // If so, mark it as false" l! d$ M0 @3 Q+ i- Q
   return 0;               // Jump back7 A# G- Q+ d- s* S
  }</P>9 X$ o" y1 K! C! _5 i$ q
<P>  case WM_SIZE:                   // Resize the OpenGL window4 ]9 y) n. O3 t7 j1 g1 _
  {$ f" j# J4 h* q/ V5 f3 P2 C; b# U
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height
/ ^, |9 h/ V1 Y/ C3 f& V( T   return 0;               // Jump back6 A" R1 K+ e! c: J
  }' w) N( E! ~' Y8 q  ^: y& n+ G
}</P>0 l* E0 r- J/ w( B3 C& _* e
<P> // Pass all unhandled messages to DefWindowProc8 G# A/ a& |7 S4 T5 B6 d* e
return DefWindowProc(hWnd,uMsg,wParam,lParam);' B! ^6 r7 |! S) Z) @# Y1 z
}</P>
( N: o% T4 r, S8 y: i2 e. D<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
4 f* C! S6 ]3 `1 x( ]8 i$ ]4 n; ~2 \9 J{: P+ s) S7 h0 r' B1 N
        MSG msg;                // Windows message structure
- d& Q8 t% z* h* m9 w bool done = false;      // bool variable to exit loop</P>
9 @) V+ t: j  d4 a# ^<P> // Ask the user which screen mode they prefer. {1 `4 R, R; p' {: L# r; D+ ^
if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)% E: d8 G" R. i8 H# e
{
; F0 p$ h3 |* C  fullscreen = false;       // Windowed mode( N" [0 h6 O* P' ?7 F# a! X2 g
}</P>
/ W9 V- i1 W0 z% o<P> // Create our OpenGL window
8 d- s- O( k' R. l* U if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))5 j2 j+ Q: |  S# p, K- E% U
{  i1 m- n% G* [, E5 k
  return 0;               // Quit if window was not created8 [9 n$ U% n+ l2 F1 i% ]$ }
}</P>! k$ N0 `# S* j, S  Y( ?$ r
<P> while(!done)                    // Loop that runs while done = false2 @) Z% |0 u, v3 v, V
{
* x! L- r2 L: U/ `& p# K1 F  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?+ b) ]5 Z! Z( i( r! |8 Q3 H7 j
  {/ z5 a: M) F/ T) n( U- `
   if (msg.message == WM_QUIT)             // Have we received a quit message?
2 h$ v- a% D+ A* v' X9 S+ `   {
2 F- K. o/ p% j* T    done = true;                    // If so done = true
8 H; C* i5 O' o( Z7 u" m4 }   }! n1 j; H+ {: R) }9 K; U
   else                                    // If not, deal with window messages
. U" i6 E7 V' i   {
: U6 X; T5 c0 Z( a( W/ ^4 J    TranslateMessage(&amp;msg);         // Translate the message" ^' ]- f% ~8 q+ f6 Z
    DispatchMessage(&amp;msg);          // Dispatch the message
& t; \: U& Y4 ^) A. k) e9 e& Q1 I   }( [4 M- P( M: D- u* T9 y8 K
  }4 h2 M; v* t; F, p) j- A9 K  M8 R
  else            // If there are no messages) B- c: q: Z4 H/ n5 ]+ D
  {9 T1 O- ~. A( c; P# S
   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()2 U. u% u. {, l6 T4 \8 u7 C( V
   if (active)                             // Program active?- h* y+ g2 \6 n* J0 \6 V6 e
   {
* K8 F4 @& l+ x5 w4 O# L% |    if (keys[VK_ESCAPE])            // Was ESC pressed?; y( q( G, v0 k& k6 K/ o
    {6 f7 H  w9 s2 a- A* q
     done = true;            // ESC signalled a quit* o  y, ^: C% y0 |1 V! o9 a
    }/ e2 w! `4 K7 _( P8 h' j
    else                            // Not time to quit, Update screen" w5 h8 q" |) L7 P
    {  ^  Y+ Q, M3 A6 {
     DrawGLScene();          // Draw the scene, g' J8 D; F) u& G% m) o4 p2 [
     SwapBuffers(hDC);       // Swap buffers (Double buffering)
8 L6 m' W7 m, M1 ~, O2 v    }/ r) [6 S5 |% K9 _- @% r- B: f8 w
   }</P>: m/ H" z! b4 e. ]  o6 \# h
<P>   if (keys[VK_F1])                        // Is F1 being pressed?; l& c. d3 x$ b3 e! k
   {: v2 U; N7 Y, E+ `0 p& v  I
    keys[VK_F1] = false;            // If so make key false  G/ \( w6 u8 q8 f+ m5 T
    KillGLWindow();                 // Kill our current window
3 i. w( N8 B9 c( U$ }# a  L    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode
: v" k& X  k6 A9 |; Y    // Recreate our OpenGL window' Z4 l- }* L2 K* G- o) Q' }
    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))" T- l7 X; X4 l% @, I5 E9 u
    {4 D. P4 e! i! G4 e5 t
     return 0;               // Quit if window was not created
4 o0 f$ }$ F: a6 o6 r# z+ t    }3 F0 i" b( w5 T
   }
$ X  u# B# p1 b  }- O% E; i- E- _/ Y1 A7 C; R
}</P>9 x" X, ]8 J! b$ R
<P> // Shutdown( h9 P" H$ {3 P( g4 @% t# v
KillGLWindow();         // Kill the window
. o/ q3 b/ V' Z7 a return (msg.wParam);    // Exit the program% V, ^/ z& I& D) U
}# J/ f) ]# G4 Z3 n1 V. G9 ^8 \+ B
//---------------------------------------------------------------------------</P>
zan
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    ilikenba 实名认证       

    1万

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    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
    0 X  x9 d7 w% a4 {) q3 N9 I! T8 fOpenGL API,使三维世界的"平民化"已成为必然。
    2 {; V% q" K! H2 R4 H" Z$ N4 ^. D----Windows操作系统对OpenGL的支持( N' ^$ ?. N5 k* [" a
    ----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:* H- i7 E: J2 V
    ----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
    $ g' b2 @3 r% T- r/ N2 j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。5 {" u& z4 u/ o7 u) K) k
    ----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。. L: S1 |) j5 ~4 e/ H7 b- H+ Q2 n
    ----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。/ _8 u3 L# l- @2 @  Q+ I
    ----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。: P: p, g; V/ F1 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。
    * W; }+ J/ d/ w! C5 V</P><>----用VC来编写OpenGL程序
    4 X* t+ x4 x, F: _( O$ C" ]9 t  I( [, s- e
    ----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:
    " M% k! o" l" ^! ?/ o1 u) L0 K3 v. I  G( z* U  m/ I! l, E# |' U
    ----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
    7 e. e& d5 r5 }  r' a' x  ]# C7 c" k- u. D
    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
    $ v" S, h" ]- Q2 L2 z, H9 O2 q  `4 f9 o. d+ [+ ?; [
    没有设置(置1),通过该设备的DC上作图的OpenGL命令就不可能使用双缓冲来做动画。有一些位图格式(PIXELFORMAT)是DC支持的,而有一些DC
    0 |# t$ g: Y2 s2 W" }% M4 O
    & s+ {7 _3 l/ 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
      Z# v( A# p+ i! ?5 a3 L2 ?5 T4 Q7 b9 x( i9 _5 c2 |- E
    : i% R$ S/ b+ v- [* I

    0 h+ q" p, ]7 \. p) p----2.利用刚才的设备DC建立渲染上下文RC(wglCreateContext),使得RC与DC建立联系(wglMakeCurrent)。
    5 C0 y6 ^9 R1 n' d; r( P4 x. M. X2 R, p5 o8 D
    ----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)5 ^0 o) K. G" T% l
    , x& J9 d5 J/ w1 N
    ----4.作图完毕以后,先通过置当前线程的RC为NULL(::wglMakeCurrent(NULL,NULL);),断开当前线程和该渲染上下文的联系,由此断开与DC的
    0 u& J4 `+ Z$ S! f( |" x3 q' O& R* }: G- x# q8 s
    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(; |: @: Q8 n/ f1 L) w' S* C7 Z

    ! W8 o, S  c3 Q: I- X$ u' _% k9 xif(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC4 K' ]' f' k2 k- X! D5 ?) c

    4 i2 G4 ^/ v# }' k1 ^  f+ Y) `----所附程序说明
    # W0 j3 K& X# d- K* p' F+ F3 T
    , m5 A4 i7 g4 P) Y----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
    * J' W4 K2 T; y! @# F# s2 K; B8 |9 ~* T2 ^9 T4 a
    MFC编OpenGL时需要注意的内容做一个简要的说明:
    2 ^0 A( I* Y, Y8 c1 d7 v3 v/ H" i% O& ?( q$ a( j$ p" v+ {, m7 w
    ----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$ L# ?; e' [) v0 i- D
    2 S- w3 n3 R2 R, 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
    $ h2 k' p5 F, u: B5 B4 a" E! s, P4 N: e* ^
    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* g& I3 P$ n' ]# w
    ' H3 P9 n  J6 j, I$ g$ g7 w7 O9 v
    格。
    2 ]( \, a0 d4 Y; X6 q% j0 c* H7 d, N( d7 \
    ----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
    # K% k5 D# J, E; \- q
    $ d9 L1 ~9 O5 I3 @7 d。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
    3 Z7 t/ o, ^) V9 Z6 c9 u5 j
    . f# \5 }0 W1 z2 {、鼠标处理函数都应该由相应的Windows处理函数来响应。' n. h9 W9 v) `* J1 ?# t
    . m4 [- ]' J, n+ `: |0 |
    ----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
    ' i) X/ D9 f; j1 P( W( Z- w$ K3 l- W3 |$ d
    ,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
    $ |+ [( Z6 X" I& l; Z$ F" G' o5 b9 {) V. U# k) Q5 h
    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。5 b$ V2 I; z/ a/ W& e

      U" O; p1 H" P2 L, I3 R----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
    " X! F. b9 ]. \% Q) d# [6 k
    - ]* Y2 ?0 ~+ _; r, f; _+ fGL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。6 j0 |- {  o0 d$ N/ U" r! V( [, W3 }
    0 m( W) c- k0 o% e$ Z. Q/ ~& ?
    ----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。/ W' }! E# e! e; L+ S$ m4 W6 ~+ Q

      Q7 N$ c  W- ^# y0 g; K6 Z----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++
    . m1 a% ?6 L2 ^6 r5 o& |2 b
      O4 \4 [( E' [5 n( g8 m# b! c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( S# t# G6 L- J$ w2 t  K

    : z7 z: m! q4 o" l5 p, YCS_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
    * o, c2 _# r$ G# b) ~* S
    1 I" `) t  G! b9 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。
    ; |% H" p' o9 D* f6 N0 }" C( l1 a, P' r/ l# ^. x
    ----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3 u1 u4 I% X+ x, M# J! A

    " T7 @* R: R* t2 y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5 o: A: F# I6 ]% g% \
    8 y! N7 c4 x3 A5 ?6 M
    函数应当非常小心。# K8 ~0 R, n0 a& o

    0 H& v% z) Y& y0 E----参考书籍:
    6 w. L* Z) O  _4 t1 s8 P& l+ b' ~5 o9 l
    ----《OpenGLProgrammer'sGuide》SGIinc.& F) u# @5 n8 _
    $ N5 ?5 {5 x8 i, Y" S! w( V' f( F
    ----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
    1 P* A# t1 L# V/ _. R) s) `$ ^# s+ i
    ----《VisualC++5.0联机帮助》
    " Q  E- v0 A: u) s" r. [. h/ j: Z8 h
    ----附程序:
    3 P  ]6 b9 T+ [+ r6 ?9 r' T; J3 f" A# S" _. j& J7 a- t5 R5 V
    ----程序运行时必须确定OpenGL32.dll、glu.dll、glaux.dll在Windows的System目录下。如果找不到这些文件,可以从Windows95OSR2的机器上面2 t( J8 Z3 Q1 _% c
    + O9 X% D4 y) @' W; ~! R& l
    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. q3 b5 h7 f7 X4 {: V" `0 Y3 \/ l" C+ F

    " e6 w" h* [9 N8 p: N  ROpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。. K, p. V) l5 W% q
    4 l9 U4 h+ t9 r0 u8 A
    ----主窗口类定义(OpenGLWnd.h):
    . a: i" T+ H8 B4 I, M3 R! t, c" T3 G: Y1 B! V# l
    s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70) e" R: n; l2 F2 c$ z
    _11D2_9ACA_48543300E17D__INCLUDED_)
    : D# Q8 I1 T! ]8 l1 D#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2% `4 a8 A% \) e. `! q* R' `" |* C
    _9ACA_48543300E17D__INCLUDED_
    7 `6 w# G" a) G1 ~% b; Z: N+ r: R- V, R# b1 P2 q
    #if _MSC_VER &amp;= 1000
    + i" @- b) m4 }#pragma once
    $ C3 q9 ?. d9 Y8 q#endif // _MSC_VER &amp;= 1000  G! @7 z& P. d: K

    2 x0 B  u, w- U2 i+ F. m, O5 L8 S* k#include &amp; afxwin.h &amp;. z  J& s! [! E
    #include "SimpleGLApp.h"
    " P! z  g3 |" z) \- e, ~7 k#include "resource.h"+ e/ v& r1 E' P7 O
    // OpenGLWnd.h : header file
    " x1 E; j7 f, s4 W# _. m//
    5 F5 T3 K  G$ y8 `& C1 M- L& t4 _///////////////////////////////////////
    ; J& c: K. L. ^" E/ }/ \" T) u//////////////////////////////////////+ O4 ?2 g3 [2 n5 A# O
    // COpenGLWnd frame( O2 A3 \5 Q( O- J# c
    6 E6 r' g9 x4 H2 Q8 Q  S+ Y* _
    class COpenGLWnd : public CFrameWnd
    / @8 s2 \5 H: h$ F5 ]" A{
      a9 ~) Q) @: _1 iDECLARE_DYNCREATE(COpenGLWnd)( z9 R1 v  B; R1 A* Y* q
    public:
    $ G1 s9 ~, g3 ~6 p5 OCOpenGLWnd();&amp;&amp;' u, U8 K6 u' N9 h9 y: A' q
    // protected constructor used by dynamic creation
    3 k0 p" e! q( S* n; C% S% @" ?protected:
    9 Z7 [; [& _5 \* ?  B* y: ^HGLRC m_hrc;
    ' A6 E+ |. E8 V$ F: ^: {6 ]. {. c4 JCClientDC *m_pDC;
    ! l2 ?3 x* k' c! f) S! J5 |- A& X0 R// Attributes1 c" m  W9 h! m: K( L$ c  y+ x
    public:; ~  E" O2 R3 E+ g) `
    ' F' d4 T& u- h  r
    // Operations* b- k* \9 `( F6 r) c. e% T
    public:0 ^4 n# J" D( q8 u% V( _0 ^
    5 o) p2 l% _( U9 W: O7 v
    // Overrides& z9 U8 p; o0 A: }% c6 a- T' Z- P8 x
    // ClassWizard generated virtual function overrides
      _+ D  _) o9 ?, V# Z: G' `7 W+ x, T//{{AFX_VIRTUAL(COpenGLWnd)( `  d1 j! |( [7 X( ~& w
    protected:
    ) @9 U4 j5 F# g; V) B: Ivirtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);8 \/ G' ?9 ]5 K9 |3 |, @8 e0 I8 e/ P% ^" _
    //}}AFX_VIRTUAL
    8 W! I) t6 e" f" Z2 l: U$ a% T$ ]6 R- X! Z3 H7 z7 [. g
    // Implementation
    / _3 I) g6 \5 K8 h& J! N$ K+ Epublic:
    ; b, u2 r# s" Pvirtual ~COpenGLWnd();: k9 S6 `! v0 Y

    / \9 k- j( m) q. q  ~# W9 Y// Generated message map functions9 c$ h- X3 s( I) K
    //{{AFX_MSG(COpenGLWnd)
    . |0 \% w, y/ r0 [4 Nafx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    0 W0 v. d- z3 _7 d1 j" yafx_msg void OnSize(UINT nType, int cx, int cy);6 x0 s# ~1 _; \2 D6 w! J
    afx_msg void OnDestroy();8 e+ N9 Z1 i" ]- B- ]
    afx_msg BOOL OnEraseBkgnd(CDC* pDC);; [) G( H* D6 Z3 t
    afx_msg void OnPaint();
    - ~. q8 |* u/ M//}}AFX_MSG8 ?) S: l& I* M) q2 q
    DECLARE_MESSAGE_MAP()5 P' A- O  p& C
    };
    4 u! j6 s9 P. C5 X% X8 c+ J" H- \  ^' |: N1 p* E# ~  ^& W
    ///////////////////////////////////////9 ~, D2 z$ o* c. G
    //////////////////////////////////////
    - ]/ s/ ?% F  O. m& d
    4 j' U& d8 A9 v/ C3 |//{{AFX_INSERT_LOCATION}}
    2 |! `/ J- {. l6 j  L0 V( {  Z// Microsoft Developer Studio will insert 5 n6 A6 X5 e7 t- h
    additional declarations immediately before the previous line.
      v% B8 u# ~+ X. M; y; U1 a- M5 k8 w
    #endif // !defined(AFX_OPENGLWND_H__3FB1AB28_
    & z# z4 U9 K8 Z7 S1 S0E70_11D2_9ACA_48543300E17D__INCLUDED_)) l8 X5 i2 O' _4 f4 C; |
    主窗口类的实现(OpenGLWnd.cpp):0 i1 T" R# @4 ?- e) R, g$ a
    // OpenGLWnd.cpp : implementation file$ Q+ S7 {7 K9 N+ P4 w  j
    //8 |7 W+ F  C1 Z# L

    9 ^: k* v" m0 m1 B, b#include "stdafx.h". a( c# e1 ?, i0 i- v: V$ x4 E
    #include "OpenGLWnd.h"" e, R* {8 }! ?
    #include "SimpleGLApp.h"+ |9 h) s1 l$ s$ S8 g
    #include "gl\glu.h"
    - D: X" w; c8 U1 ~#include "gl\gl.h"1 Y% q; s  W9 m
    #include "gl\glaux.h"
    ( x! j/ E2 Y1 N+ Z- ]- j9 `1 Z! ?# o) c3 {6 {
    #ifdef _DEBUG! `# I* O9 l  @  A$ X# R
    #define new DEBUG_NEW
    7 S9 i6 M' V3 L/ ~2 [' L#undef THIS_FILE' E0 W1 q1 U" U- D# h9 M* w
    static char THIS_FILE[] = __FILE__;2 ?+ g1 j- s  I6 c. n6 U
    #endif
    & Y+ H& C) E# [1 \/ F2 q
    ' z; h1 F) p' j///////////////////////////////////////
    3 B' d. k4 k6 }! U1 v//////////////////////////////////////, P5 m. T4 y5 `
    // COpenGLWnd& f5 d. D% R0 r
    + o3 @# C/ f8 m' `
    IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)
    ( D  P& b( `: l6 d; |
    6 |; f# N) f' @& @; A* _# `COpenGLWnd::COpenGLWnd()% Q/ Y+ n; x- l+ i3 U
    {1 H7 |* r: M/ V7 S; s" n) C
    m_pDC = NULL;
    ' F5 Q( i( ~* o4 ^) }6 q. y& l+ i8 h& vm_hrc = 0;8 K: ^! a# A; t" p3 r: g) d2 R+ `
    LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
    : x- J: ~) V. s| WS_CLIPCHILDREN | WS_CLIPSIBLINGS
    + E! I8 H9 J$ k2 [,NULL,NULL );& e& ]1 ^' f2 W6 J8 w! D, ?
    }
    3 n6 r# h: d8 N. `/ B, q# `  @  ?0 d9 B4 _9 P
    COpenGLWnd::~COpenGLWnd()  `# H/ _8 j* n/ z
    {
    $ t' V0 Z* h5 g1 f; i! V- Z* E}
    ) h5 a4 Z! C. n( T& @% b2 F' Q
    - W# M* i/ d4 K0 q; y% u' D; F$ R& J9 r3 h0 G8 x( s8 c# e) a0 z
    BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)6 G4 }; u; o  j9 q
    //{{AFX_MSG_MAP(COpenGLWnd); h  _" E, l) Z9 J$ X
    ON_WM_CREATE()
    9 @2 R: v- {1 j' }. D, d7 M9 J) r' mON_WM_SIZE()
    % V; c4 B; I) A, L1 XON_WM_DESTROY()# V  I" M6 D( h! P2 V" [
    ON_WM_ERASEBKGND()( w* w- ~+ J4 ]  R
    ON_WM_PAINT()
    7 p9 M& p1 Y. t5 L//}}AFX_MSG_MAP
    % T6 F' g3 g0 Y3 X% \& E8 }END_MESSAGE_MAP()
    ( E) Q) Q1 s6 P$ }  q1 O, e% L# L" Y# a- s) _
    " `; F7 a, x, f6 y& B
    ; `3 [5 F: |: U$ ^3 q  Y/ g! Q
    . ?4 k, l$ s. s: `: aBOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs)
    . K, y4 W% f4 q: E- l0 r) n{
    1 X2 M- N6 H8 p3 O// TOD Add your specialized
    / C( ]2 V# J# [6 D* }3 F* f  Ucode here and/or call the base class
    / g* ~! k& F3 ~' i$ s: bcs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
    : l2 Q/ N/ w+ r6 e3 j, r" ~CS_HREDRAW |, v" f3 B5 ]7 F& s, j& @" I+ s
    CS_VREDRAW |
    ; S# ]3 A% f- W8 DCS_SAVEBITS |- @7 w: S+ O" ?. j, U# `/ q0 [
    CS_NOCLOSE |6 `& o/ P3 t& n" S- i
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
    # @! D8 ~' L0 x4 O4 M( a,AfxGetApp( )-: a( Q' t+ z% b, j' J
    &amp; LoadStandardCursor(IDC_ARROW), 0 ,5 D8 r  H7 `( m4 Z
    AfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));, [; U# q% ^6 p& p0 X, P
    return CFrameWnd:reCreateWindow(cs);
    * @% S+ d. f0 P/ i  y, X}& O/ {: K! N  E: `& R
    1 V# N+ c* D) b5 O
    0 {2 [9 V5 p7 e( v+ L7 e% X8 y
    int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) 4 x( M. \. n4 {0 c! \9 c/ g/ Q
    {
    3 i% m/ s. i% K3 U4 S& Z$ x3 kif (CFrameWnd::OnCreate(lpCreateStruct) == -1)
    6 H% j, [* K) k4 C7 I: I6 jreturn -1;% r' M6 R1 L5 X! z6 L9 ]' s1 [0 `

    ' s$ v0 i* A1 J. p9 m&amp;&amp;&amp;&amp;int pixelformat;
    " j6 H' m9 i6 \8 h: O( G' C5 O; a% K7 d
    &amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图; ~7 e8 |& r- n$ T$ u0 v3 m* c! z
    ASSERT(m_pDC != NULL);) O( ?. f  \# g& |
    ) v6 k1 L- i8 K3 X* v4 K
    static PIXELFORMATDESCRIPTOR pfd =1 y$ `0 k% ?7 ~$ Y' g1 n; _
    {: A2 K  i' H2 U! Z+ c& e$ c
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值0 e2 ]( \  q6 J6 S" O
    &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
    & J4 X# O* {8 P* j&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
    % F, ?6 Y% e; S&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL
    4 l& E1 B$ l5 \5 q7 P2 ~&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
    & ?, I. k6 V' e6 W  l0 }0 G! M/ Y&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! A- K% z: h, I6 g! N
    &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; e1 H  B" e4 v7 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
    2 v. w% D3 \% r  a4 W- u3 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;// shift bit ignored
    % W& ^3 b( u$ H0 a2 \& 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;// no accumulation buffer3 r9 }& m/ h4 Y0 W' J4 F! J  }
    &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( U# p$ i8 U. P5 C2 ~
    &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
    + r% A$ b/ _5 n) m( X# I0 J! H* 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 stencil buffer
    & g, q/ j; C. O0 D) p6 H4 C, 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 auxiliary buffer! J0 l: Q- M4 F  l* ^
    &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
    / E7 c& X" Y- Y: \0 a&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// reserved
    1 d% T, f) w4 K5 |1 f4 x&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
    / f- x# }! a& y1 F) j8 \&amp;&amp;&amp;&amp;};
    * Y+ ]$ Y. u) d( [' M) z0 g3 M3 C8 y* T1 I& Z
    2 g  L7 u# d* p7 A  V) v4 o8 ?
    if ( (pixelformat = ChoosePixelFormat
    : n/ y+ Y7 k2 B  K" h(m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )6 l1 l9 h7 i* k8 }8 e/ l$ w5 T; {- D# w
    &amp;&amp;&amp;&amp;{
    / P% m4 P7 Y( i0 l" @: m&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");( P! u* Z2 B9 e" v
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    2 V: i' g5 k3 R2 T( O&amp;&amp;&amp;&amp;}  I  Z  G  D) {  E! r- H; u
    9 R- l3 g( S) a( S. R
    if (SetPixelFormat(m_pDC- &amp;% t5 }8 ~) }$ r5 r( n1 [3 p' v$ I
    GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)
    2 J. ^7 u/ a: M2 X- Q8 Z" f&amp;&amp;&amp;&amp;{
    / i, M9 Z# o! w/ i&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");
    1 |0 y6 N; S& H0 _! X; K* Q  A* ]&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    0 R4 z! B% n3 ]4 X8 y; C* W+ h&amp;&amp;&amp;&amp;}% l. }( N+ C) _: t: u, Q
    &amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    " g7 P0 K6 z" }8 u) x2 s! n5 X&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
    9 r' D4 R9 `9 c! e& }4 |7 ~
    * V5 |' q2 F9 }% [* ^+ e; N( @&amp;&amp;&amp;&amp;glClearDepth(1.0f);6 ^: Q2 C7 U4 }
    &amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);
      C6 ^2 `" K* f, B" S5 {* _; a- f- X& I& @

    ! Z4 H5 o7 }; ~/ V% M- ?&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    6 v$ V% e) y: s, Q&amp;&amp;&amp;&amp;glLoadIdentity();2 |+ y* G9 \  C: n
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    0 m% S1 m# U0 K  H/ b& o0 ?$ E& V. U! Y1 C% n$ C* J/ W0 K. f
    return 0;//OpenGL窗口构造成功
    : O8 ^1 ^* \* o2 C  G5 l0 X  _}6 t# O) A6 S# K3 o

    1 v0 K0 c0 O( B" J! Dvoid COpenGLWnd::OnSize(UINT nType, int cx, int cy) 8 @3 j" O# X2 x3 Z9 S; N
    {
    ( a5 W5 ^  ^$ P7 Y' F; f4 `CFrameWnd::OnSize(nType, cx, cy);: ?+ Y9 ~! }1 F% b5 M: {+ @% a
    + q2 g1 R  ?% C. ~. q  i
    // TOD Add your message handler code here' L- S' F: A/ s! e0 x
    &amp;&amp;&amp;&amp;if(cy &amp; 0)9 k4 i% J" I- O# R, N4 h2 l
    &amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    : {: k# t2 o7 f/ C* X&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);
    & k5 y6 [$ N1 u&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);+ Q* J$ o; @- N# F  ]/ b1 ^; `: i
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();
    6 X+ i: N& w$ S% X( _+ ]- Aif (cx &amp; = cy), S) l* u2 \. l% G* E
    &amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
    6 n2 e3 D: p# P3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);, Z: I$ Y& H8 n- D: U0 H
    else& {7 l' t4 a! @
    glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    8 l! g% z* Z6 q3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
    2 K# f7 U+ o9 S&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    " }* ?5 x. Q: s& S" N, q&amp;&amp;&amp;&amp;}
    2 r; a+ L; D; Y9 K$ N6 q% p# h3 m7 q}) l$ H/ x6 u- M' m

    4 J* o$ k4 K8 _- t! ]' D# E( ^void COpenGLWnd::OnDestroy() 3 o2 t% A9 o, b/ m1 V! o/ v5 m
    {
    # b$ h9 w( _! l1 b0 e0 b7 Q- X/ ]5 m' d4 A: Q6 D
    CFrameWnd::OnDestroy();5 G9 c( G: @2 N( ?; z
    &amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);7 I% K0 d, u6 L% p$ m9 o
    &amp;&amp;&amp;&amp;if (m_hrc)
    2 p+ t+ ^; d+ O&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    2 f3 v6 Y6 I! ~0 y: Eif (m_pDC)
    3 G- k+ z* _! N- i+ A&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;
    + B$ B5 ?/ E0 ?6 q+ F$ M// TOD Add your message handler code here( Z# u5 G1 {4 X- [; m
    }
      I( i) y6 z, v6 H3 ^
      P2 `# j+ r7 \" l4 U$ yBOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)   J+ Q3 y: ]; c8 {
    {
    ( c0 ~/ T8 k+ `3 u( G! X. w5 d// TOD Add your message
    & E' ~& v, F8 V' C8 L- ahandler code here and/or call default1 ^9 \* |* }# D) A  J" Q
    return TRUE;
    ) K' G- I/ v% R# x+ w5 i  z//return CFrameWnd::OnEraseBkgnd(pDC);8 ^; s5 p; d# S! K' y3 j9 o
    }& o' p( o2 W& ~; \
    , I3 |& B/ n$ N3 o0 `. [) c
    void COpenGLWnd::OnPaint()
    . w# X0 }* |+ M{
    + k0 y& g7 Z& d1 nCPaintDC dc(this); // device context for painting5 \) T% `$ I% f& h4 H$ x7 f) f
    1 e' _* M9 [) f, D$ C
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};  j9 k1 N; R0 N3 e0 t

    0 r6 O' f& [& l/ ^! C// TOD Add your message handler code here( z1 I" h* H& i5 O" o- s* c" j' x

    ( b) |" C" h% M* {: c$ I( S$ m; R&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    9 n+ e- _( M6 l, q&amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);$ p: f* H2 Y6 b2 u% x1 x& i+ p6 w

    ) q. b3 t2 V0 F& D* M8 l$ Y/ b&amp;&amp;&amp;&amp;glPushMatrix();: \( S; B" N6 P
    1 K+ s# C  m7 F1 J
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);* _/ W; ?8 x7 F! h  g( t
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);; F$ ^6 B$ C- R
    glEnable(GL_LIGHTING);
    & c! }" [  X; f, a/ c) K, HglEnable(GL_LIGHT0);7 F9 P$ U* q- G" O
    glDepthFunc(GL_LESS);4 N  G/ t( Y$ J* b/ l$ ^3 J
    glEnable(GL_DEPTH_TEST);1 J% w' [( A: w/ m; w+ a& f
    auxSolidSphere(1.0);
    $ |" o# E4 S" t, a- b5 d7 M- n- f1 g1 }# z; V) A  |
    &amp;&amp;&amp;&amp;glPopMatrix();
    ! V4 F. ^, @' o7 d5 F* z
    : E) s9 I5 |0 b9 J&amp;&amp;&amp;&amp;glFinish();
    , P$ v, l/ s+ p& d) _0 H" j
    # s+ T; E9 t( S# L# _1 b// Do not call CFrameWnd::OnPaint() for painting messages3 e# q: K$ O0 s- Z$ j' h' f
    }$ O$ ]: M: l1 d+ ]% @6 x
    应用程序类的定义(SimpleGLApp.h):
    5 c  J3 _& Z8 _; k1 ^) a#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
      T5 }' _6 T8 f_0E70_11D2_9ACA_48543300E17D__INCLUDED_)# ^$ E3 P2 M0 f; P$ Q
    #define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70  c* n3 ~: o0 R0 L
    _11D2_9ACA_48543300E17D__INCLUDED_
    ! B" ^3 R4 l7 p* g$ H
    # E/ L( n* a( p7 n2 ^6 R/ R" g#if _MSC_VER &amp;= 1000- U! e: j, d" `/ }  v5 n- J- ?6 q" E
    #pragma once# d) F; H. i6 X" A5 E4 w. ~
    #endif // _MSC_VER &amp;= 1000
    3 z5 X0 _' |2 w( P' ]9 w0 `, c// SimpleGLApp.h : header file
    ; r; n) z$ p3 E5 a//& ~, b$ {, e- f
    #include &amp; afxwin.h &amp;  C1 o0 h- z) Z" ^& R: @5 ^( ]5 Z
    #include "OpenGLWnd.h"
    ( u7 G1 i0 W. P$ K9 |0 d* y0 b* }#include "resource.h"
    " U0 v' N: A5 Q9 }1 c4 \
    , X) ]6 v/ I8 a! ]///////////////////////////////////////
    : F$ e0 B, m7 a' e! j1 a- s//////////////////////////////////////
    0 S9 s0 t. o! C. N1 R// CSimpleGLApp thread& x  F) C  `/ s( e8 J! T( v2 l4 E

    + T+ T2 C$ n9 l! [( _3 {$ Fclass CSimpleGLApp : public CWinApp8 `6 L9 R9 Z& F8 _9 n
    {; x9 e: n$ t8 j1 S+ \
    DECLARE_DYNCREATE(CSimpleGLApp)
    5 ~  L- x4 i$ S: q& S) \public:
    ' @4 ?! P) R* H. y9 jCSimpleGLApp();
      |7 Y( z% I; G0 Q8 u&amp;&amp;&amp;// protected constructor used by dynamic creation( @8 X& B" `4 Z
    ) g) m- {  |' m3 U+ `6 X( q+ e
    // Attributes( p+ v8 v8 p. U% w0 a" k
    public:& q. Q& N( ~/ b5 B

    7 s: }6 E$ e1 h8 J# a2 ^; u2 R// Operations% A* U. x& |9 i' V" n
    public:$ q4 G. k% J6 X; X/ o4 M

    & ^6 }7 O1 g: W5 k, h# e// Overrides
    3 N! _) [6 X* b. E( H// ClassWizard generated virtual function overrides5 G) K" B0 p) F* ~
    //{{AFX_VIRTUAL(CSimpleGLApp)+ F# i  D6 a: q9 L3 W/ m
    public:
    5 A- ?! _$ L. X" Ivirtual BOOL InitInstance();
    ' G5 H& E) h  J" d3 |8 Rvirtual int ExitInstance();
    . w% g8 q1 f% T9 s% I3 h  y% l! V# a//}}AFX_VIRTUAL/ m: r3 ?( @5 b1 m: s% H1 y* M

    1 F8 R! _6 P# [/ b// Implementation/ Z5 Z9 V  S% M; J
    public:7 b1 A. Q& L# u  Q0 f) O6 d
    virtual ~CSimpleGLApp();
    ; U2 l( u0 |% y+ l' X" e' Q$ E. v$ |3 ]6 B7 w# I# o9 W4 }
    // Generated message map functions$ o& E- s  V* B0 Z# q& Z0 F
    //{{AFX_MSG(CSimpleGLApp)2 Z& U4 t& d5 s' v7 V
    afx_msg void OnAppExit();. C" Y, \! R; b3 M( Z' b
    //}}AFX_MSG5 T8 Q3 i! w  Y- b$ M( v  s

    8 P- `- g- J7 w  NDECLARE_MESSAGE_MAP(), x9 `8 c: y# e* @  C$ {6 M
    };
    5 E8 F3 I7 w; U7 q7 U, D  P2 E# g% a0 D" q" D! P& `
    ///////////////////////////////////////
    ) e  M' w0 O0 s7 S//////////////////////////////////////# \3 S' c4 z- u# ]9 g+ X

    0 N8 }/ C* Z1 E) G4 `/ i2 x//{{AFX_INSERT_LOCATION}}6 ^- h/ q: c  C$ K7 O+ {
    // Microsoft Developer Studio will insert ; i; A$ Y- n( B+ [& l8 ?
    additional declarations
      [) u+ Y' G# {/ O! nimmediately before the previous line.4 s- L/ A* ^" _+ V, ^; n4 K

    5 l- b0 [( Y! v! E5 K9 N$ e; y  l" H#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_/ {' @" z" J/ ~* h6 o4 W: l
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)0 D" s! p; J" |6 d
    应用程序类的实现(SimpleGLApp.cpp):/ ^2 ]. q5 L' B# J/ X, q: i5 X
    // SimpleGLApp.cpp : implementation file
    " W; o2 Z  ?+ F/ _  e3 J//0 ?' n# y, P  ^! P2 l1 a
    6 w- X; X# g2 `2 n( i8 Q) Y1 V3 l
    #include "stdafx.h"
    # H1 {: R8 r5 V* n; L. C/ Q#include "SimpleGLApp.h"
    . C. P- X1 f  D8 \+ H4 B#include "OpenGLWnd.h"& \2 U5 p4 y- l" s

    - ~& O) P5 a+ X* _" F#ifdef _DEBUG7 W; E6 J3 }0 d
    #define new DEBUG_NEW8 X. k; z* X& c3 g+ c* N0 X
    #undef THIS_FILE
    0 H' Y1 ]! {2 ]" b; w! @  _6 vstatic char THIS_FILE[] = __FILE__;
    * n+ z: ~, C$ i- y#endif
    3 z* W8 R* M, a8 a  O* R8 ?. t) r! r
    ///////////////////////////////////////! V2 f- ]3 k* |+ c: c, }( G' H
    //////////////////////////////////////
    ' H1 J9 B4 h6 z// CSimpleGLApp
    2 U% z+ I( ^  i* c( S' h2 ]; o1 y% M  [" d
    IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
    0 b; {( \& r- L  h0 k! T5 N- J
    % u+ ^- b# {6 C0 w: }- n- J% F2 TCSimpleGLApp::CSimpleGLApp()% I: ^. Y& s* G% g6 I
    {  _' _, w3 `2 U8 T
    }
    8 p: v' L' N2 v$ j* ~
    0 R1 ~$ M5 o3 p0 ^, }/ v; ]: F6 N+ x" H% wCSimpleGLApp::~CSimpleGLApp()! ?# Y. u* e2 ^" a- ?  ]* f
    {
    # ^2 N0 E7 K# Y& [/ B& Z: A}
    + M" W' [: w( f4 z. M8 ~3 @* Y9 Y9 \7 `3 V7 o0 o
    BOOL CSimpleGLApp::InitInstance()
    4 j: ~9 _( C& j  X, v{, d: ^) L( y& T* j% p
    // TOD&amp;&amp;perform and per-thread initialization here
    ' Z! [. O6 P! E. pm_pMainWnd = new COpenGLWnd();1 T. P! m$ j) a: L5 D8 @" S
    m_pMainWnd- &amp;ShowWindow(m_nCmdShow);) N/ |* Y- H/ t
    m_pMainWnd- &amp;UpdateWindow();
    5 r0 Y. z( `) ^4 Q. Zreturn TRUE;3 R  j% y) O0 d+ L3 E% }
    }
    " |$ e9 k& E2 o3 U% U$ w! e5 w/ N/ `' F6 W6 j+ b2 b0 N
    int CSimpleGLApp::ExitInstance()
    0 [' F$ a' T! y/ `0 P. Y{
    9 E( B3 `6 l! r, l3 Mreturn CWinApp::ExitInstance();
    ! d0 F5 {6 ^& t6 V}
    " S. H$ l: J& H, Y- j2 S( ?% p6 S- b4 X+ R, e
    BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)
    3 s5 m# B7 l0 P9 K+ o//{{AFX_MSG_MAP(CSimpleGLApp)
    4 k9 [! s# I4 c& V/ [' SON_COMMAND(ID_APP_EXIT, OnAppExit)& {/ \: {- n- @% D
    //}}AFX_MSG_MAP' w! a# s' D7 {: F; o0 \% ^
    END_MESSAGE_MAP()
    4 {5 d' C) |$ h8 q4 t7 |8 R" v, R) C9 e
    ///////////////////////////////////////
    % R7 f, C0 k/ d7 H6 @# T0 e//////////////////////////////////////9 {8 N  r2 Q- Z7 S/ p
    // CSimpleGLApp message handlers/ x, O- I4 w/ ~
    void CSimpleGLApp::OnAppExit() $ o$ E- m  K8 p3 z2 a1 V. L2 |
    {( [( E! y3 B. B, s3 T
    // TOD Add your command handler code here6 K' b  O% d% s, i
    CWinApp::OnAppExit();
    : T, @9 T0 c1 J- {$ g+ ]" [}
    - R! @; q7 K' j9 }8 w+ s5 p
    * t* J) f! b& NCSimpleGLApp SimpleGLApp;</P>
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