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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>
& 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 &lt;vcl.h&gt;1 x* T5 w) g( o" \& R
#include &lt;windows.h&gt;    // Header file for windows  K* r3 t  z9 t% j) ]6 q% B
#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library6 B2 y! @" P" L( j2 m
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library
/ o4 u0 ]: ?" g3 j#include &lt;gl\glaux.h&gt;   // 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 &amp;&amp; !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 &amp;&amp; !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(&amp;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(&amp;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(&amp;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(&amp;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,&amp;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,&amp;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(&amp;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(&amp;msg);         // Translate the message
; A2 ?! k: O5 n0 r. P    DispatchMessage(&amp;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>
zan
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    ilikenba 实名认证       

    1万

    主题

    49

    听众

    2万

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  • TA的每日心情
    奋斗
    2024-6-23 05:14
  • 签到天数: 1043 天

    [LV.10]以坛为家III

    社区QQ达人 新人进步奖 优秀斑竹奖 发帖功臣

    群组万里江山

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    <>我也支持一篇</P><>转贴:Win 95/NT下OpenGL编程原理 ----</P><>科学计算可视化,计算机动画和虚拟现实是现在计算机图形学的三个热点。而这三个热点的核心都是三维真实感图形的绘制。由于OpenGL(OpenGraphicsLibrary)具有跨平台性、简便、高效、功能完善,目前已经成为了三维图形制作方法中事实上的工业标准。自从WindowsNT3.51在微机平台上支持OpenGL以后,现在微软公司在Windows95OSR2、WindowsNT4.0中连续性的提供OpenGL开发环境。VisualC++从4.2版本以后已经完全支持% d  X( D( Q4 H, v0 o/ v9 G0 t
    OpenGL API,使三维世界的"平民化"已成为必然。
    0 U. d9 i& V; l' t4 ]( X. s----Windows操作系统对OpenGL的支持
    . e' B; u1 s9 c$ a( o/ p6 H----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:, N/ \% P- V6 O: D' l3 D
    ----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* F9 s4 m9 ]# B
    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。
    6 q4 ^. X& I7 \: Q9 c1 Y1 \% S----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。/ V  \3 {) P1 {  U* S" I0 R8 Q
    ----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。7 E+ N: R# H! W! j# H$ d
    ----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。, p8 }6 \/ V& S& n( |% o* F4 B
    ----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。% Z5 P3 T5 q% h" t. L9 z# z" w
    </P><>----用VC来编写OpenGL程序
    7 k% C- o' X( _0 J
    % S# b; t! }7 k& R----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:3 V; n- V, S! D! w, f

    : X- P: f8 M7 n* q* v% _4 w/ n----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
    $ F$ R! D. ^! e. _' b+ a
    # E7 Z: i( c5 ?9 }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5 H5 H. o1 C) U

    $ f" I6 T9 ~, w9 R/ j' i4 s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
    % P8 A* |0 a# w* i$ C
    # I5 |! p7 h8 N* _. t1 Z; q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
    ) K- b: ^+ B  m+ R' u
    - C. `  a; J6 X8 G& v) D, m! K
    & f2 W' @# k( T) {' b
    1 U! z: L& V, m* H# K9 v/ ^% k----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)。
    # E! V/ n2 W; y0 C- l' ]5 S& P( ]; h8 h; C/ }( H0 n
    ----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)
    2 [# s! o' S! C( ^+ ]6 Y, D0 u7 u2 w0 X# p6 N) O8 g  J8 v
    ----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6 K& O, k9 e9 Q+ Z7 Y/ H+ {  i
    ) {" h8 K3 [' W3 Y7 I: J& t3 I/ E7 {* {
    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(
    / E+ S: h& h0 `; u! D
    7 y9 x( T% W/ T4 T8 \if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC( S7 F# Y/ U; W9 p* f, D1 G
    3 q: ~/ s% m+ D; E' d
    ----所附程序说明
    + M0 a4 v  v' ]0 ]# y, }7 @; ~* L% S- @: ]
    ----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  |% M( c9 J$ Y+ ]: t. \
    0 z* \. R; o9 n" S- h6 ]
    MFC编OpenGL时需要注意的内容做一个简要的说明:* {6 z3 R' z5 ?
    7 F5 \. @+ y. H
    ----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
    5 N' b$ |% v* w5 h7 l4 A
    2 [) l3 [* x# _, K( W. W+ V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
    . d; q5 n) N7 t  L  X
    + J8 u/ C8 |  G) 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
    2 C  ~* b9 n) `% \# K  |$ U& e, @  S# S% r7 N4 r  f
    格。
    ; |3 w  v! b% Q, C8 Z. P$ A+ X4 e) q  T, x: Y# w* x
    ----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) J+ v5 S9 y% ~8 x8 A* |; v

    1 i& [8 R; Z9 z# }9 b$ x。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
    ! N, F9 b+ v4 T( o$ a3 @. O$ d9 `. m" L; Z3 x
    、鼠标处理函数都应该由相应的Windows处理函数来响应。
    7 t+ ]. v& B' x2 g3 i
    , d: p) ]0 R& {; @+ C----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( z; y# g3 F# o" C0 M& p
    5 D6 y# `% \7 C$ s- j6 a6 a- G0 F
    ,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
    - |1 C) ]! y3 K" H! o  j) x5 }- _1 s; P7 l, v+ P2 L6 `+ q
    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。
    7 B; l5 v$ A2 f: L9 I
    8 |1 K  E8 ~" U* M1 Z9 z; a----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6 f! P: R9 H1 y' O: V
    9 Z# l0 N; F) P$ _
    GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。8 T5 i6 Y* K8 u
    % ^& }' R, G: [; Q. F
    ----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
    2 l* E8 \& ~/ \) ~( q( ^1 [& R$ a6 G4 C# @2 j: Q
    ----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++) r6 U9 v, \7 G( G9 W0 m

    1 B& X' \9 Z( d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
    3 n6 ?8 h% k7 [/ [' T# e$ l" z- G6 R9 b9 b3 q& w# u0 T) j
    CS_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+ s1 _9 F, k, O; \- t9 |

    ! L) t* p9 _2 t5 A: O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。
    " D) d/ }' U. n3 }) |! x$ u5 R# W; t" G: d2 _2 w
    ----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
    ' q" U" S; F! u* A) p- p, S3 C% q! P1 [7 O3 ~% Z, D0 d  G; V4 b) ?5 f
    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
    ! _% `# C  J' y- ~* l  z; c' b" a# Z- D3 \8 Y  k
    函数应当非常小心。
    ! h1 o8 [+ v6 E# j4 J7 U$ \3 ^
    8 A7 i7 m' s! W0 f. A% u4 `----参考书籍:% w- E. k3 n+ m% @8 _2 ~/ t
    ! u  r- P0 I9 n2 S2 d1 h5 }/ R6 X6 H% p9 y
    ----《OpenGLProgrammer'sGuide》SGIinc.1 G/ _3 p. R" U8 E3 I

    ; r# J4 ^6 s  ]! C----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社+ _  _7 V0 R% g6 ^1 X
    ( q( |$ I/ \# b# h: h, P
    ----《VisualC++5.0联机帮助》
    * Q3 H$ a! F- f% @1 b4 D+ l  L5 k6 v5 H1 e$ h3 q
    ----附程序:
    2 l: Z2 J7 e, M0 k- W$ k) c  p6 U  E7 J" _$ J2 B
    ----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  x* i  g1 V' p+ w5 S3 b4 M
    " r* q7 p3 K1 e) c5 g# d
    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" l) j6 d4 K+ |: T4 C

    / }; U, Z9 D- NOpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。
    ) w6 l& L" {/ R# ~1 s& z1 ]% |( ^
    % p& a2 @+ ^* ]! e% L# A4 E3 M----主窗口类定义(OpenGLWnd.h):! w6 d8 t9 }& [/ V' o( P+ G5 m
      ]8 s; p9 P$ c
    s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70  Z5 y) O# |3 w) ]0 N9 q1 `
    _11D2_9ACA_48543300E17D__INCLUDED_)8 |9 Y; {+ x7 F. `2 k8 u
    #define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
    ) N5 C: u, g& p$ s1 m" j_9ACA_48543300E17D__INCLUDED_0 @& w  ^4 l. `3 ~$ G
    : F! C: f4 B5 g1 C3 O/ b
    #if _MSC_VER &amp;= 1000$ O. \# O; m4 s* s
    #pragma once) o2 Q8 D8 Y" L
    #endif // _MSC_VER &amp;= 1000. z" \( l' l& e, e
    ) X' z! p4 X7 |$ L0 W2 R- A
    #include &amp; afxwin.h &amp;7 B0 C( e& R  q% Q7 x
    #include "SimpleGLApp.h"
    6 F, k3 M5 v0 V+ a4 n/ X) X* X#include "resource.h"
    0 p5 ~  [5 j) r$ h# a/ C8 \+ F// OpenGLWnd.h : header file* a6 D. N' k, h3 A7 M
    //
    ( `4 W/ Y# s2 @///////////////////////////////////////
    - D6 N9 O. s7 [+ V; f9 g% f//////////////////////////////////////
    . l4 B: \% F, R; I; H3 o, F// COpenGLWnd frame: B! b$ ?  u# ?' g8 r

    0 K( D; V+ q. E$ {0 e4 p  G3 ]class COpenGLWnd : public CFrameWnd
    - r- j9 r- T( J" z3 O% Y{
    2 }  x' z9 o' {' m/ D' D. xDECLARE_DYNCREATE(COpenGLWnd)
    : O. c" Q3 }2 {3 {& jpublic:0 ?" Y0 |4 ~. D; @- d- V5 O
    COpenGLWnd();&amp;&amp;  L, I: k* f: j* z( ~
    // protected constructor used by dynamic creation$ n1 h' X/ V4 l) ?4 A# G
    protected:
    8 W0 N3 X& M- z5 m* |HGLRC m_hrc;
    ( N- p0 V4 R+ p( LCClientDC *m_pDC;  z, _2 r+ n0 i: K
    // Attributes
    7 `9 j4 l# l# ?) v4 a& v3 ^public:: V4 L. y, x$ h' `0 G

    / U2 F4 K' h+ U// Operations# |( ~7 D- N$ v
    public:
    ; |8 g: L" Y+ ~: T& n2 r5 Y# {9 d5 o: ^% E% N
    // Overrides
    & \4 a; j" {' V. L2 r// ClassWizard generated virtual function overrides
    $ a9 M( r7 B6 p$ y9 j8 `//{{AFX_VIRTUAL(COpenGLWnd)
    5 {, p) y$ H- p/ l( K8 {4 q3 eprotected:5 F7 y% m: P/ m  p
    virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);  \3 S  _4 p/ c. M# {7 c" F5 N/ @
    //}}AFX_VIRTUAL; O! |6 ~0 O, s0 f, I: {% p; M( g7 n+ j

    ! ^6 j& d# c2 d; Y- n// Implementation8 v: C' S( r- G& Y% w
    public:$ y& J4 D! j! M& @0 L# R
    virtual ~COpenGLWnd();' i! G# t& {1 u  T1 r0 x/ k) t
    ; b7 n' ]3 ^) b) ]
    // Generated message map functions
    9 h( ^; ^! v+ _7 N//{{AFX_MSG(COpenGLWnd)! j* E7 [  S* B# K: ^4 P
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);6 U1 T% x0 j+ W; M; s" M
    afx_msg void OnSize(UINT nType, int cx, int cy);
    & O1 f1 d2 d  lafx_msg void OnDestroy();( L) P2 {/ [3 v. m3 C# ^
    afx_msg BOOL OnEraseBkgnd(CDC* pDC);
    : {8 d$ g( S7 safx_msg void OnPaint();5 c" s8 [8 N) D# I, B
    //}}AFX_MSG
    6 R" ~2 J  j0 e& M2 J5 CDECLARE_MESSAGE_MAP(), F- J5 F! ?! Y: A( p
    };
    . |! \  G4 n; Q2 |$ w8 |6 a
    4 O: [- Y* S, {$ f* F. J& Q///////////////////////////////////////
    9 }# B+ ^* W4 V* X//////////////////////////////////////8 q7 P7 F3 n; R- h+ M( S
    6 X4 J. S, c9 P4 o
    //{{AFX_INSERT_LOCATION}}) g. F4 V+ {$ H  d% N5 R" Q, b
    // Microsoft Developer Studio will insert
    # C. G! y% ]* K" r2 y4 fadditional declarations immediately before the previous line.
    , M+ l/ J! t! r* w1 a$ x8 `7 t6 I$ A% Y- d  q3 f. |
    #endif // !defined(AFX_OPENGLWND_H__3FB1AB28_, B5 x: I* M: F# ?8 I4 V# O$ I( C# X) A
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)$ F: ]6 f7 A3 w  h2 {# {
    主窗口类的实现(OpenGLWnd.cpp):: ?2 g9 V3 j6 B) F* `" E! M
    // OpenGLWnd.cpp : implementation file( h: Y1 Y9 Z2 |- c- `
    //
    % d6 g+ r1 ?. @1 y/ F( g
    : @1 F1 a8 |) ?#include "stdafx.h"/ G  h! C$ A0 t1 f* o
    #include "OpenGLWnd.h"9 G' b8 F) I" V
    #include "SimpleGLApp.h"  i: G- q- d: i7 Y4 u. Q  @
    #include "gl\glu.h": `. G- D8 p) ~; Q" |
    #include "gl\gl.h"3 e: T8 v! U. e/ ^
    #include "gl\glaux.h"# L& c& C3 R1 {1 W4 ]# r
    ' v/ C( B- x- m+ N$ P9 E
    #ifdef _DEBUG' a. S' F2 i' [+ m
    #define new DEBUG_NEW. }, B) \  V3 @3 }& t& k4 e* b+ F- q
    #undef THIS_FILE) v; p" a( H# E+ ]% H# P4 f
    static char THIS_FILE[] = __FILE__;
    # W7 ]) l$ ^9 L/ o# }, X#endif
    $ }: j9 G; J7 k5 c1 @
    6 q: p: q$ T9 Y- c) p* _6 K///////////////////////////////////////' q5 a- k2 n: \
    //////////////////////////////////////$ U6 |* |1 s  R7 \$ G9 L" p5 G7 w
    // COpenGLWnd6 G- m  l" u0 T  Y  M; N8 u
    % y5 o# X0 J* O& }! A
    IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)0 r4 t* C# W, ~& ^# B

    0 E1 }, B  Q9 S1 w  a( {( `: s; |2 ECOpenGLWnd::COpenGLWnd()
    ' `# B2 w( `: I{
    9 B/ }" C2 e& B2 \% D. e+ Q' Um_pDC = NULL;6 ]1 g3 q& @; m8 c
    m_hrc = 0;
    2 p6 ?7 p* A6 A% L8 I( E, B3 cLoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW  c  @- K, B# a3 C8 w: r. S
    | WS_CLIPCHILDREN | WS_CLIPSIBLINGS) t( z. L" v! G  y/ v2 H
    ,NULL,NULL );
    : Z' l& t1 N7 }5 q/ _% w}
    , Q: a4 a0 m/ X1 O3 N
    ; T" _% G7 H! f/ kCOpenGLWnd::~COpenGLWnd(); e) l+ M5 X' `( a6 R
    {
    / F) w2 B# ~2 H}6 H. V+ H6 d$ c) n# i9 i1 y* Z
    . P/ J7 B5 A- L% f4 k. J- L
    ; p9 D/ ^- C: z: t2 W
    BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)
    4 y" |. e7 u* ]" f//{{AFX_MSG_MAP(COpenGLWnd): `9 o4 ]+ _# y* n; i2 @* T
    ON_WM_CREATE()
    & ^" Z+ H* Y& n, EON_WM_SIZE()
    * b7 i/ z7 s4 `  y. }$ T9 O" K$ Q. XON_WM_DESTROY()2 a3 v7 a& @) A  e% U% i3 x6 i5 h
    ON_WM_ERASEBKGND()
    - Y; @$ T6 r: \5 `6 B& |4 lON_WM_PAINT(), R! S& w' W; k! x- g
    //}}AFX_MSG_MAP
    ! b, H2 a6 u" L1 `+ i0 m; gEND_MESSAGE_MAP()
    6 x0 b7 C; s7 F% @
    1 W0 {! T7 l5 f5 B$ w
    $ I# `/ \/ U0 l8 V: F
    $ L2 n! n/ J; w" rBOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) ( r. g* g# J& g
    {
    3 a' G7 B6 O" f// TOD Add your specialized
    " ?" l; Q2 g8 t1 k1 }  ~code here and/or call the base class5 D8 f+ i! \5 K* C3 Q5 }% g
    cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
    - Z/ J: V5 X  n7 M" N8 z7 bCS_HREDRAW |
    7 ^& |9 a7 p1 I8 f  S0 A, `# [CS_VREDRAW |3 x+ `2 U& t# z% {; W  i
    CS_SAVEBITS |0 X- F+ w3 U5 Z$ C+ I* o
    CS_NOCLOSE |6 L! c+ G& a& ]6 E9 l
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC  [* Y: k$ p+ Z
    ,AfxGetApp( )-
    0 S9 C+ g) n9 p# j&amp; LoadStandardCursor(IDC_ARROW), 0 ,. A/ q3 o% a9 B4 y
    AfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));& a) Z6 {3 y1 j) _
    return CFrameWnd:reCreateWindow(cs);
    . d7 p9 U2 Y6 `% m7 o7 W}
    ; g0 Y; n% g  Z5 a5 a* u# s2 ]3 n- ^( R6 s5 y
    3 ?0 F4 l- u9 @- F  r
    int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
    % e& C9 ~4 p6 p- s( ?  ~8 r{
    . S9 r* [: k6 T" I* z  ]5 E5 ^  wif (CFrameWnd::OnCreate(lpCreateStruct) == -1)$ \- Y9 w. X( h/ E2 T
    return -1;% a* b$ O) M1 v- a, I
    + G/ h4 y- v" D  x! S& [& N  e
    &amp;&amp;&amp;&amp;int pixelformat;
    % I* o; f) x5 V3 L0 q& B# u7 |& w9 J- g% d8 }4 ^6 J4 S6 a9 T5 R
    &amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图
    ! V5 G( Q' ]$ E" d3 b6 ~9 gASSERT(m_pDC != NULL);
    ! O. C" n* f! l% u9 Z4 u, i7 V. V. E) }/ v4 D
    static PIXELFORMATDESCRIPTOR pfd =
    " Y, }3 t7 w. b9 J; e5 i: U{
    $ @+ C0 X8 Y; o! C% M4 y: C9 N( t&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值' _3 h# y+ K+ `$ J2 m4 z3 o1 R
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;1,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;//固定值- O, ]% S/ J+ P
    &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" D+ |4 T" h0 O- O3 V2 P0 o  ^. \
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL3 I7 K6 f! a7 x
    &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
    / o" w$ l8 j4 E; T  x4 A* M2 w&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  {! \2 @) b$ `2 I+ s3 l
    &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
    / D6 q4 `  F4 T6 l) D3 u! @- F&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' g* d. F8 i* Q. y- W& C
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// shift bit ignored
    ; g+ |1 z- }7 P1 ?& H. K+ O: y&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no accumulation buffer+ g% L7 Z. @6 ~- }" G1 c: Q
    &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
    2 d# ?: N6 |! K8 r&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
    $ I! F" Y# @. E+ T( P&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: r" H4 Q7 H+ ^$ J) k& x* d
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no auxiliary buffer8 Y  ^0 e, s5 R7 n7 z' x9 U
    &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
    & U4 ]2 a+ M: i9 ^&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" K8 q9 _# W3 B) N6 S+ K+ L2 N3 W
    &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
    ) |9 `3 X3 k! l$ s, }" [&amp;&amp;&amp;&amp;};
    # l' t, H, P! y
    , \' ]$ j2 j6 J# D' E4 V8 T7 w6 X. {6 U5 f, Z/ \- b6 b& O: j
    if ( (pixelformat = ChoosePixelFormat
    # M  N- U* k4 B$ B/ T# O(m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )
    & _, y' u; K+ M&amp;&amp;&amp;&amp;{$ f, V' @* }* a! V9 K; h; R& Z
    &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");
    + r7 |8 I8 ~: ^, C/ D2 ~5 }&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;; D8 u* J' J/ H" N8 T: g+ `
    &amp;&amp;&amp;&amp;}
    ! M/ D; E0 k: [4 a! A; F6 z! d- ^+ k) h3 t. A5 L
    if (SetPixelFormat(m_pDC- &amp;. a; v/ \! C* r" X8 @5 |& ?
    GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)
    + w6 A: {( w# H&amp;&amp;&amp;&amp;{# e, u/ j! c, v! A/ Z1 R$ h1 C: w
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");& {* m, M  [: L+ o* {* A7 o
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    : p( d. w4 C; A0 x. {( k&amp;&amp;&amp;&amp;}
    2 W2 [) }- n/ ]&amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    $ N  U( f/ S! F4 n! W  y& V' j&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);  x( }9 u/ O& k. h
    + g' o7 ~4 j8 g/ m; F1 w
    &amp;&amp;&amp;&amp;glClearDepth(1.0f);. m9 @: G9 ?8 D/ B
    &amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);
    3 _7 Z, P3 I# K5 `5 X( y% C9 F9 o6 B  }* l$ H

    * d6 Z1 R+ |1 W&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);- R' |: u' v! z6 m0 _& S
    &amp;&amp;&amp;&amp;glLoadIdentity();! @3 T+ h8 z, ?  H( L% `# @
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);8 g8 t2 e# Z6 z1 a# H" Z/ i

    4 ?0 ]+ D( q: r- U, C% x0 y) h1 P$ Freturn 0;//OpenGL窗口构造成功; S1 S9 P" }- W( D5 t' H
    }8 |) z0 X% P+ ]) L5 n  ~) R. j$ y# i
    7 x. W, n" z+ @4 i: M! x
    void COpenGLWnd::OnSize(UINT nType, int cx, int cy)
    0 s# J2 o6 j0 ?+ R' }{! a0 }% i: A/ r  N4 {# x0 `
    CFrameWnd::OnSize(nType, cx, cy);! j' P( A5 L1 \; H8 O/ _

    . L, q9 N( Q, c  u- c// TOD Add your message handler code here
    - [- m5 \  |; y" R' `/ q* G! z( K&amp;&amp;&amp;&amp;if(cy &amp; 0)
    / Q7 ?  P5 C/ k6 J1 Z&amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    * _/ L# u: }6 a* ~% m&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);
    ( c. V* t5 G! P8 {; s4 ?1 O&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    ( ?1 n/ \5 ?- f- R&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();5 K4 ]. S& m$ T0 ~
    if (cx &amp; = cy)7 b5 ~: y! R5 h5 _4 c7 a0 ~
    &amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
    / K" f0 @1 _* w5 h0 C+ F3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);+ X! J/ s$ p. P9 F% g8 @1 K+ l1 j
    else- g2 F: T4 }. l; U1 k* w6 x: c
    glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    ' I$ u- x, M- [, `- k3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);( c2 r2 H( n+ ]4 o
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    / v! e# n6 S& `) |/ u: f' {&amp;&amp;&amp;&amp;}/ ^- g1 `- `4 i: |  P
    }
    & d3 L: w2 E7 ]* }) R
    : w- |% B' g' kvoid COpenGLWnd::OnDestroy() 5 J4 N- `; F0 j# J9 N! B
    {
    . t; u. w  s8 C, O+ r9 t  r" D% T
    CFrameWnd::OnDestroy();
    ) G: b% S7 m8 H/ {&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);. A9 z" d  z# i, H* @/ J5 j
    &amp;&amp;&amp;&amp;if (m_hrc)
      I6 {' @! m/ D. O" P7 i) N; Q&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    0 k+ B% K& Q/ ]/ l/ iif (m_pDC)& F* e& T8 X8 ~; ]& T# B
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;
    - {% a1 I" c9 J' e// TOD Add your message handler code here4 y* @5 B$ N2 L- C6 y
    }( o9 ^( W) o+ G- f  `3 h. q3 P
    2 F4 Q+ ^! E2 ^& d
    BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)
    8 t) G, t& l- U% |{9 o. i& u0 N; R- f5 n; a( d
    // TOD Add your message" G$ J* _" H# P9 F" [
    handler code here and/or call default
    $ z3 |! l" s/ h6 r8 T- c& }: Vreturn TRUE;. k5 s- Q' f6 P/ t8 i8 R* Q0 p
    //return CFrameWnd::OnEraseBkgnd(pDC);
      E# @5 J. B) a6 f* I}3 u$ E1 r' ?: q9 ]

    . t( [5 C- [. t9 k1 A" r3 r- Yvoid COpenGLWnd::OnPaint()
    8 y; j* v* _+ O+ i$ `2 a$ o6 f( y{
    # ]+ E! V7 V" ?9 `4 Q7 Z  ~CPaintDC dc(this); // device context for painting( |4 x+ Q, D9 g
    8 ^* S6 R& k4 |
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};  W1 J7 w: u, X* ~* p

    4 M- c: f& T& }4 q. l// TOD Add your message handler code here
    % D6 i( p9 V4 T4 P: z" |' W
    7 ?7 X' a" R+ C. G  B&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    0 z$ j/ g5 I: {4 u  B) m: }&amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);0 b* [( I: t$ k% R( }( ~. I% \
    9 ^9 ^4 S0 u. W1 g  `8 d6 v
    &amp;&amp;&amp;&amp;glPushMatrix();: h; K; q1 j! [9 O, t9 b& [

    ' Z' _% d8 V1 V3 ]" X  |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);8 k& h5 z* R/ O& k- t! Z, f5 M
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    # k& v$ s9 T1 {7 D4 q; G) bglEnable(GL_LIGHTING);
    ) h$ f1 A7 ?/ t+ k9 F9 y: P; PglEnable(GL_LIGHT0);+ N' Q# B3 A. x; \: d
    glDepthFunc(GL_LESS);
    ( q5 m( R* {9 F0 ~glEnable(GL_DEPTH_TEST);0 d( O( j4 p" v6 V7 f' P* j
    auxSolidSphere(1.0);
    2 Z# N. B# N+ n  }3 M- [8 v8 w8 m- o4 z$ k. e: d
    &amp;&amp;&amp;&amp;glPopMatrix();! N# f. k  @( ]; k. `8 n7 @' a8 O

    , k* y$ \& O# [6 G&amp;&amp;&amp;&amp;glFinish();
    ; x$ {% X. M: J5 X0 |% c
    5 E& ?* H" ]$ }% ^6 o4 i( i// Do not call CFrameWnd::OnPaint() for painting messages
    . @& d" A  e# b8 k6 q( a}
    ' g" G8 u, E3 w: U1 L! n应用程序类的定义(SimpleGLApp.h):
    & \& N2 \" ~. k" N6 D$ D4 }#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
    : p) H' j: J# m1 |( s_0E70_11D2_9ACA_48543300E17D__INCLUDED_)+ ~" q5 K0 f, n8 E
    #define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70. \! _) s; z% c2 x7 i3 M$ M
    _11D2_9ACA_48543300E17D__INCLUDED_7 c6 }8 U  r% [; P
    7 [( B1 J3 L! o& t" m3 x7 j$ ~
    #if _MSC_VER &amp;= 1000
    ( j7 w6 l, [2 y; j& q6 H, ^! ]#pragma once
      _5 q9 c3 Q6 u1 K3 q9 f' a% ]% F#endif // _MSC_VER &amp;= 1000+ u% X4 r, B, _7 |
    // SimpleGLApp.h : header file
    0 L0 m2 c- N; w: p. [1 d//' E! A3 l% C9 [# ~& J1 G
    #include &amp; afxwin.h &amp;( o7 P/ [' u8 B* H" d1 {
    #include "OpenGLWnd.h"
    $ |) P5 A( C8 x- _1 u#include "resource.h"* O$ l- Y2 q8 P' }

    7 ?* O2 x# k1 S5 m///////////////////////////////////////
    * e+ W* F( y* J6 e% f! n$ b//////////////////////////////////////
    & S3 k# c2 ]/ @; [7 ?// CSimpleGLApp thread5 f5 q# O6 v/ @& z. H

    0 Y6 U/ I2 v+ F5 H* Oclass CSimpleGLApp : public CWinApp3 ]$ f7 _: Q1 l; w% z
    {$ U! r2 E1 I2 L/ l
    DECLARE_DYNCREATE(CSimpleGLApp)
    , A) o7 N* a% H/ {public:" t6 W5 G2 F) R4 ^. A
    CSimpleGLApp();
    ( a# P8 ~1 n4 p% L&amp;&amp;&amp;// protected constructor used by dynamic creation1 c) Q5 W) c' G2 O# l

    ' x; [. @  @( X" x// Attributes7 Z+ O6 K0 J, ]8 L
    public:, V0 X1 S/ l2 I/ Q5 x
      \/ X9 Z: ~6 M4 ~
    // Operations
    - Z9 \5 O9 g5 r8 D  O4 Opublic:5 @# @! u- W2 e6 _
    * q, W1 @: g# I7 [; ?
    // Overrides( i; N% T3 g8 Q- J  f/ ]- v/ Z. A
    // ClassWizard generated virtual function overrides' q8 s0 Q1 M6 L/ K
    //{{AFX_VIRTUAL(CSimpleGLApp)
    9 h0 u% f7 @- Apublic:0 G* s" g" [3 U/ s* s9 q- l. e& r
    virtual BOOL InitInstance();
    , |$ M7 B/ K  O# ivirtual int ExitInstance();* z' @$ Z- _" @7 p
    //}}AFX_VIRTUAL
    6 L! V$ P2 S1 ?' Z2 |
    ! S. ^  v1 S- h$ D+ m- _" {// Implementation
    " Q: y' C, B7 x4 Epublic:
    : V' ~0 C5 P! A' vvirtual ~CSimpleGLApp();
      ~- J& Y! g" |, \3 g9 C/ R# ?" X7 e8 b+ {/ y4 ^" Z5 f# f
    // Generated message map functions
    / z9 w6 h' P0 r1 W* x3 Z0 }//{{AFX_MSG(CSimpleGLApp)/ g7 }: G6 q1 D# V! y% J) T
    afx_msg void OnAppExit();
    7 y: U! ?: d8 Z) N' ?/ Q* m$ n//}}AFX_MSG9 [' _% L4 |% M" f& c
    & V3 o' ]! G& j% P6 p* J
    DECLARE_MESSAGE_MAP(); Q  m$ b0 s" y9 J* g
    };9 J% e2 `* [4 q% b% w
    ( L7 `, K& B' M) n! k3 A$ N
    ///////////////////////////////////////
    2 f8 n0 b. c( G2 l/////////////////////////////////////// j8 i/ Z2 U; s. }: z$ g
    1 z$ D8 _) L2 |( }: C9 a8 J$ j
    //{{AFX_INSERT_LOCATION}}0 n* [. Y6 i5 c
    // Microsoft Developer Studio will insert 9 @( l  D2 Y& v
    additional declarations
    9 B7 e9 a9 l. a* G, _$ ]5 s4 Y' J1 Q" vimmediately before the previous line.! [: H# E3 t" m$ ]' m: {% W

    1 i* k  S0 e/ H5 e3 o: U#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
    , P4 |$ P. E0 Q9 \0 r% D4 Q0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    * |" {+ A% Z* S* ?" L应用程序类的实现(SimpleGLApp.cpp):( y' `; M0 y9 y
    // SimpleGLApp.cpp : implementation file8 S9 M1 @2 t  e! a$ I( Y
    //
    3 t! U- R) e- y: y
    - Z" Q9 h+ p; m$ o#include "stdafx.h", V! b6 j* c1 k& x$ R, ~
    #include "SimpleGLApp.h"- e8 v9 U: P8 I  g# w
    #include "OpenGLWnd.h"
    : N+ N) h3 d- U% G8 Q# z3 E
    ) s: T3 T: ~+ O( I; i. R( \#ifdef _DEBUG
    & {1 I6 x  Q" N1 K/ I) i#define new DEBUG_NEW
    % f9 S7 q5 R; y" _0 T#undef THIS_FILE
    & w1 b* q) f2 X$ ~- B, Ostatic char THIS_FILE[] = __FILE__;" E7 v6 q! R  }1 l2 \9 t
    #endif
    ' l( l$ K: T9 ~# d3 A: c8 w1 |* ?7 P8 I& l& i* U" ^
    ///////////////////////////////////////; S- g0 ]4 F" X% P% g/ _
    //////////////////////////////////////
    2 J5 H& E3 H& y/ L// CSimpleGLApp( g1 f6 O: k6 U+ s& f  ^' |: u
    $ [+ _0 N/ s3 k  U' q
    IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
    4 u0 ?% a  `! Q+ j% ]$ _  z
    ' Z+ k5 ]3 P, [9 e  O) m$ ?CSimpleGLApp::CSimpleGLApp()
    5 s( p' i$ q1 ^; C: L2 @{1 K3 I$ S/ `3 o8 o
    }
    & }  l$ Q" b' u. J8 S% I2 f
    - s1 g6 f* S7 u0 t* F8 DCSimpleGLApp::~CSimpleGLApp()
    ) r+ c6 v! V" ~{6 ?" K9 _$ x+ B0 R7 m) C! I# k4 g
    }% k; s% z( v& N+ T
    & R4 M7 `4 {" ~, t6 x# P6 ?
    BOOL CSimpleGLApp::InitInstance()" \2 ]) r; K+ t' |, _
    {
    ; w1 |2 g0 f/ U3 P) U" S6 T2 b" Z// TOD&amp;&amp;perform and per-thread initialization here; L. [8 D# o6 F/ g* _
    m_pMainWnd = new COpenGLWnd();  B) \. h  e* K/ V$ P4 o
    m_pMainWnd- &amp;ShowWindow(m_nCmdShow);3 r6 ?) v$ g2 M0 g0 Y
    m_pMainWnd- &amp;UpdateWindow();/ s2 A/ E& V9 T' p- v
    return TRUE;- S1 w5 Z; V! d; E& v& q
    }" Q- q. S. ~5 [( x; D+ Z
    9 C# i% p% c7 U( f2 A. `
    int CSimpleGLApp::ExitInstance()" D: e( a6 x/ \' J8 Z
    {" M. z3 |" F! [: R8 [% }: [& T
    return CWinApp::ExitInstance();
    ) z# S, j2 p2 z- e6 a}
    - G, {' {. b- @$ [
    ' j6 c  \! M; k7 I  O# X6 cBEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)- G- S- ]$ J8 y7 h
    //{{AFX_MSG_MAP(CSimpleGLApp), m) |2 l( ?3 n! u1 X: E# B
    ON_COMMAND(ID_APP_EXIT, OnAppExit)' ]% V" @' u6 p) R
    //}}AFX_MSG_MAP
    , s% ?8 L) d  F" c1 m( rEND_MESSAGE_MAP()
    ! P- Y$ z) W- k+ i1 e5 t+ n: P% W7 |1 d
    ///////////////////////////////////////, C6 j% x) O, Z2 U# ?
    //////////////////////////////////////
    6 z* g7 f% X" p; k" T1 V* E  `: c// CSimpleGLApp message handlers
    % o$ C9 A$ h- J  t+ Z1 k4 n, Z& }2 C! pvoid CSimpleGLApp::OnAppExit() 3 I# W& B- }: @+ G; k6 v
    {: m0 a# G8 j0 |. N9 {* S! s
    // TOD Add your command handler code here  H0 K6 N) O- h- d+ g
    CWinApp::OnAppExit();" q4 z0 j: m! E- K
    }9 E: u* d1 F. r" X8 C
      i5 ]* L% o9 H; Q" F
    CSimpleGLApp SimpleGLApp;</P>
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