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< >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>
& Q% z( O2 `! H; L1 M. d6 e: H* k, i< >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>
k q- a( q5 F< >//---------------------------------------------------------------------------</P>
; d, t$ l( |: V< >#include <vcl.h>1 x* T5 w) g( o" \& R
#include <windows.h> // Header file for windows K* r3 t z9 t% j) ]6 q% B
#include <gl\gl.h> // Header file for the OpenGL32 library6 B2 y! @" P" L( j2 m
#include <gl\glu.h> // Header file for the GLu32 library
/ o4 u0 ]: ?" g3 j#include <gl\glaux.h> // Header file for the GLaux library
. K7 }! @7 L3 L' v1 T( N! W#pragma hdrstop</P>
! ]/ u4 f+ [2 B3 ]< >//---------------------------------------------------------------------------' H5 i0 [/ w7 h5 M8 |5 X# X
#pragma argsused</P>. N; u& D# a, Z4 ]
< >HGLRC hRC = NULL; // Permanent rendering context" Z* J. H, A- {# w
HDC hDC = NULL; // Private GDI device context% z u; r' T5 |. }5 X8 d4 M5 n
HWND hWnd = NULL; // Holds our window handle
& N) t( G2 \0 D* T: O' D" B/ a, vHINSTANCE hInstance = NULL; // Holds the instance of the application</P>( G, l! H- R; n4 ~( |* i q" q
< >bool keys[256]; // Array used for the keyboard routine% [% V. O- z; O \
bool active = true; // Window active flag set to true by default
7 g$ d# y7 b M% p( Z( dbool fullscreen = true; // Fullscreen flag set to fullscreen mode by default</P>5 b8 \; R8 Z+ s1 Z5 F: R
< >LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc</P>
Y. ]9 {" M$ B$ A) k< >GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize and initialize the GL window4 F7 z) m! t$ n7 f
{# f- y; W' p, d+ F1 }: _
if (height == 0) // Prevent a divide by zero by6 W& P' }# Q5 X; j" J# e
{
( V* a. A2 X# i! v/ t height = 1; // Making height equal One
5 K# c& }, |. Y8 q }</P>
- z6 o8 v8 E2 v o# t0 m/ t< > glViewport(0, 0, width, height); // Reset the current viewport</P>
, B3 Z2 k. `7 l& R8 r' |9 \< > glMatrixMode(GL_PROJECTION); // Select the projection matrix
. G- W5 q, @% h/ n3 g3 N3 N- c glLoadIdentity(); // Reset the projection matrix</P>; S* A; o6 k/ Z" a& C
< > // Calculate the aspect ratio of the window; f3 D1 u5 P) X+ f6 r" {
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>4 C+ h0 W' r1 E3 k
< > glMatrixMode(GL_MODELVIEW); // Select the modelview matrix, n$ ?/ S _" h& S, Q6 k/ L, U
glLoadIdentity(); // Reset the modelview matrix- Y, K' p3 f: Y% Y* [: `9 P9 P
}</P>* T& X- M: t) ^2 E6 g
< >int InitGL(GLvoid) // All setup for OpenGL goes here) J& b4 F' B9 n; H, C& ~: H* B
{
- v" I& }+ Y* {( Q glShadeModel(GL_SMOOTH); // Enable smooth shading
, m& {2 ~7 J* g I# A8 U2 H) z; M% B glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black background
; ]0 ^. j7 }% l4 g; m* N- K% G glClearDepth(1.0f); // Depth buffer setup
* r# n r5 Z$ c7 g+ | glEnable(GL_DEPTH_TEST); // Enables depth testing
1 t+ Z. x* Y/ K glDepthFunc(GL_LEQUAL); // The type of depth testing to do
7 e; N1 ^1 P6 r' ?4 ? B glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations
" l7 s. U* V1 P+ @: n: `" o return true; // Initialization went OK" }+ M* g3 s6 |
}</P> Z# B6 ?; L, q6 ]% F; y
< >int DrawGLScene(GLvoid) // Here's where we do all the drawing
7 _& e, _6 @1 l. m6 }{
3 P1 t' b" h' o6 u glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
4 C3 u0 j& {* T( O glLoadIdentity(); // Reset the current modelview matrix
. _- g9 @( c: R8 ?' l; A- ?( G+ h / V+ t4 H$ O% z
return true; // Everything went OK" q( N' p! {7 ?: O; o
}</P>1 _, E* [! P6 A8 _5 `
< >GLvoid KillGLWindow(GLvoid) // Properly kill the window
6 {3 m) o+ F' _{
8 A- B. A6 r3 ^& }1 @ if (fullscreen) // Are we in fullscreen mode?
' k9 X1 h k" W$ t' }' `0 y {
4 l9 D U8 B# S6 [0 M& C$ W8 ]+ ~ ChangeDisplaySettings(NULL,0); // If so switch back to the desktop" H# u, e8 j% X6 y/ N9 n* q* K2 D
ShowCursor(true); // Show mouse pointer
4 g7 E7 J" o- N }</P>& ]9 {, J$ y% e$ w W5 r
< > if (hRC) // Do we have a rendering context?0 {/ u$ \+ Y9 F
{7 Q" j* t3 P* K
if (!wglMakeCurrent(NULL,NULL)) // Are we able to release the DC and RC contexts?& y+ n' B/ b5 u) r; P8 z
{* K+ O5 M/ W# g+ n, j
MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);$ G* [1 j% U7 q) @; x
}</P>
" o) r! k! y) Y) j1 ]& g3 i< > if (!wglDeleteContext(hRC)) // Are we able to delete the RC?7 U! Q/ k: [ Q' K" l
{( P$ Y- o- I; u- N" q1 G
MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);( [9 ^" D" S" D) y
}
& _+ W0 S, N) N' T1 \0 p hRC = NULL; // Set RC to NULL+ Q- _# ~+ v8 o2 k" q) E8 W5 B. i
}</P>
! U0 V9 D0 F, w- @7 f4 V( E< > if (hDC && !ReleaseDC(hWnd,hDC)) // Are we able to release the DC5 |# Z; y1 R$ x& A; O, B/ x; O
{) V; F" S9 T8 _; ]- }4 m+ i. j
MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);1 u u4 H, d8 A3 K: c7 m% B
hDC = NULL; // Set DC to NULL
8 b, Z- r- R8 m) j* b+ j% n }</P>: Z3 _( _6 g7 P; x! H
< > if (hWnd && !DestroyWindow(hWnd)) // Are we able to destroy the window?
# T1 Z9 D( B0 F+ R {, K( H5 \( _4 V* [
MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
" w! [1 q+ m2 c4 T) T6 w; K" t: B' g# P hWnd = NULL; // Set hWnd to NULL6 i2 z' i. x/ S5 q7 S4 k/ e' I' k
}</P>+ _8 u! N6 ^% N+ l* O/ U
< > if (!UnregisterClass("OpenGL",hInstance)) // Are we able to unregister class
% {& Q& o: ]+ e( D9 D. C {
* E' n. a0 P4 E3 a) K MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
: r8 x% V$ |$ x7 f hInstance = NULL; // Set hInstance to NULL
7 K, u `& E, O- }: Z. P }( c8 [6 O3 w/ `5 }; \. A
}</P>+ k0 _$ d- r! F& q2 k; Z
< >/* This Code Creates Our OpenGL Window. Parameters Are:: F1 O$ f) c9 y, g- l ~
* title - Title To Appear At The Top Of The Window2 s" v& B% V, @9 O2 `* E
* width - Width Of The GL Window Or Fullscreen Mode
! y! F0 p7 P7 g, v& m8 d4 @7 l' L * height - Height Of The GL Window Or Fullscreen Mode# j6 c, {2 G! f2 L
* bits - Number Of Bits To Use For Color (8/16/24/32)) C3 p3 z* h: q% _0 g. g) Z1 I
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
1 J/ l9 F& z( Q$ @! G. y4 S / W+ w9 [' @% L/ e# a, O
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
4 m/ {7 {$ ~/ j{& P' }$ p+ N% L9 J
GLuint PixelFormat; // Holds the results after searching for a match2 g/ R2 A( k5 F* v0 j3 b
WNDCLASS wc; // Windows class structure0 m( I) X2 h6 i4 d7 u7 e1 G _
DWORD dwExStyle; // Window extended style
' j* {: A8 O& L4 Q, H DWORD dwStyle; // Window style2 e3 N: q4 }4 t7 B+ J( H1 n
RECT WindowRect; // Grabs rctangle upper left / lower right values6 ^0 S5 |; x0 L
WindowRect.left = (long)0; // Set left value to 09 M8 m+ \$ Z: f
WindowRect.right = (long)width; // Set right value to requested width
0 e ~4 q) _0 ]. x WindowRect.top = (long)0; // Set top value to 0
3 w" O: F: @3 d" q! w& H/ L WindowRect.bottom = (long)height; // Set bottom value to requested height</P>$ C1 t0 i" ~% w7 a( H
< > fullscreen = fullscreenflag; // Set the global fullscreen flag</P>
% B0 r; w! Q/ g( h< > hInstance = GetModuleHandle(NULL); // Grab an instance for our window
3 A5 b( I/ ^# G* p1 t' [ wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on size, and own DC for window- s4 _+ [1 f8 p) b7 P
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc handles messages
+ p) P. M% }- v wc.cbClsExtra = 0; // No extra window data' p/ Z6 C- Y, A6 b! W$ g1 w% j
wc.cbWndExtra = 0; // No extra window data; P+ @8 M% Z5 ~4 t! h. ~! Z
wc.hInstance = hInstance; // Set the Instance0 I! b9 W# e, f z& F8 p
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load the default icon
9 q/ P9 k# s6 u( P; y+ R wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer
: }3 X A7 X( f% W wc.hbrBackground = NULL; // No background required for GL! e! d2 \$ f" p8 L
wc.lpszMenuName = NULL; // We don't want a menu ?0 m9 u( f; [0 _# m: A3 R! D8 l
wc.lpszClassName = "OpenGL"; // Set the class name</P> Z- t+ b3 b7 n$ P; U& _
< > if (!RegisterClass(&wc)) // Attempt to register the window class
! P5 k+ J. ~* s {8 ^$ I; L: w! s; p: F. Y
MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
9 S8 g- r! N d- o, g! q< > return false; // Return false( F% H3 b# z* D! h! e( p" {
}
3 m" H1 s9 s4 E$ ?3 L
8 \& C9 a4 q$ b( C& J if (fullscreen) // Attempt fullscreen mode?
& Z2 P A# k9 g. `/ W# L {
! Z& @# J0 h# m. ^- E DEVMODE dmScreenSettings; // Device mode
2 v f* f$ f7 ~3 D6 j* v memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes sure memory's cleared
+ z: ]" a6 I$ k P5 ?, s3 B/ A% {/ { dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size of the devmode structure( y/ N4 K) G) u1 X
dmScreenSettings.dmPelsWidth = width; // Selected screen width
8 m" B' v/ t; ^ B9 m' u$ g dmScreenSettings.dmPelsHeight = height; // Selected screen height& ]& l1 @% q* U9 b; E# o- f
dmScreenSettings.dmBitsPerPel = bits; // Selected bits per pixel' \: D$ ^$ u& z4 `, @
dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>
& F1 \! ~# y9 w< > // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.+ y5 F: B8 F% `5 K
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)+ j2 t8 Q: B r5 z: l6 ~
{' Q* `. B; R; ]2 D+ }
// If the mode fails, offer two options. Quit or use windowed mode.
; J3 F6 @& Y7 n, X7 n1 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)
! n" U4 s. m9 @, j! r {
( c8 t; J6 l& j. j2 v9 d+ P8 {5 ~ fullscreen = false; // Windowed mode selected. Fullscreen = false2 I$ P8 _6 n2 Y6 a0 W8 k4 k
}
# m9 l. l6 S3 { else6 q- M- w# w. u, n$ h
{
$ P% h/ J' s1 h8 j/ Q; k& D4 u; v' ~ // Pop up a message box letting user know the program is closing.
! e. d4 U' p: e" R. N( a MessageBox(NULL," rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);1 X" O! q# Y4 ?0 J( G
return false; // Return false
) X3 F$ B3 J, x' d }2 J3 u- ^1 s" ]! T
}! l8 A6 i: L/ x) }: F, r+ j) D
}</P>
3 L* @9 X3 C1 `/ Q< > if (fullscreen) // Are We Still In Fullscreen Mode?
- ]+ v! M& G4 D {' J) N, `; S) H3 _/ v: d" T
dwExStyle = WS_EX_APPWINDOW; // Window extended style
/ ?4 K: x! B- }" Z+ z3 K dwStyle = WS_POPUP; // Windows style
6 ^/ E$ f; l7 f. p9 h! D, L2 E ShowCursor(false); // Hide mouse pointer- ^$ F) G8 v1 P( ]3 y3 e0 D
}# _3 t$ K, x) s4 `3 t
else
) d3 d- [2 O( r& I {' S& r$ q. y& V( I7 k
dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style
. r8 }7 Y9 X9 H dwStyle = WS_OVERLAPPEDWINDOW; // Windows style
% w' n9 T$ ?: Z& W5 _5 P* O }</P>
6 O$ Y$ N" \% ?/ ?# E! y< > AdjustWindowRectEx(&WindowRect,dwStyle,false,dwExStyle); // Adjust window to true requested size</P>9 M& h8 Y9 Y% j" L
<P> // Create the window
B' z/ \8 i9 x* G" A if (!(hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window
: V, X2 N! U( h. ] "OpenGL", // Class name- p6 m7 r$ \0 B# b+ [+ w) s& K
title, // Window title8 o+ M8 [1 W. U& d$ Y+ \. s
dwStyle | // Defined window style/ y6 Q' T0 J* u" M0 k7 @& C
WS_CLIPSIBLINGS | // Required window style
* _! B* h/ k+ Z3 X WS_CLIPCHILDREN, // Required window style* v8 A% Y' z/ y1 q+ Q
0, 0, // Window position
# x5 v( k2 @" m. @8 r k! L WindowRect.right-WindowRect.left, // Calculate window width4 e9 `* e }& j1 ~6 T$ |
WindowRect.bottom-WindowRect.top, // Calculate window height# F8 x, _8 ~; m% k
NULL, // No parent window
* y9 L. [: S; o! X NULL, // No menu* G! v/ v" f6 P$ Q7 A
hInstance, // Instance$ ^" L4 e9 v! e3 n- Z# A0 T- e
NULL))) // Dont pass anything to WM_CREATE, G! W) R3 ^5 r: t/ u& P
{9 F2 _$ t4 a5 E* s
KillGLWindow(); // Reset the display
C8 n! l+ F3 n% k MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);1 r; l" }$ J v& Z3 m) y# @- x
return false; // Return false
) `( r( J8 H8 o q* W+ t }</P>0 Z! \1 k. n: g2 e T# ]
<P> static PIXELFORMATDESCRIPTOR pfd = // pfd tells windows how we want things to be
3 L1 a1 G, b0 J( H {" Z L5 |! N8 B% Z+ Y0 O8 B4 p
sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor
' D* f# u0 O4 R 1, // Version number
) x% F4 B0 @3 I7 M PFD_DRAW_TO_WINDOW | // Format must support window3 u0 k% X+ ]" P8 ]) O
PFD_SUPPORT_OPENGL | // Format must support OpenGL
! B& l: N0 J x PFD_DOUBLEBUFFER, // Must support double buffering) z C }6 [* E; z( Y
PFD_TYPE_RGBA, // Request an RGBA format
" { }! b- T2 D% z$ U" }) x bits, // Select our color depth6 a! f h+ P2 c) ^
0, 0, 0, 0, 0, 0, // Color bits ignored/ \9 I: Q& l$ ?
0, // No alpha buffer' Z$ n( T# x( w0 N
0, // Shift bit ignored: D; C4 A5 Y" U
0, // No accumulation buffer
" J! t2 z+ D% A* e& B2 x 0, 0, 0, 0, // Accumulation bits ignored1 T( @) i" C& k; N& @6 ^
16, // 16Bit Z-Buffer (Depth buffer)
! `8 O F7 o- p3 U% y+ v& O; \: O- s+ ` 0, // No stencil buffer" N. B5 |6 m/ h# J- g( J0 r4 Q J
0, // No auxiliary buffer
( F+ l' \+ z7 \) i R PFD_MAIN_PLANE, // Main drawing layer. \. H# V" s* h# I9 @; e, k
0, // Reserved
7 A0 P$ c) G/ i6 K! Q 0, 0, 0 // Layer masks ignored
8 K, _$ r/ ?6 a0 [/ V1 _ };3 B. f" f' N- a- v _ ^/ d6 n% q2 [: W& B
+ l$ |( o3 R* s. o
if (!(hDC = GetDC(hWnd))) // Did we get a device context?$ I% t& [* L, ?1 W
{8 m' C* ]- D$ W2 f0 O9 H7 y
KillGLWindow(); // Reset the display8 q1 S% q) V, n5 G' C
MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);) Z6 L" H0 W3 { B( g: q- d
return false; // Return false' q6 m- A) \3 f( G' t
}</P>) d. k( M; f& [1 L, B
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&pfd))) // Did windows find a matching pixel format?
5 r) \* O ~( P2 i" I" W {
, O/ j# A. q7 {7 P& m9 a6 H* M* S KillGLWindow(); // Reset the display& G. }& I5 H& [
MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);: G5 ^* N6 |, a$ z
return false; // Return false8 k; ^6 k1 b* a# E: J
}</P>+ ^% K% X! M7 `2 X. d% C8 U" k
<P> if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are we able to set the pixel format?8 [) ]1 U9 k" n( X- Q- ]! E, g9 o
{
" i! [( N% p5 l) _, u KillGLWindow(); // Reset the display n7 O* ]5 e! {( J2 q4 y& o3 |
MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);5 `1 Q7 E9 y6 m3 W* b0 e
return false; // Return false' Z, G# {5 g9 L- F! {
}</P>
6 M' c, d% c; u4 g8 ^: ^! h: f<P> if (!(hRC = wglCreateContext(hDC))) // Are we able to get a rendering context?
4 b" I' M4 b' o1 O! W. Q {
1 q3 G. C* x- N) I! G& I: [/ F; ^/ d/ a KillGLWindow(); // Reset the display0 q+ t( q& h, @$ x* Z
MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);9 q: ?/ t' `: H% ~) D! W1 m' X2 q
return false; // Return false
' k& y7 u3 k- R# k3 m }</P>9 [7 S( z c {
<P> if(!wglMakeCurrent(hDC,hRC)) // Try to activate the rendering context
( c8 A; F9 r% [9 T& l7 O {
6 B( Y* ^; g% } l) o0 O" z KillGLWindow(); // Reset the display% \. C: O: E, X- p X3 b/ g
MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);$ z3 p8 @% [1 P, H0 G
return false; // Return false. ?( ]' p3 M0 E2 a6 [- u3 f
}</P>
/ C m, G6 J# R) U) s. e. H<P> ShowWindow(hWnd,SW_SHOW); // Show the window
: P$ ]: M# M4 n9 G! E& g SetForegroundWindow(hWnd); // Slightly higher priority3 C& N; A1 T; Q! s. |. q
SetFocus(hWnd); // Sets keyboard focus to the window' P, [1 i& Q) T3 f9 P8 b, T
ReSizeGLScene(width, height); // Set up our perspective GL screen</P>9 c0 | }+ o% }( `
<P> if (!InitGL()) // Initialize our newly created GL window
) F6 e/ C' _4 p/ c$ I {
; }5 z" L* z5 {1 q, r1 { KillGLWindow(); // Reset the display
- H5 o4 ^4 L, t. D& T9 p7 L MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
8 b, X$ t/ p9 B; j/ N r2 ? return false; // Return false
6 [8 g; w8 @* Q3 e }</P>
# m% U+ U- C; b" b* a- d& p, Q<P> return true; // Success
2 O9 _- ^7 {, o5 N% Z# P; {}</P>9 }3 Q6 R+ e- o% O/ N8 I
<P>LRESULT CALLBACK WndProc(HWND hWnd, // Handle for this window
) Y4 r2 N# Y/ ? UINT uMsg, // Message for this window
( b1 R' O$ K) V WPARAM wParam, // Additional message information
( Z( H& D6 S/ Z: h( B/ j, i LPARAM lParam) // Additional message information8 u; V$ J% z# V; T$ }
{% }& M5 z! N$ h5 _- M
switch (uMsg) // Check for windows messages
1 ~. J' W2 S" z8 L Z3 w {' T' e8 Q8 O% f
case WM_ACTIVATE: // Watch for window activate message
5 r8 S4 L/ W6 }) ~+ } {
8 W" U/ c2 i& U& `) E" W: H if (!HIWORD(wParam)) // Check minimization state R, N4 W' K( Z! I& t. i% D6 W3 S
{' ~( ] r8 j' m' i9 _
active = true; // Program is active
0 N& [6 _7 U J9 n7 c( e% c2 D }
% h5 [9 A( i6 l* s4 v else
: r3 N6 W* m( d; _ {+ z; z4 l+ \9 A1 M |, `
active = false; // Program is no longer active; x) ^/ }4 w- {3 y
}</P>
' U( q" h: _% b8 ?<P> return 0; // Return to the message loop
. M S5 l: `: J# ~1 g }</P>
; L- P: u2 I' y0 T* b) W<P> case WM_SYSCOMMAND: // Intercept system commands6 K0 M0 z( b- [+ |
{5 H0 Z; k8 p/ J0 P( y, a
switch (wParam) // Check system calls% Z4 y _- F7 w5 h; f
{2 |/ X' a/ x; p3 ^
case SC_SCREENSAVE: // Screensaver trying to start? v7 o! y$ l) @ {* K* W
case SC_MONITORPOWER: // Monitor trying to enter powersave?
. Q& w9 a; G) P7 X return 0; // Prevent from happening
) E' S# ]( q2 q7 w3 Z& @. X }7 p3 ?( H* i- u: D5 H. t
break; // Exit _, j; A; D# V z5 U
}</P>. n' ]# a! e& p( _, ~0 i1 y W
<P> case WM_CLOSE: // Did we receive a close message?
) t! f7 q3 R8 c) U B2 w {5 I3 J3 a2 K% _2 L
PostQuitMessage(0); // Send a quit message$ N& b z3 Z8 p9 q6 j! k$ r4 r
return 0; // Jump back$ c9 I. b* N- ?" U
}</P>
- [4 u- V5 O2 v4 ~/ \<P> case WM_KEYDOWN: // Is a key being held down?+ J: {$ _; {( b, ^7 H; a2 x8 i$ n) N
{
1 G- Z3 n$ R+ ?9 \7 u keys[wParam] = true; // If so, mark it as true
$ W/ }/ Y0 W! t: s return 0; // Jump back/ M3 A% a# [2 R- o
}</P>, s, C6 ~( L; k, w) _2 ]6 T
<P> case WM_KEYUP: // Has a key been released?
; W! _1 S& [( C8 D. s7 M, c; t {
$ d7 R8 U# x! C keys[wParam] = false; // If so, mark it as false
( Z. h3 v3 M6 ~. r( k% N return 0; // Jump back
8 w9 Z# X/ E/ [6 r% f# `7 k }</P>( J# r" H) p% E" [6 k
<P> case WM_SIZE: // Resize the OpenGL window9 b! x& G- f% {
{
2 H* y) n8 _0 y+ q ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord = Width, HiWord = Height3 }3 S/ p, ~& e0 n; p
return 0; // Jump back. o7 m2 r" P# |4 w) T
}+ d. G9 \/ C5 E" ~- A
}</P>
m. J0 V# N( y0 L4 `+ p- d6 I<P> // Pass all unhandled messages to DefWindowProc
+ U2 x6 Q# `/ B0 h/ i; |: O return DefWindowProc(hWnd,uMsg,wParam,lParam);
3 b, ]! F* E$ _! q. ~0 C$ [}</P>
* h& e/ t4 c1 l8 q' o9 z! o: w- P<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
7 G, ^4 e: o( u6 T2 g4 }{
- w- o& e* g2 Q9 i MSG msg; // Windows message structure
* e9 @7 o: u; \; `0 G2 w2 }; H9 w' U( h bool done = false; // bool variable to exit loop</P>$ [9 s4 S! w- P; S0 K8 d; h
<P> // Ask the user which screen mode they prefer
9 B0 |: r; r6 i4 x, C$ F6 l if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)/ g- E" L% o O' F# ]3 j/ F4 o
{
! R8 l; }% G& { }, p+ H fullscreen = false; // Windowed mode
2 W& o: o( J6 ^; z }</P>; _0 }4 [1 @9 i7 t
<P> // Create our OpenGL window
5 b5 f7 B( O( C3 l- W T+ n0 m6 E if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))& i; S k! }1 @" d
{
9 n, l3 d/ _7 T- @. H8 \1 m$ p$ x return 0; // Quit if window was not created
) k6 c/ a2 a i: Z }</P>
, J# r+ M7 a# V<P> while(!done) // Loop that runs while done = false8 F$ P! R2 {% s2 g
{
6 S0 i* i8 M( U6 _, n; X5 Q if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?7 h+ `3 ^2 M# y& N
{
; C$ i, ~# ?* z0 m0 J if (msg.message == WM_QUIT) // Have we received a quit message?
3 {: \+ y) E9 ^( j {/ E) H9 [( d/ m, s" w( X J
done = true; // If so done = true
6 r* E2 J1 w7 R L9 e O }& E. L1 p' b) N E
else // If not, deal with window messages! q* ]. G" U2 e) L
{1 Q( L/ x. l: o6 |5 ]! _8 B
TranslateMessage(&msg); // Translate the message
; A2 ?! k: O5 n0 r. P DispatchMessage(&msg); // Dispatch the message, }7 R+ f/ Y" R8 t" |: g# ^
} I! p9 j5 z7 F: M/ y
}/ N! @, t6 q" c& y# `+ ^( m# o( u
else // If there are no messages
, ]6 I% i$ q0 e( T1 L+ i {
$ v* F! \5 n# a0 g; a // Draw the scene. Watch for ESC key and quit messages from DrawGLScene()
0 h c7 T9 i9 X7 i if (active) // Program active?" s% c' L: S* g& L2 D0 p3 _3 `
{
3 q( [4 p; N( U if (keys[VK_ESCAPE]) // Was ESC pressed?1 T' \, W3 x: `9 Z- L
{' }+ m, A8 ?6 P* h: \
done = true; // ESC signalled a quit
; Y2 E4 N0 Q& z X; |' J }( u' j7 z# g { V
else // Not time to quit, Update screen
+ p9 R0 E! a; z# X2 k( c {
! u9 y; ~. j8 t3 R DrawGLScene(); // Draw the scene: O6 ?' y# c3 d; x
SwapBuffers(hDC); // Swap buffers (Double buffering)
( v: \2 k; a( m1 ~. W }
4 v6 ?8 g6 b+ `0 k* R3 ~$ X! [ }</P>) B0 e" e# z3 u# v' E$ D* z. S
<P> if (keys[VK_F1]) // Is F1 being pressed?8 k$ M u' }+ `9 e! ?3 \
{2 F# a$ ~ m, C4 E5 X2 P, J
keys[VK_F1] = false; // If so make key false
& c9 e' ?% M& G6 U1 T9 U KillGLWindow(); // Kill our current window3 }0 ~6 L7 I2 M3 a2 \* v
fullscreen =! fullscreen; // Toggle fullscreen / windowed mode8 C- M7 S. ~, g- _0 } O
// Recreate our OpenGL window
) ~- {- |0 }4 w' h6 K: I% F7 r5 U if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))0 \$ D& P0 ?! E* B
{/ I" q. Z/ o. m4 Q; i6 i* P! _; Z
return 0; // Quit if window was not created! m8 d2 {& K" E
}0 C0 b+ r9 J3 A' v- K [: ^
}* l' S( y, n! e) I! L
}
8 @, N, I& N0 v2 r }</P>
; l& q: _2 H, }6 t+ I<P> // Shutdown
6 C4 {0 X+ ~( Y$ Q+ H KillGLWindow(); // Kill the window) V7 W/ t, I: M
return (msg.wParam); // Exit the program
4 e" s' ]; J6 f! E) W}
# T! I$ D- C* i5 X- ?//---------------------------------------------------------------------------</P> |
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