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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>
2 O( T0 c3 ?, a; ], q1 v. {6 j* o < >首先在CB下建立一个CONSOLE的程序,然后把CONSOLE APPLICATION的勾去掉即可。然后再把以下的原代码粘贴上去就可以运行了!!</P>' [- _6 N9 P) j/ ~4 p0 k$ i
< >//---------------------------------------------------------------------------</P>; n% g; K/ i) O: Q9 y
< >#include <vcl.h>, L# T& o+ X+ Y# `- i0 l
#include <windows.h> // Header file for windows
# w4 w( @: w& O' N/ V5 i! s* O #include <gl\gl.h> // Header file for the OpenGL32 library' Y; J0 p, X0 u, q
#include <gl\glu.h> // Header file for the GLu32 library ^' r3 I3 W! E1 I. D" f6 z/ I
#include <gl\glaux.h> // Header file for the GLaux library
) `2 q' j" r/ g" K( ^ #pragma hdrstop</P># ^2 e, N& i3 `5 U0 X
< >//---------------------------------------------------------------------------
9 m4 s7 k+ X* M1 v. D. j #pragma argsused</P>
% c% n* t7 B8 {+ H: v$ s* ~ < >HGLRC hRC = NULL; // Permanent rendering context1 G! j2 T% O) C1 D/ @' X# Q
HDC hDC = NULL; // Private GDI device context( @/ ~2 U( H& B1 C% V
HWND hWnd = NULL; // Holds our window handle- a: b- z( r# c9 j0 \/ W
HINSTANCE hInstance = NULL; // Holds the instance of the application</P>0 w! v7 B& k! ~" f' W
< >bool keys[256]; // Array used for the keyboard routine
! q8 j7 ~# P' P9 w1 \4 z bool active = true; // Window active flag set to true by default
5 e3 [* j+ }+ m J3 V9 w4 L bool fullscreen = true; // Fullscreen flag set to fullscreen mode by default</P>
& r" a6 d$ |5 L, c < >LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc</P>: |" G* C. `7 t& G
< >GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize and initialize the GL window
4 N% _0 f$ Y: P* I2 `% ?& d5 `; c2 S E {
9 g& [3 f$ G4 F! F' ` if (height == 0) // Prevent a divide by zero by
5 a; q3 ]# i& e4 t {
; y# d4 _0 ^: a; p8 V- y* J5 C& e height = 1; // Making height equal One
* S# x- X* ~; h. t5 W# b }</P>9 L' I I3 U- s. x; S( s
< > glViewport(0, 0, width, height); // Reset the current viewport</P>
/ |5 T6 W( Q- @& O4 t' m4 P q < > glMatrixMode(GL_PROJECTION); // Select the projection matrix/ K9 B, r" y5 c4 F1 [
glLoadIdentity(); // Reset the projection matrix</P>0 M8 ?- T$ \4 E! X9 k; W- e, v* K) j9 a
< > // Calculate the aspect ratio of the window
x9 A, N) Q) l7 t% { gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>
: E/ w# c, `/ E- R" P' K/ d9 E < > glMatrixMode(GL_MODELVIEW); // Select the modelview matrix0 Q- C. Z( |+ v4 h/ L
glLoadIdentity(); // Reset the modelview matrix
' u5 p3 Y: I* t4 |- Z' g }</P>5 k6 B1 [, M* Q- a) q7 b4 t! e
< >int InitGL(GLvoid) // All setup for OpenGL goes here
% }/ p9 U( ^8 k2 D) o* ? {* E6 w5 j0 n( p) u
glShadeModel(GL_SMOOTH); // Enable smooth shading4 }5 L7 Q; ^2 H# ]& \
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black background4 j" I# B5 @& L
glClearDepth(1.0f); // Depth buffer setup
/ u- u; w2 F( |( u; C7 W$ c6 J glEnable(GL_DEPTH_TEST); // Enables depth testing
: t: Y2 @, M5 [5 n& E glDepthFunc(GL_LEQUAL); // The type of depth testing to do9 s) _. z$ O) w
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations
; N! ]" @7 Z$ e return true; // Initialization went OK- z# W! g. i3 A( y2 r
}</P>
0 Y7 q* W }+ d" P" J < >int DrawGLScene(GLvoid) // Here's where we do all the drawing* p: X4 t! k" [* `
{
7 Q- U# \9 S$ k, ~7 J glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
( y, ?* h/ e0 a6 Z y: b V. \ glLoadIdentity(); // Reset the current modelview matrix
J) p4 C! l' t, n - \# v& H, w+ C7 C, {( q# b
return true; // Everything went OK4 Z# ?1 a4 {! Z# |( U
}</P>
7 i6 t, p( {' z < >GLvoid KillGLWindow(GLvoid) // Properly kill the window
4 n3 b" I( {* x) A- {- h {
1 N! E% q* y& S$ l6 q- u$ p if (fullscreen) // Are we in fullscreen mode?
; s8 {( m$ w# b$ _ {
$ i7 b3 i3 |4 O ChangeDisplaySettings(NULL,0); // If so switch back to the desktop+ K# l9 }2 k5 ^& Q) Q' y& T& C3 v
ShowCursor(true); // Show mouse pointer
# n# i ?1 k% S# g* G5 R- F }</P>
3 o( A. N* j( T: n7 L) D: T < > if (hRC) // Do we have a rendering context?
/ I3 e: y4 z* b: Q0 ~2 \ { u3 r6 I& {7 _, E9 D; a, O
if (!wglMakeCurrent(NULL,NULL)) // Are we able to release the DC and RC contexts?. l5 P# O& ]3 |+ _; q4 q7 P
{4 h5 i/ E9 l2 W6 g
MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
" X2 _& J: |$ C }</P>2 e/ L( Y: k/ m0 z% M/ w
< > if (!wglDeleteContext(hRC)) // Are we able to delete the RC?$ x3 q# `( n w/ q4 Z
{/ @+ w, l* w! }- }8 [
MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); }5 P; H! y1 i
}, n4 f6 I/ x" X/ g* N
hRC = NULL; // Set RC to NULL
, I3 k3 d0 O; w D }</P>
& ?' s3 ^ H! N# ^" ~$ T& O < > if (hDC && !ReleaseDC(hWnd,hDC)) // Are we able to release the DC- a0 l( H! E `$ c
{3 F5 Y+ M% H$ e) g$ v3 q1 a; r* `5 u
MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
" ]! d6 i, B% h/ O+ a. L* h2 g hDC = NULL; // Set DC to NULL
$ j* ]. f9 E V* F }</P>
# b8 i Y# I3 C7 l" R/ Y: e < > if (hWnd && !DestroyWindow(hWnd)) // Are we able to destroy the window?
$ P$ P( `7 C" F" g/ b+ t {. z1 }9 i2 ^5 H: [2 o) R
MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
- e* b& O. M1 E$ u6 h K hWnd = NULL; // Set hWnd to NULL4 J" |0 _* z. t8 X- E0 S
}</P>7 A( f* v+ ]4 ?# F5 i6 D t
< > if (!UnregisterClass("OpenGL",hInstance)) // Are we able to unregister class
: _5 b3 \6 z8 x9 a Q' w1 e4 U* } {
; D; c: f5 K! m, I5 ^ MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);/ V( e4 v: _! A$ W0 J# M5 w
hInstance = NULL; // Set hInstance to NULL( r9 i1 U0 k1 O( c G, W3 K
}
/ l/ o- N$ A o7 l5 f }</P>
" E% v6 Q$ ^. Y" ~. G: k. X < >/* This Code Creates Our OpenGL Window. Parameters Are:
; W! z' k3 x) k8 v+ x$ P: b- p# C: d * title - Title To Appear At The Top Of The Window; e9 M% C" E, [
* width - Width Of The GL Window Or Fullscreen Mode
n- |5 U- H, T$ N * height - Height Of The GL Window Or Fullscreen Mode+ i1 W- t6 }# O" S9 Y
* bits - Number Of Bits To Use For Color (8/16/24/32)
" r' o5 S w8 T * fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/5 u9 r8 K+ k! a$ [
9 J) W0 Y& S2 Z6 W6 l( P2 S
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)* W: w$ Y. N$ x5 Y6 W
{
3 y, i+ j/ v0 ~" A1 X GLuint PixelFormat; // Holds the results after searching for a match. Q4 {, D# E9 ^
WNDCLASS wc; // Windows class structure
. `) i, P% n. c7 o: ] DWORD dwExStyle; // Window extended style
! g! {/ }1 u. `- t" M/ `. U DWORD dwStyle; // Window style
; o$ n; t$ s) O K' t RECT WindowRect; // Grabs rctangle upper left / lower right values
) J* D5 x) I5 _! B! V) ]- N0 v WindowRect.left = (long)0; // Set left value to 0: Y. q7 G2 ^+ t( d5 q5 t# h
WindowRect.right = (long)width; // Set right value to requested width
7 Z% m2 K- y" p6 d1 N WindowRect.top = (long)0; // Set top value to 0& ?9 f, p7 m; E% k/ v
WindowRect.bottom = (long)height; // Set bottom value to requested height</P>, b* w/ D! |$ B) J) x6 n( M$ i' A4 v* f
< > fullscreen = fullscreenflag; // Set the global fullscreen flag</P>* J/ X7 q c: t* E- |) c( T M3 w
< > hInstance = GetModuleHandle(NULL); // Grab an instance for our window
" e) [1 K# Q3 A7 j2 F G& ? wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on size, and own DC for window! P0 [ n5 H0 C6 L) _0 @
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc handles messages
; Y5 u3 R3 z' w# ` wc.cbClsExtra = 0; // No extra window data
q+ D1 l' d( N) c4 i$ w! h wc.cbWndExtra = 0; // No extra window data. ^5 m7 \( u' e3 H: q: n3 ?
wc.hInstance = hInstance; // Set the Instance( j7 K- ]9 \+ z: v( A C; Q
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load the default icon; ]7 E- N4 J* Q) z8 B3 A0 l
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer
, |# |+ z: U9 O wc.hbrBackground = NULL; // No background required for GL+ z3 n2 J- _. D
wc.lpszMenuName = NULL; // We don't want a menu
9 y( }" R0 m8 |5 v wc.lpszClassName = "OpenGL"; // Set the class name</P>. q$ H9 Q E, z3 O9 r3 f) S- e+ F
< > if (!RegisterClass(&wc)) // Attempt to register the window class6 \: a- U F X6 p, \
{" I/ V0 B1 J: U
MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
# P, c& Y$ |) ?4 Y! U) a < > return false; // Return false
- E \' Q9 D) e j) ] b }
* Z) \# p: ]! t
. n7 _! y6 }0 v, x3 V if (fullscreen) // Attempt fullscreen mode?% n: ?( ~+ J# ^0 A& o& K$ J
{$ C8 `' ^ w7 m; J: h
DEVMODE dmScreenSettings; // Device mode
! H: I" b5 X) U; C9 N memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes sure memory's cleared
3 E$ g: _' [- M, Q! {- M2 S4 N dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size of the devmode structure- S7 M. X, K# A
dmScreenSettings.dmPelsWidth = width; // Selected screen width; i( Y' U4 S0 c
dmScreenSettings.dmPelsHeight = height; // Selected screen height, c) n5 Q8 h# l, C( V% y; N; C; K6 a
dmScreenSettings.dmBitsPerPel = bits; // Selected bits per pixel
3 I7 V4 u3 V$ @. h1 l5 A dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>. M0 u& v1 H/ U7 S) M5 ~( U
< > // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
( M9 K: q! I' b# s$ ~" x7 r2 { if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
) n* |% d1 r1 P4 h {* n% P; |1 e2 ~- s) u
// If the mode fails, offer two options. Quit or use windowed mode.
! D/ j; A' ~ V5 X 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)4 B/ c7 T+ t3 n7 \4 S( _6 z
{# C: W! k# l: w, C! s* ~0 K
fullscreen = false; // Windowed mode selected. Fullscreen = false: c2 @0 h" @) D5 l
}8 e( }8 v/ A6 c. b8 s! Y! d
else% [) E) S( X: P
{& D6 o% m/ e! `
// Pop up a message box letting user know the program is closing./ U4 z, _! k4 Q+ _" ?7 e7 G+ F& q
MessageBox(NULL," rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);* d, A# {, P1 \
return false; // Return false* E. m1 h1 m: z! T( U
}2 k+ b9 D9 P [0 }/ a3 e9 g
}9 c: \# \- k% Q& D. |. \
}</P>
q* q! V4 y2 w < > if (fullscreen) // Are We Still In Fullscreen Mode?
, ^3 _9 i9 l& ?- q1 R& X4 I {
2 |* D3 U$ _( i/ j" |; t+ f7 ?3 { dwExStyle = WS_EX_APPWINDOW; // Window extended style
; U/ h5 t( `3 e4 S/ F1 w dwStyle = WS_POPUP; // Windows style d s3 l) S3 x% m9 ^2 R, D. K
ShowCursor(false); // Hide mouse pointer9 k6 {5 ~! n) W. j6 t$ I$ v
}
4 g6 N4 ^; i" Q1 g$ M else( s. _6 @( {' Y6 K+ S+ A
{
. E( }5 a1 j5 W: V' p) @6 W dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style
8 S; v) H/ k7 m/ a C( m# D0 x dwStyle = WS_OVERLAPPEDWINDOW; // Windows style: o3 i1 E* P4 y# n: K
}</P>1 j# s+ [2 S$ v$ D7 k( {
< > AdjustWindowRectEx(&WindowRect,dwStyle,false,dwExStyle); // Adjust window to true requested size</P>
; W# ~( w# l, Y2 y; ? <P> // Create the window
" w( Y1 {: U- X7 J$ z- ~ if (!(hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window" v- Z' s% q+ x% m0 F" }
"OpenGL", // Class name' o( A# \! p% Y$ z9 L9 i. K; I
title, // Window title$ \0 G/ z! r& n' o- W% W' }
dwStyle | // Defined window style$ A9 {8 v$ b$ @5 N/ m
WS_CLIPSIBLINGS | // Required window style
2 X! B" Z) R0 ` WS_CLIPCHILDREN, // Required window style
+ f% l" H' {9 U' U6 R% Z, C" y 0, 0, // Window position+ G, w' d {. W: S
WindowRect.right-WindowRect.left, // Calculate window width& Q9 Y4 K: L# I9 t( ~
WindowRect.bottom-WindowRect.top, // Calculate window height$ F6 j' K+ k) l" u/ i. v( B
NULL, // No parent window( d7 V, y" ]# Y$ U- l
NULL, // No menu9 o8 h* e" W( r- j! |& N
hInstance, // Instance
4 x& P2 t, C' ]' ?- u NULL))) // Dont pass anything to WM_CREATE" N# L! |% b& w1 v+ V$ e
{
+ k( k* L' S" B KillGLWindow(); // Reset the display# N$ ]4 x h+ a9 |. a, v7 m
MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
& M* \0 J0 i9 i: v0 B9 } return false; // Return false0 _; _# v) v& p3 O3 Y' B& r
}</P>2 F4 o6 N2 c. T- w( N
<P> static PIXELFORMATDESCRIPTOR pfd = // pfd tells windows how we want things to be# v( H2 I; ]0 f- ? t @
{
( k4 `7 \, S7 m$ o/ H sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor
/ c+ g0 F0 ?3 ^ H; P2 M/ l 1, // Version number
/ `/ ]) }* t/ z V! L PFD_DRAW_TO_WINDOW | // Format must support window8 W' r K/ F$ c' g% `; N" u
PFD_SUPPORT_OPENGL | // Format must support OpenGL7 s2 j2 U+ I! M5 q0 {6 Q( K
PFD_DOUBLEBUFFER, // Must support double buffering
) O5 M( n; S: i. M K2 L PFD_TYPE_RGBA, // Request an RGBA format* o- w$ o4 K. e3 m* q2 p8 Y) x" D4 D
bits, // Select our color depth
, Y) X/ {' K2 G/ ^4 G+ c' }& M 0, 0, 0, 0, 0, 0, // Color bits ignored
' S: p! C$ j& i; } 0, // No alpha buffer5 b3 V1 n8 @) Z% Z. z( z
0, // Shift bit ignored8 G7 G# j6 j: o9 e; l2 k
0, // No accumulation buffer4 ?: R1 b5 k! C( K. E) q/ D$ i2 s- }
0, 0, 0, 0, // Accumulation bits ignored8 y8 y, Q4 [7 D( ^" L
16, // 16Bit Z-Buffer (Depth buffer)
# Y4 }- r; x- d# U* L1 `: m8 Z, \ 0, // No stencil buffer5 z6 n- {( ]8 ?7 T1 Y
0, // No auxiliary buffer
( d4 F) n8 ~2 a) T. S8 s PFD_MAIN_PLANE, // Main drawing layer
) ?1 E4 h0 p& N6 K0 ?2 a; ^ 0, // Reserved
2 M5 H5 z4 A9 N: Y$ `9 z 0, 0, 0 // Layer masks ignored* t. K+ ]7 _( ^; J, a
};+ w# j- x. a8 D& _
* v' [, `, G% X7 i; J- Q8 u5 V
if (!(hDC = GetDC(hWnd))) // Did we get a device context?7 |6 L; @( z/ X8 c: p
{
5 S4 F" I' b% |* G KillGLWindow(); // Reset the display
& d/ M0 C4 h* C. ?# b) D9 f2 D MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
5 h" a$ d& Y+ S return false; // Return false+ K( S( {7 U& r3 W* Z2 }) @2 R$ k
}</P>: u( A* Q* S, o7 J
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&pfd))) // Did windows find a matching pixel format?0 o6 V( R5 x- [8 Z/ W1 C \6 T) ]' Z
{
% X4 E$ o! n& H( N5 D( e9 B KillGLWindow(); // Reset the display' m3 e. m d; H/ x% G: p; b5 G* u
MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
* l+ s9 f8 @3 n) z, P% A return false; // Return false
/ t, E! w+ F) B$ t" j }</P>
* t% k/ }7 H3 }9 [) `. `3 v+ ^5 u3 \% M: H <P> if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are we able to set the pixel format?
& B6 U8 \7 k0 n$ S, y {
1 ]! U7 H2 k3 Y! d8 f1 ^5 _ KillGLWindow(); // Reset the display8 g" Q! J0 t' [" q3 O" D. t9 y' H
MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
: B& b1 F( p* ^( x1 X9 | return false; // Return false. N( }5 T, a- f% F/ K
}</P>5 s( [& y# F. B, s2 q0 W6 W
<P> if (!(hRC = wglCreateContext(hDC))) // Are we able to get a rendering context?- [& d" _7 f& h4 b# A+ z! P, ^
{
5 a' N. h) v& K, Z4 U" q. i! s% A KillGLWindow(); // Reset the display
! I7 Y1 b5 ~5 Y5 B9 i MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);; l, H F) D. ?0 S/ d) x. Q7 C
return false; // Return false
* x4 k' u) F) A ^* T }</P>
& [% h3 S8 V: N# M" C <P> if(!wglMakeCurrent(hDC,hRC)) // Try to activate the rendering context/ ^" x) C5 w+ i
{
4 d& C0 |( @" V2 V: i% p+ u3 p KillGLWindow(); // Reset the display
6 |8 ]# U& S; ~ MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);* Y7 l: [( u# J$ `3 e+ l: g1 n6 f
return false; // Return false5 u( c0 S; j2 ~1 t
}</P>* h% Y9 a/ O+ ~8 G! U# N4 S$ ]
<P> ShowWindow(hWnd,SW_SHOW); // Show the window
# n, D b" ]" F5 s9 \7 v7 U SetForegroundWindow(hWnd); // Slightly higher priority
/ b0 e- K" J1 n4 p% Z SetFocus(hWnd); // Sets keyboard focus to the window
9 S; @# v* J9 J4 s# R8 W ReSizeGLScene(width, height); // Set up our perspective GL screen</P>
; x% U- K. T: T- b9 A) O9 K$ I7 e <P> if (!InitGL()) // Initialize our newly created GL window3 {8 j- j1 }) ?& |
{
2 [( V; x& p- U- P( @& P KillGLWindow(); // Reset the display1 G8 t7 d' ~! ^( j
MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
# e0 {; x; p+ a& T$ M return false; // Return false
# Q, L+ i0 c; o* c& n' S- y# v' l }</P>9 i: o1 j, \/ _ f
<P> return true; // Success$ ?- K u0 q- T L6 {; b
}</P>' e) w6 R" f- z3 ~9 i& }0 B3 j
<P>LRESULT CALLBACK WndProc(HWND hWnd, // Handle for this window' N5 |* h9 E9 n* v2 J
UINT uMsg, // Message for this window
, T6 @+ h" Z- s( O1 p$ U4 {' ^ WPARAM wParam, // Additional message information
+ n: b N5 I* C8 u" i LPARAM lParam) // Additional message information
& Z( [% I# A( | {+ u$ a( j% o0 L' D: C
switch (uMsg) // Check for windows messages
( v6 e# A) Y0 ?, q {
/ X' J8 K" C0 v2 c3 P, `* L5 ? case WM_ACTIVATE: // Watch for window activate message2 }6 I6 Z* @1 P Y& M7 B* ~
{0 \+ a) a# m2 A8 L0 d0 C1 |
if (!HIWORD(wParam)) // Check minimization state
/ J/ S6 r) h' d @ {
! C, ^% Z5 k% f o active = true; // Program is active5 O- A+ ^ f7 _8 b/ E& u
}$ O% ]+ E3 n1 Q3 W9 b4 P+ L8 i
else4 F% X. s. K$ ~- l& _+ r
{
) d L% P) i% L8 W7 v; Y: l active = false; // Program is no longer active1 @- A1 _8 Y6 ]- B7 B5 |
}</P>
( [& L- l/ f9 U' s+ o <P> return 0; // Return to the message loop+ E2 M. D, G3 Z8 w8 m
}</P>5 ^2 t4 s9 [/ d5 H
<P> case WM_SYSCOMMAND: // Intercept system commands
3 a$ M" G) m) X. R2 e2 K% U3 W0 v {% i" v( z, w1 C! S; I+ [/ D
switch (wParam) // Check system calls8 z% }) A0 x$ N( B7 @; t
{9 m5 W x* L) X( G2 @# O0 X
case SC_SCREENSAVE: // Screensaver trying to start?
3 S, o- H8 b0 l& H) I2 y3 W J case SC_MONITORPOWER: // Monitor trying to enter powersave?
' s% t* B0 [2 @ return 0; // Prevent from happening
$ j/ |& \1 I0 a# D5 p( \- X, y& ^ }, t/ i+ R3 @7 r0 C" A5 D
break; // Exit: G8 M9 X) T0 F$ q1 `
}</P>6 {+ r( I1 Z5 Y4 X
<P> case WM_CLOSE: // Did we receive a close message?& @2 F! m. ]3 c/ q' q2 b
{
7 ^/ Z3 A& t7 w* V" c5 W' v; a0 n PostQuitMessage(0); // Send a quit message
2 u+ f$ ]; E7 G. m9 S% }3 [ return 0; // Jump back
( j5 {, e" s9 a7 v/ L" B }</P>
3 H7 n9 y6 L2 T; J5 }4 {7 F, j <P> case WM_KEYDOWN: // Is a key being held down?6 L# h, Z( y; D. m) N
{! A1 T8 ^0 t1 g' N: W
keys[wParam] = true; // If so, mark it as true* w) d9 j/ s" ]. q- {/ E0 l2 `: k
return 0; // Jump back$ P# J7 J- l8 u3 E2 L( ?
}</P>
) ]' m/ t4 A( N1 G, m# K <P> case WM_KEYUP: // Has a key been released?
5 |+ T, d1 m2 U* k {
0 I: \9 x. z/ T, i! w8 o4 p5 m6 F keys[wParam] = false; // If so, mark it as false
0 O0 s: D2 N3 H+ S' m return 0; // Jump back: _% z* ]/ f* W9 K0 p: ]
}</P>& K: L% C5 k* P) R% Q7 T# M/ m K
<P> case WM_SIZE: // Resize the OpenGL window
$ _- v+ x( b; h4 O$ g. X( i {
! f7 N* M0 w" P G8 `2 f ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord = Width, HiWord = Height
! D0 u8 b* W }/ X+ T/ @ return 0; // Jump back. t, U" M/ W9 ]4 ^: A. d0 ?
}
( Y5 Y9 z, x r4 F }</P>
% E( P |! Y! ~: V! S <P> // Pass all unhandled messages to DefWindowProc
+ N' P8 w) Q4 p; a9 u, R! X0 U: ~ return DefWindowProc(hWnd,uMsg,wParam,lParam);
$ H& E& x. u! `, i3 z }</P>
& U' @* o0 s1 f4 k <P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
& O6 f/ W- { K: g- S {
% F7 u5 Y! @+ a: ~0 Q6 t MSG msg; // Windows message structure
( p. i, c4 d) v2 ^5 b) [! ] bool done = false; // bool variable to exit loop</P>
! ?* d% T2 k) Q+ D( Z <P> // Ask the user which screen mode they prefer# P" n% ~0 w9 A, \
if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)4 g2 a5 n( \: F5 O' z' g5 @& c5 J4 b
{) o* _7 E7 N5 @) T) k
fullscreen = false; // Windowed mode
/ m2 {' y- f+ ~' N; j" W }</P>; ^; u8 p2 Y, r
<P> // Create our OpenGL window
8 B8 Z& {2 P* K3 x0 L/ f$ Q( ? if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))% a R X2 I7 G% l
{
2 B* @, i. l7 J0 W return 0; // Quit if window was not created
, U1 ]/ F; p0 _; `( p6 H. y2 ^7 C }</P>) @" j0 Z1 w( d H1 {: r( r9 y
<P> while(!done) // Loop that runs while done = false
% |0 l: ~ P, f {
2 q+ L( v: [4 a if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
2 N& {5 O3 y) W- Z2 Q& J3 W1 S {
( Y7 b. L" X' J if (msg.message == WM_QUIT) // Have we received a quit message?
4 v7 ~1 `( V" q; f( Q3 ^ {9 a1 |' g7 } P3 t
done = true; // If so done = true4 [: ]) i: S( w6 l0 ^+ C: _
}# ]5 I4 G' o! [# o9 i7 {$ X
else // If not, deal with window messages
) U" l$ e6 G4 Q) o- K& G7 g {
: z3 [: X% f" J( x3 N TranslateMessage(&msg); // Translate the message
- p, B, v: j: C% e% H DispatchMessage(&msg); // Dispatch the message; ~$ |7 Z( E1 W9 u- z A
}, }3 M6 U8 u. Y! {5 z% S! J) K
}# ]& l2 r. H" u) O; K8 j
else // If there are no messages
% s f; @3 n1 A+ x8 w; u {
) \% F1 E$ e6 T, [) J; q) U // Draw the scene. Watch for ESC key and quit messages from DrawGLScene(), L8 B4 i+ o" ~2 `. l. S
if (active) // Program active?
9 z& U( f& w0 t; R {
8 U. T9 N% y9 j' ]5 I0 g if (keys[VK_ESCAPE]) // Was ESC pressed?3 |( W3 F @% K& x( C5 l
{3 U1 J. X: i4 v7 {
done = true; // ESC signalled a quit9 t: Y& l( M- Y0 W
}6 {8 H) p2 h' M5 D
else // Not time to quit, Update screen: ?, \. w K5 f o
{
* E$ D/ b G4 i8 O, `3 y DrawGLScene(); // Draw the scene
: k) q* ~! \8 D% `% ^6 @8 C* r; K; ] SwapBuffers(hDC); // Swap buffers (Double buffering) [, j& |5 ~8 Z" |) {
}
7 N7 y- X" u) T2 Q }</P>' @' f* W- A! f; D1 G3 g! Y
<P> if (keys[VK_F1]) // Is F1 being pressed?
+ z) b! C" ?! b* f4 B; ] {
9 A0 j& c" h) p+ B keys[VK_F1] = false; // If so make key false
; p9 R3 v* q U+ a! x1 v, x KillGLWindow(); // Kill our current window: ]+ L! \4 l( B# {5 `
fullscreen =! fullscreen; // Toggle fullscreen / windowed mode- D, J* q! B& c
// Recreate our OpenGL window7 A8 y$ o# w/ m+ T
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
+ u1 n3 ^1 ?, a* z* b% p {
; H: N! |* O! _! r/ J G return 0; // Quit if window was not created0 P" x* Q" |# f& r: s6 G
}
: m; _! e& `# m) k" {) x }5 @; h& k/ [5 X
}* S' r) G) O8 g$ Y7 W
}</P>
3 r0 b& v" q+ d( }+ T# Q <P> // Shutdown
; [: B1 v0 K; l) _1 M+ U KillGLWindow(); // Kill the window
4 h$ e" [% T, ^7 D/ V7 R return (msg.wParam); // Exit the program
# u' S) y4 V( z/ l& F }
9 u+ V7 G0 M1 L/ b$ {. m2 t //---------------------------------------------------------------------------</P>
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