- 在线时间
- 0 小时
- 最后登录
- 2005-3-3
- 注册时间
- 2004-9-30
- 听众数
- 1
- 收听数
- 0
- 能力
- 0 分
- 体力
- 87 点
- 威望
- 0 点
- 阅读权限
- 20
- 积分
- 29
- 相册
- 0
- 日志
- 0
- 记录
- 0
- 帖子
- 6
- 主题
- 3
- 精华
- 0
- 分享
- 0
- 好友
- 0
升级   25.26% 该用户从未签到
 |
< >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 ~( F1 p8 x$ V+ `2 T6 `- a' b< >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>5 h) q7 I7 R( z; K% z
< >//---------------------------------------------------------------------------</P>6 V- p- ]" z0 B( }7 _7 g4 H# {
< >#include <vcl.h>
6 e+ |7 B' Z1 U% y! [) o' \#include <windows.h> // Header file for windows/ C/ b' P% d( U# M+ y6 Z# F4 n! F6 i
#include <gl\gl.h> // Header file for the OpenGL32 library" ^3 b# g3 U( i6 {7 f
#include <gl\glu.h> // Header file for the GLu32 library
' N: |. k0 y% |. k, k#include <gl\glaux.h> // Header file for the GLaux library
* E o( _% d1 f" s ]( f. u#pragma hdrstop</P>
# p7 F! F8 T% k< >//---------------------------------------------------------------------------1 d7 W3 y- U% V
#pragma argsused</P>
$ _$ j: e$ S4 k3 z2 I< >HGLRC hRC = NULL; // Permanent rendering context7 m8 x4 l: f& E3 y
HDC hDC = NULL; // Private GDI device context
4 S% D j; [- mHWND hWnd = NULL; // Holds our window handle) _( X0 o3 c' y8 j
HINSTANCE hInstance = NULL; // Holds the instance of the application</P>
7 _$ h$ r7 u/ j4 G) ~$ F: x* u< >bool keys[256]; // Array used for the keyboard routine7 A" D& _/ ]) @& N' O
bool active = true; // Window active flag set to true by default0 z7 C% T" _# O8 o
bool fullscreen = true; // Fullscreen flag set to fullscreen mode by default</P>
& f7 c0 Q7 V y' X/ m: R< >LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc</P>2 j% l* G- f7 Q9 L
< >GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize and initialize the GL window
1 t3 W' q0 ?4 t6 l4 s{
D' y( {: Z3 l9 W6 k- j3 R if (height == 0) // Prevent a divide by zero by! b9 E( m% l3 e2 G* j; E
{
! [. ?* X5 Q$ A" K1 \3 ^2 _ K. l# q height = 1; // Making height equal One
( W7 M2 D! E9 C8 B0 O1 w }</P>
$ f4 R& Z9 i; _8 t< > glViewport(0, 0, width, height); // Reset the current viewport</P>
/ O- v1 Z% K1 H- K< > glMatrixMode(GL_PROJECTION); // Select the projection matrix
2 \5 f% N. k) R) t, Z glLoadIdentity(); // Reset the projection matrix</P>
% M3 k4 Q% Q, Y$ |% \, w( f< > // Calculate the aspect ratio of the window
2 k; a) K* I5 k. s9 r; Y gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>6 e: t$ g+ ~1 b
< > glMatrixMode(GL_MODELVIEW); // Select the modelview matrix
8 {/ `- J: j" M glLoadIdentity(); // Reset the modelview matrix
; |* z( V% ?0 E# [- L! g& I) s}</P>+ I1 F" T. b* [" m8 m
< >int InitGL(GLvoid) // All setup for OpenGL goes here
- A Q: B) z4 O{' h, R8 X& h# a% b
glShadeModel(GL_SMOOTH); // Enable smooth shading p q' B% v% O: q" a8 X
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black background& F" ~& \9 e7 `, A2 h, r
glClearDepth(1.0f); // Depth buffer setup
4 O% E! I) ], t3 k glEnable(GL_DEPTH_TEST); // Enables depth testing
1 R: M4 ?- Z; O4 E- \5 t t glDepthFunc(GL_LEQUAL); // The type of depth testing to do+ |5 S5 E3 s- j# D0 H! @: I# J, u
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations
, _: V4 A& U9 k( o5 U) o+ ?" d( H return true; // Initialization went OK, y, G. _- z2 Z8 L& ^8 A9 V
}</P>
: n8 L) b( m% |- Y4 Y/ X$ t< >int DrawGLScene(GLvoid) // Here's where we do all the drawing. y6 m0 k& A5 j) U5 j
{! D% O. ^. p2 e5 E, U% v0 o) k: y
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer; ?6 p" ~1 B! g+ Y( J& Z( f1 m) J
glLoadIdentity(); // Reset the current modelview matrix6 f! {6 P! D1 U' Y9 f l4 h
% l$ k6 U/ u" A$ S$ [' y2 F; h( A4 e return true; // Everything went OK
2 T4 j) q1 v- L0 A0 A4 y}</P>
* j: O- e8 B0 s3 B4 B6 N1 v% e< >GLvoid KillGLWindow(GLvoid) // Properly kill the window
, ]9 P4 ]. t. i& Z, T8 J0 s{
7 g. t8 W* j# Y2 n; g' \' I if (fullscreen) // Are we in fullscreen mode?7 L5 s; `5 }! H8 `! }
{
8 x: A# D- t6 d/ U) x0 C2 o7 z ChangeDisplaySettings(NULL,0); // If so switch back to the desktop0 O3 Y$ O# T1 e0 z4 J
ShowCursor(true); // Show mouse pointer9 l) w" {- a7 w$ M
}</P>- o& X5 V5 q% t" n1 `
< > if (hRC) // Do we have a rendering context?
0 N. M; c$ {$ |# h2 A' D {9 |9 @( |4 V# H& b T: k7 V
if (!wglMakeCurrent(NULL,NULL)) // Are we able to release the DC and RC contexts?
4 s9 b4 @+ l0 [" _- S {0 @% r8 Z: N- q
MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);( n' e7 H( R# O* D/ O7 @0 f3 Z
}</P>, T+ U) ~( S7 w! U$ Y; g
< > if (!wglDeleteContext(hRC)) // Are we able to delete the RC?& m8 c0 U2 K! \& o7 W3 y+ o5 U
{8 H7 ^5 _1 m9 @6 ?
MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
) t$ ~& u1 ~1 C& y. X }
8 @ \2 {$ o$ Q4 K' }; ~ hRC = NULL; // Set RC to NULL
: F" d- T0 r8 x* @3 E! O }</P>, K+ t( U; f: i6 O0 k6 P1 y g$ v
< > if (hDC && !ReleaseDC(hWnd,hDC)) // Are we able to release the DC C D% P: M8 _3 p) n2 p9 C
{
' l9 E; u4 b9 t! O) O& _/ @ MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
0 H6 B5 L4 ~* y, D, o hDC = NULL; // Set DC to NULL& F0 ?, I4 R$ R0 n1 @$ E$ U
}</P>) n1 f' d; m, t& J8 M3 g
< > if (hWnd && !DestroyWindow(hWnd)) // Are we able to destroy the window?/ a, } E1 X4 N2 {6 Y
{
4 y5 q; w/ b% P# |+ b MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);' t6 Z% r3 p) U
hWnd = NULL; // Set hWnd to NULL1 ?9 l% ?' Q7 I& i3 t. R1 o. N
}</P>: C& r! J0 K) b- }7 v6 I% G% h
< > if (!UnregisterClass("OpenGL",hInstance)) // Are we able to unregister class
# r, h" G6 t7 W- ]& f# N, R. M* J {
% V+ X2 Z; e# P9 \' C) | MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);3 C v' I2 b4 c9 U6 d2 k9 \6 ]( X0 N
hInstance = NULL; // Set hInstance to NULL
% B% m9 v9 y% R" N7 x }
% [3 J3 `& p0 [& U. O3 L& [}</P>- B# @8 r" r- B$ ^! R/ O
< >/* This Code Creates Our OpenGL Window. Parameters Are:/ ]/ N- F( G) V4 c6 p! |7 g: i7 m1 U- J* [
* title - Title To Appear At The Top Of The Window# Z! }* M( G& p- a" D; I4 ?0 ?
* width - Width Of The GL Window Or Fullscreen Mode
- u3 x. `2 g% J * height - Height Of The GL Window Or Fullscreen Mode
1 _- i- w% L5 ^4 `+ W' ~# { * bits - Number Of Bits To Use For Color (8/16/24/32)/ c0 r! F! O# ^1 D' `9 z) X+ h
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
& b" m! s8 P2 D6 U( Q+ R . [, h c0 p: k# R9 i# ]" b
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
6 x6 P; i9 ~6 e) ^+ W1 A{3 q3 |, S# i6 @0 O
GLuint PixelFormat; // Holds the results after searching for a match
8 l* c# W) X1 @6 Y WNDCLASS wc; // Windows class structure% _/ o- C4 b" Y& e3 G2 _* n
DWORD dwExStyle; // Window extended style
. O7 h+ P2 u. v) w% ~ DWORD dwStyle; // Window style" H! S; C0 [7 o- \' r) M$ [
RECT WindowRect; // Grabs rctangle upper left / lower right values3 t: K5 R0 R7 u' X6 h3 a
WindowRect.left = (long)0; // Set left value to 0/ u' \, b9 S" C; o4 W* C
WindowRect.right = (long)width; // Set right value to requested width
9 r, k4 z( i4 K6 s8 G8 ^ WindowRect.top = (long)0; // Set top value to 0
+ \. c+ J- u# }5 X5 @, @7 c WindowRect.bottom = (long)height; // Set bottom value to requested height</P>
7 E/ O" X& }. i6 ^. J( [< > fullscreen = fullscreenflag; // Set the global fullscreen flag</P>, J9 h1 H6 F" B4 Y
< > hInstance = GetModuleHandle(NULL); // Grab an instance for our window& {5 |" B/ g+ |5 Z# g0 l
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on size, and own DC for window9 O% ?% g1 U$ m! l* N/ @% {
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc handles messages
0 ~; T' t: y+ G8 c( s) | wc.cbClsExtra = 0; // No extra window data
4 B# d/ |) b6 e5 h8 y: E wc.cbWndExtra = 0; // No extra window data9 l* O. L0 u* j* y! Y7 r5 j
wc.hInstance = hInstance; // Set the Instance
! U' X# ^' R1 Y wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load the default icon
1 [2 F- \7 J- o- Q wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer- V. X7 e; {& p p: E* ]" b# X# ~" |
wc.hbrBackground = NULL; // No background required for GL/ @2 z% m0 q# v( M, V/ _6 w
wc.lpszMenuName = NULL; // We don't want a menu$ C) r2 j) g% T/ t9 \" ^9 i
wc.lpszClassName = "OpenGL"; // Set the class name</P>
3 t, E. n7 \0 V$ @< > if (!RegisterClass(&wc)) // Attempt to register the window class" }; F N! C8 p3 @: U m
{* D8 ]7 c7 y2 o8 \2 P9 N5 ?' }- U
MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
; j9 ]* A3 a" Z8 K# g/ o< > return false; // Return false
4 b# m- n- D1 r9 S! V" v) I }
, `# i7 u; j: Q( z6 `5 k
3 Z5 B) y, |- \7 @, [! Q if (fullscreen) // Attempt fullscreen mode?% b# C7 V1 o+ r1 P; m# V2 N
{% B- t5 {( l& h# A
DEVMODE dmScreenSettings; // Device mode
5 n0 Q* h. l. y0 F! o5 r memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes sure memory's cleared& E! e9 a- s5 M' t5 \, ^
dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size of the devmode structure/ e9 I! U. y8 c9 N- Q8 ^! C" w
dmScreenSettings.dmPelsWidth = width; // Selected screen width1 W" ^5 L/ W; }9 d- ^8 Q
dmScreenSettings.dmPelsHeight = height; // Selected screen height8 A5 o9 l2 C( C8 N5 ^$ g
dmScreenSettings.dmBitsPerPel = bits; // Selected bits per pixel
9 V4 ?) p& e" L5 T dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>. O; E. o6 p) i% p h$ Q- u
< > // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
! s' ]; G2 a+ l% R+ ^ if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)# E$ I1 X( s% f; T
{
. o5 b. d) e/ }# f- j% g // If the mode fails, offer two options. Quit or use windowed mode.* m5 b7 `5 k$ M; H" g8 N
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); F" G, w% ]2 ^) B6 s, w
{4 O6 M& a5 x; r8 {1 _
fullscreen = false; // Windowed mode selected. Fullscreen = false
, {" `" ~. O% d7 M$ m1 b/ |9 Z }
+ }, V, s" v5 V ^' @$ \ else8 x2 ^- p2 {; U5 S
{6 K6 d% x" t) n6 @3 s3 X& d$ ]5 x
// Pop up a message box letting user know the program is closing.. z& d/ I+ m& g0 x- y
MessageBox(NULL," rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
# Y \8 Q1 F. Q& Y return false; // Return false3 \: F$ }' R0 d, M4 F" H
}6 ~0 d. a4 B: D& C
}/ x; f+ `2 R, j6 E0 P0 u0 E& A
}</P>
. R& [! p& @) a- E, [< > if (fullscreen) // Are We Still In Fullscreen Mode?
5 {# ^) q& z L- ~ {
]6 F* `6 f* W- D5 R7 A dwExStyle = WS_EX_APPWINDOW; // Window extended style4 {+ z! P, \( W' B" q6 Z0 t h
dwStyle = WS_POPUP; // Windows style/ i, }" D/ n+ q/ I
ShowCursor(false); // Hide mouse pointer
" ?2 a/ ~6 q" O( J* j) }. c2 J8 ? } b3 }# q0 a7 Q; R2 v# S
else9 u6 e) l1 a) c" U$ m
{
' [" Q( e0 d; q# A dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style i7 `, q! s% `+ H9 z
dwStyle = WS_OVERLAPPEDWINDOW; // Windows style, R/ }8 ?8 q' i' W7 N2 ^: _
}</P>5 _! A0 b: e# J
< > AdjustWindowRectEx(&WindowRect,dwStyle,false,dwExStyle); // Adjust window to true requested size</P>3 |1 K. ^; b# e
<P> // Create the window
( v0 o% j& n4 m, \. B if (!(hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window( k7 U a+ v' }/ m
"OpenGL", // Class name
0 X' j$ x9 M4 Y+ @6 O; | title, // Window title7 w: L8 ?' |7 F. T+ i2 [/ B
dwStyle | // Defined window style
% t. ^) P+ V' R/ D/ e& ^" Z WS_CLIPSIBLINGS | // Required window style
5 a3 v' T! q% c- E' S, G2 n WS_CLIPCHILDREN, // Required window style ]3 B+ h% @; R' o
0, 0, // Window position1 K. ]' a g2 O- d& _8 b
WindowRect.right-WindowRect.left, // Calculate window width; v- C {. y- h A% Y! y
WindowRect.bottom-WindowRect.top, // Calculate window height' Y0 C2 s, `. R- v% x4 \* r
NULL, // No parent window
0 k& e4 ]6 e0 ] NULL, // No menu% X. P9 ^: O! x# o- O* Q( }* b
hInstance, // Instance$ ?# C' E4 M; U. B& V
NULL))) // Dont pass anything to WM_CREATE
; }. ]1 H3 b8 t& Q) ^/ p {
6 X; S, G4 |/ O+ S3 }0 n. L KillGLWindow(); // Reset the display
. D w4 `- g5 O# V2 Q MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);2 Z {/ F/ @$ A1 U2 ~* m. }: s# ^
return false; // Return false
' `% T6 |9 L' r2 y) G }</P># F/ A6 c+ i" U4 r. ?
<P> static PIXELFORMATDESCRIPTOR pfd = // pfd tells windows how we want things to be
5 A$ D h, Z' w {
& L1 M* ]% k; Q$ V" e3 u sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor
( n: l, s+ d/ _& E! N* y d 1, // Version number
- t5 |8 C/ K1 k0 L PFD_DRAW_TO_WINDOW | // Format must support window- Y5 i L) @$ S6 E! S% i
PFD_SUPPORT_OPENGL | // Format must support OpenGL
R! Y& H$ A- H# j8 X, q, k" Z9 D PFD_DOUBLEBUFFER, // Must support double buffering8 M' z v# S# C8 a
PFD_TYPE_RGBA, // Request an RGBA format1 y( }! P3 J; s& @( G
bits, // Select our color depth8 j% R q" c5 C- Z- ~
0, 0, 0, 0, 0, 0, // Color bits ignored
8 [; i! q) v( W) J 0, // No alpha buffer
0 f# b3 t* M4 x# F+ ~; k" h 0, // Shift bit ignored6 n6 ~6 G2 `, Y1 n5 `7 D, {! O5 Q
0, // No accumulation buffer
* E8 Z/ ^+ ~- j- S8 V" \ 0, 0, 0, 0, // Accumulation bits ignored# |& v4 m+ s( E. k; _* r, Z
16, // 16Bit Z-Buffer (Depth buffer)
, u4 @- v0 U# Q( @$ j 0, // No stencil buffer
! U5 j/ P9 [. D2 D 0, // No auxiliary buffer$ Q' A$ z3 U/ S0 ^- A+ K; `% y6 Y+ G$ S z
PFD_MAIN_PLANE, // Main drawing layer6 N; b* `; p0 x+ s0 b/ f# ^
0, // Reserved, \4 x" {( w9 c/ W- d
0, 0, 0 // Layer masks ignored
7 O' t7 C) j! q/ s& d };
4 y: x' ?) L6 X& A
/ s# r1 S- F. S& I: M# }# J5 e) ~ if (!(hDC = GetDC(hWnd))) // Did we get a device context?( W: H" R2 K& m2 P w$ Y
{ E' a8 P% {' Z& `- W( T m9 ~2 ?
KillGLWindow(); // Reset the display
8 D s& c7 `* t# @2 Q) v8 x9 | MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
$ w0 z1 ?/ e% }8 h9 x$ C return false; // Return false
& J# P* ~8 V5 y }</P>
8 x* E n# n) J<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&pfd))) // Did windows find a matching pixel format?
% x. g' A' [5 d3 R) K, @. `9 M! j {1 e4 P- R5 Y& E& i5 C$ R% ]! X
KillGLWindow(); // Reset the display
' F) }( y! n- \$ a4 j1 H MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
9 D8 u" o. q! y. Y7 f/ f return false; // Return false$ ?3 j, k2 ~' G- A
}</P>' F/ [& g/ @: V$ X! L
<P> if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are we able to set the pixel format?0 x1 \: j/ U4 ]" f2 D6 Z# k
{
/ I% y! o( e/ `/ N7 C/ o0 C KillGLWindow(); // Reset the display
1 X* V" U! v7 Y& I$ j8 y( b MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
# ]7 K. y& [2 o! K- L' B return false; // Return false
% }" Q; u0 M1 g/ T }</P>& G8 A2 |7 z5 c+ m7 T- T9 V
<P> if (!(hRC = wglCreateContext(hDC))) // Are we able to get a rendering context?
- K Z. H) I, t1 T, y; U/ M {
- c5 L- I) v `3 e$ \: o! h$ K KillGLWindow(); // Reset the display
- D) t) R/ Z+ x# U1 I. C MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);/ c9 h0 A# T7 h8 [
return false; // Return false0 E- p! N% `- U) Z* \6 o! t
}</P>
! O0 Y# t% Q' P7 {* I7 K<P> if(!wglMakeCurrent(hDC,hRC)) // Try to activate the rendering context
$ h8 c: M$ X* t1 y {
: ]% _& N u2 v6 ]1 S1 R# ^ KillGLWindow(); // Reset the display
4 A" U% {* J9 Y% k MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
# K, a. r+ Y3 \% t3 d0 Z( w return false; // Return false) s# ]& A- p$ w% f0 G- q
}</P>+ w- U: B' D8 L* ]6 |4 ?( H
<P> ShowWindow(hWnd,SW_SHOW); // Show the window
( o8 S: m: C( y9 Q7 }" q& [5 `& H% p SetForegroundWindow(hWnd); // Slightly higher priority; `, W4 i# _7 `( S4 C {- U; H8 {1 ^
SetFocus(hWnd); // Sets keyboard focus to the window
5 B& h- ~5 R4 _! K: u2 d ReSizeGLScene(width, height); // Set up our perspective GL screen</P>( A+ K# w# i- X, l
<P> if (!InitGL()) // Initialize our newly created GL window
7 [2 W" _) h/ e4 O {
6 P2 g! w+ [& P( u6 T KillGLWindow(); // Reset the display
0 @/ p( b5 l2 l9 S! z MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);% C7 z9 Y3 [; ^/ ]
return false; // Return false
6 g$ Y0 K5 k1 D4 R }</P>
0 t" T4 `# E3 E: j o1 Z1 H+ X# r<P> return true; // Success
" x# ^8 k" W; ^% S% m* r}</P>6 o: ~% v- T9 r6 `
<P>LRESULT CALLBACK WndProc(HWND hWnd, // Handle for this window+ H& l- `* ? e5 \3 {
UINT uMsg, // Message for this window, }# N' M( ~% N( l
WPARAM wParam, // Additional message information
( o( Y4 w( `3 K) s; R: M LPARAM lParam) // Additional message information, S7 u1 N; \, L( @% a
{/ t, n. |' G4 ^9 y, ?
switch (uMsg) // Check for windows messages! c% e. f( J; v6 e# O' j& V
{3 p, m+ P; d/ w
case WM_ACTIVATE: // Watch for window activate message+ x8 s3 n; u* y+ {4 L4 I; T$ U
{& H7 i# P( j9 t- ~/ }" Q4 G
if (!HIWORD(wParam)) // Check minimization state
9 O! D N( D; z( m {
$ i" _! Y8 p# o2 o active = true; // Program is active
* b/ a5 F6 ~" X% C }2 P5 ^( g1 d7 @/ x
else
% W; [# q; w1 n {
4 F# v' I' z: y I$ ] active = false; // Program is no longer active7 g- \* K- E5 Y4 V7 J9 [" b
}</P>
7 a) c! S+ I8 o) E<P> return 0; // Return to the message loop
; Q Z: l4 |% m8 d/ ~ }</P>
. n5 S3 {5 x$ f" P( H: t2 K- H<P> case WM_SYSCOMMAND: // Intercept system commands3 x' V/ ~- a( U4 e
{
- C s1 T4 [* L+ }2 e" ~7 |4 g switch (wParam) // Check system calls3 Q8 x2 h4 {( L% i- f0 P
{, T7 I7 E; y7 S) S3 Y
case SC_SCREENSAVE: // Screensaver trying to start?
7 I2 p6 q+ h) C; n case SC_MONITORPOWER: // Monitor trying to enter powersave?
, q% t: B, y7 J0 s return 0; // Prevent from happening
8 M7 P# }! V6 C$ d5 u2 k* f0 s" l }% C. w* k9 P E2 {
break; // Exit
% c. y+ q# l( D B }</P>
, U; [; {1 i, x% A: m; d4 P+ p<P> case WM_CLOSE: // Did we receive a close message?
% T Y5 E% b8 X& u" g% [ {# n$ M7 L, H" x+ Y& X9 j
PostQuitMessage(0); // Send a quit message8 R( j0 @5 O. E( N! Q
return 0; // Jump back
0 M W3 u) _/ `* N }</P>9 j3 J# s/ r) X
<P> case WM_KEYDOWN: // Is a key being held down?
5 {" X! d4 X- G/ b) B) s1 c; N& Q# } {5 w+ o% I+ H$ f/ k
keys[wParam] = true; // If so, mark it as true
! M- O/ N. @8 J+ C, p8 j! g- \ return 0; // Jump back
0 x# m! g0 ^) z1 H% D }</P>
7 x+ {: O4 [/ \+ Y" m+ D<P> case WM_KEYUP: // Has a key been released?
5 R6 J0 n2 R4 A+ V7 n- |, x) | {
. f9 H+ j5 I, H1 Q( _8 j# ]2 ^0 B& l3 S keys[wParam] = false; // If so, mark it as false1 F0 l/ a U8 `
return 0; // Jump back
2 r8 I: u, M; n5 {0 { }</P>
% k7 s# J+ B6 }: R$ ]7 R. f9 C<P> case WM_SIZE: // Resize the OpenGL window; w8 ~# p, Q. }; _( K6 b P. l
{* e6 v3 u1 L5 c/ f) \1 _# Q8 r$ A
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord = Width, HiWord = Height: u0 g% o4 L5 W3 O% `
return 0; // Jump back
. D6 y. i) ^: b6 X }
0 k( x& c: h* M" N$ h }</P>
) D' D3 |$ }6 @# A" ]+ L2 o<P> // Pass all unhandled messages to DefWindowProc3 c& L# A* p9 ^( v3 w* c6 g
return DefWindowProc(hWnd,uMsg,wParam,lParam);
* C$ o8 Y1 Q9 l}</P>
$ p% T1 W: K2 ^# G: f3 L( l" U# a+ h<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)5 q" e n- U6 a: F& ~) o2 t* ~/ \* @
{6 w9 n3 M8 u/ R: y& i: H( {6 W
MSG msg; // Windows message structure3 _: J( T+ J4 g% B l9 L7 h
bool done = false; // bool variable to exit loop</P>, ] B4 g5 H. a, o$ Q' U1 q* k
<P> // Ask the user which screen mode they prefer
* _* c G& y! y2 C' y if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)
2 J8 E; E' Q+ G& G8 o {
* B" H g' x# X. _% ~ fullscreen = false; // Windowed mode
/ [, M/ O7 f, R+ ^, z }</P>+ R/ V# _- K( X4 ~% P: q0 `
<P> // Create our OpenGL window
8 o) ?& N' s! a if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
7 E' ^. b1 g# y {
3 z% y' V2 h6 s1 U# B0 d return 0; // Quit if window was not created
. O5 g, l5 b* X% X }</P>
* P: g }: c; o<P> while(!done) // Loop that runs while done = false
. y' i: `. L+ d3 H7 o {
5 l; P& m% y* Q# n$ ? if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?4 F U4 O) T- o# I# X# ~
{
/ w0 `+ V) J3 ~2 X* I, \( i if (msg.message == WM_QUIT) // Have we received a quit message?) y8 d# W$ N( S, Y" m
{
( Y- P" j" H% O8 s- |: ~ done = true; // If so done = true
; U' j# {3 E- o3 P# C }) R8 Y1 `: s5 q+ J3 D+ l. S# q
else // If not, deal with window messages
* e5 c3 N4 L4 H1 ]* e+ Q8 K6 j {
( I! R/ v, R$ g$ l- }, `+ w& B0 f TranslateMessage(&msg); // Translate the message
' }( K, y0 ~& Q |3 q DispatchMessage(&msg); // Dispatch the message
3 {# T% H9 y9 K }3 _+ ?' P2 X* H( Y
}( _1 R" @2 L! n) x: _: J
else // If there are no messages9 _; E# z2 w7 o. s7 |( N- Z
{
! P9 H2 V. \8 l( r7 }& y" p0 t7 w // Draw the scene. Watch for ESC key and quit messages from DrawGLScene()! ]& m9 P. y: t8 C1 [; r; ~
if (active) // Program active?
6 }/ y5 l, w" i7 v: \( } J q2 i8 R {' }1 P' a; R8 h" M" h6 p
if (keys[VK_ESCAPE]) // Was ESC pressed?
% y, {6 k' j/ C- G! ? {
9 K4 V% t& L8 ?% @) { N0 w' \' X done = true; // ESC signalled a quit$ O% \. O3 Z% z
}
) @$ @5 d8 I7 m# T; ]% Z0 D else // Not time to quit, Update screen# F1 ~4 g: \+ n$ g0 L1 K: {
{9 J5 z4 v; {" Q2 E1 q. n
DrawGLScene(); // Draw the scene/ t" S8 r$ c, \9 u, y/ \7 m W
SwapBuffers(hDC); // Swap buffers (Double buffering)+ r5 |9 m7 ?* l2 D( P# m4 H
} A6 v$ S, d8 z* p! [$ ]: O
}</P>8 n/ V% K6 k$ h+ i" z% s
<P> if (keys[VK_F1]) // Is F1 being pressed?
9 ^( F3 U: _5 g' U2 @7 Z {3 ^- h) r8 ]8 A) ]
keys[VK_F1] = false; // If so make key false
0 A& Q$ q, C% E KillGLWindow(); // Kill our current window6 o+ w: K7 Z' t* K3 O; l8 U) R
fullscreen =! fullscreen; // Toggle fullscreen / windowed mode3 ~9 X; a( @4 n1 N
// Recreate our OpenGL window
+ t9 S( w: Z7 y9 O, C5 u# B if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
" r1 F3 V- F$ O) m, X6 L {- w L, `9 k2 S
return 0; // Quit if window was not created/ s2 h' `1 ^, U4 T8 G
}( t$ X! I6 z. }" d
}+ b1 X, S( ~& p, b* l2 E1 `
}$ m8 a5 p7 p4 m2 K3 K$ Y
}</P>
" B! r0 @& E3 A2 X' x<P> // Shutdown: L8 m1 m: \3 F
KillGLWindow(); // Kill the window) I: }. D8 {) K) X$ _# J9 s. k; Y$ u
return (msg.wParam); // Exit the program
7 }& Z* [& @6 r% b5 S}
0 U3 ?2 o) ^9 s; S/ ^: b//---------------------------------------------------------------------------</P> |
zan
|