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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>
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 &lt;vcl.h&gt;, L# T& o+ X+ Y# `- i0 l
#include &lt;windows.h&gt;    // Header file for windows
# w4 w( @: w& O' N/ V5 i! s* O#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library' Y; J0 p, X0 u, q
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library  ^' r3 I3 W! E1 I. D" f6 z/ I
#include &lt;gl\glaux.h&gt;   // 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 zbool active = true;             // Window active flag set to true by default
5 e3 [* j+ }+ m  J3 V9 w4 Lbool 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 &amp;&amp; !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 &amp;&amp; !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(&amp;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(&amp;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(&amp;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(&amp;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,&amp;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,&amp;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(&amp;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(&amp;msg);         // Translate the message
- p, B, v: j: C% e% H    DispatchMessage(&amp;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>
zan
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    ilikenba 实名认证       

    1万

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    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

    群组: sas讨论小组

    群组: 长盛证券理财有限公司

    群组: C 语言讨论组

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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- L) H; C0 ^- x
    OpenGL API,使三维世界的"平民化"已成为必然。
    7 B9 [3 H  T4 \' \  ~----Windows操作系统对OpenGL的支持8 z5 b$ T$ G( d1 K) Q$ ~
    ----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:; i( C/ E6 v" n2 m2 Q
    ----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& y0 u7 A0 M, d( @: ]+ [  p  j
    线程中保持不变。(当然,删除旧的RC后再创建新的是可以的)与此对应,一个RC也只能属于一个线程,不能被不同线程同时共享。
    9 T2 j( M+ P0 c* i----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。
    " B1 I" t# _# r8 C8 X----3.一个RC虽然可以更换DC,在任何时刻只能利用一个DC(这个DC称为RC的当前DC),但由于一个窗口可以让多个DC作图从而可以让多个线程利用多个RC在该窗口上执行OpenGL操作。
    8 ~8 \* b9 q! k1 G: L6 J1 ]6 v----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。4 ^" U8 i. S3 \* x  x/ r. Z9 I' H
    ----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。* v7 Q1 a( I1 _, c8 a6 ]0 ~6 d
    </P><>----用VC来编写OpenGL程序* u2 U3 _/ |  O' D: F: L% g! u

    , g/ D. v6 W* |$ Z) w" k: `0 @----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:
    " e3 F( y2 A# s- e) I! @
    % n( R- ]; q/ i1 a! K----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/ p+ w% ], {. L+ ]+ S
    ) M8 J! D5 l7 G; E6 x2 o) G" U0 m
    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
    7 G' c" ^9 P/ @+ |: T0 D
    , Y$ d9 }3 q1 H. ~4 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* H3 }9 v8 H9 w

    ' f. H5 u/ T& Y+ c& ]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
    9 t' w( o$ h2 j  m! W) H
    - k+ B* E0 ~, X7 i  Z( a" p。  {: P6 O2 o( {3 J# X  k

    ) J) d- `! c. |5 l+ a+ P- q5 L----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)。
    * q. b2 U7 b$ x* u$ G, P5 q% L& a: U
    , X* K/ |/ n4 ~, L7 r0 r& I0 u----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)% H$ j* @0 O" p4 o" B; Q  S; b5 _7 z' ~1 Z
    2 M9 l; g8 n1 k  u8 e
    ----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
    , n, M( w& A8 G& R5 o- c0 ]8 N/ T% S) |  E+ E" n; i  C
    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(! {. S  N# L8 P6 E+ n
    ( c( L5 r& Y$ u( b
    if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC
    / G* a' P, _) F" o  B7 C
    0 k3 G; r  K- w) }, w7 O----所附程序说明$ w: v7 L( v# Z8 H( [
    ! v* I2 s. [9 |) O% m
    ----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
    8 _4 [7 d  H# \8 h
    ( ^. M  y1 T, J. S! g' WMFC编OpenGL时需要注意的内容做一个简要的说明:
    8 Q4 f& I7 d' z6 @3 l: L  B% r3 x$ \+ \; G8 L2 J+ K7 a- [$ _
    ----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
    8 D( _- S8 o/ @) ?1 L2 ^
    2 H6 ~/ ^  w. x4 ?, y9 I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
    $ z; i) D- H0 w7 g) p0 U4 y4 H# ?- t! e5 I# t. h
    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9 f& h, s9 G( j% z

    & |( ?. q/ [7 F0 Z格。
    , B6 P7 D) E3 P* @6 I
    7 q. I+ r: ?. ]# _----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
    ; t9 a9 P& S: B& d
    # Z/ E9 o: H% ]。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7 Q4 M2 c0 Y; w0 l

    $ R8 }$ d! C+ }4 W、鼠标处理函数都应该由相应的Windows处理函数来响应。: x5 Z* [* f! {/ t: G$ s
    : j! p4 u0 Z( ?! w; J" l
    ----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/ f! I& R& k7 V# X+ x

    6 z6 v3 H. Q, Q- ~,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* z$ U/ I' a/ n+ `7 b9 ?! A
    . e' P: R4 G/ |$ E' b
    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。0 G/ M1 G: d6 E: Q: H3 \9 x

    $ N" g# U4 w% k; I* @----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
    7 h& ~2 m4 u; Y0 R' C4 f' `4 U; N0 Y" {' F. A
    GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
    ' }, m" z% z; c( g) d! c4 }2 z
    ! C3 d  F/ E# I2 C; H----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
    ' K; U& H# d4 W, u  f* X1 o
    $ [4 O/ X2 i! j) U, {' o----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++
    4 x+ d$ K& t" V- v; h6 F! d( N6 U2 f+ ^6 m% {( q, H
    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
    1 Z( o# E8 }% w# U4 W: _
    % k2 Q! y9 T5 O/ Y: E% l) WCS_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3 }9 v, D, j0 v/ ?- Q' m

    3 ^: S6 e) V! |) _. ?- |( U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。
    / L6 d+ h1 t4 h' B6 H2 I$ ~! D
    * h! r- @$ q0 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
    6 h  l2 x* g2 j0 T8 n+ q" i* O5 V+ h5 R" {# e/ }# }
    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( F4 h2 e- f/ [1 I0 ?4 h
    4 z5 i: r. v- p
    函数应当非常小心。
    , {3 i, r1 {" O+ ]5 {! P+ u
    4 F' H, \6 P1 ?7 d& ?- O----参考书籍:
    9 i6 S. m9 ?" F) x# ~! v3 Z, o; T& O# I
    ----《OpenGLProgrammer'sGuide》SGIinc.
    . N4 |: g0 S" U4 i4 @1 G( {3 {$ N* f
    . J: r* T1 C5 C. @% G----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社
    ( w3 O/ F3 Q$ k9 y9 _0 {5 f6 |8 V# d
    ----《VisualC++5.0联机帮助》
      B5 J) F9 O" {  k8 I5 R% p& L3 h
    ----附程序:
    " A9 a0 S- x2 ]5 ]
    & r7 O6 y& A' i3 v----程序运行时必须确定OpenGL32.dll、glu.dll、glaux.dll在Windows的System目录下。如果找不到这些文件,可以从Windows95OSR2的机器上面
    ! t) e% }! v9 K4 Q1 R2 m9 C' x: p# K9 L1 ]& P
    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. k, Y/ M+ z, ~) N8 c
    2 m; j; z. J% I9 t" f
    OpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。
    ) ]0 P! B! f7 F6 q) V, j# g5 T, B1 `0 S% B+ O8 u0 u. g& E
    ----主窗口类定义(OpenGLWnd.h):
    : i% e% E+ o' M9 p
    & l; V& i9 H7 r2 D: m1 `* ds#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E701 f  [8 i3 I' W) L
    _11D2_9ACA_48543300E17D__INCLUDED_)
    1 h1 M  Y# r) N; P' J! ~#define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2  c+ C/ ?- B9 _$ E" V: Y5 K
    _9ACA_48543300E17D__INCLUDED_
    5 d9 W) p# m5 ]/ g  Z6 ?, V9 C
    1 R+ Z2 Q0 S' H+ g) a$ ]#if _MSC_VER &amp;= 10006 F9 T" |2 p5 j+ V8 _
    #pragma once' w: \# S$ ^3 h0 K
    #endif // _MSC_VER &amp;= 10000 A1 o6 T3 e" X5 T

    9 w; H1 T. ~+ {3 }#include &amp; afxwin.h &amp;
      u% r! |% ?- p( B4 J- ^! Y- W#include "SimpleGLApp.h"
    & B; o' c& c' }  W% y6 L- c#include "resource.h"
    . J# ?# W* A" t// OpenGLWnd.h : header file
    8 X+ G  u' M- R! Y- Q//
    8 U+ d" r# @& C. I/ e7 v2 A  L1 H///////////////////////////////////////
    0 \. _' G$ P8 \& S6 P9 q0 n//////////////////////////////////////" }) e6 ]0 Y' t8 v4 s2 ?* S$ x
    // COpenGLWnd frame
    1 y% M+ v& A2 r" ^/ _  y7 J5 u1 Q
    1 G8 F" d' s" H$ k9 o4 _/ I  Cclass COpenGLWnd : public CFrameWnd
    : {2 Y# @/ w5 S2 X  u8 m{
    5 O# O# l, a$ s1 r4 S! \DECLARE_DYNCREATE(COpenGLWnd)
    : e, G/ R' V! d2 J  n( b1 Tpublic:
    9 M! x) F9 h- k7 e( J9 a. CCOpenGLWnd();&amp;&amp;
    4 ?+ o. R6 d% a% c5 g// protected constructor used by dynamic creation3 R6 E: Q* X8 S" x
    protected:
    ! o( I: E: V/ F& R- LHGLRC m_hrc;
    ( T( G3 ]6 T" }4 {. z3 N/ BCClientDC *m_pDC;6 m% c' R3 Q1 l5 N: J  b! H. _! J
    // Attributes
    ! R/ M* v4 a) t* |3 F& dpublic:
    9 T( c! ?! j3 Y$ U7 w# \% a
    7 {6 j% @# [$ p1 R// Operations( e) T  F+ o8 h# Y3 s
    public:
    6 m6 K% k) o5 z0 u9 W8 X, k
    4 Q7 `$ |$ a9 ~+ |3 ^4 \% l7 B// Overrides6 t& Y" m8 {4 ?+ U$ B/ j
    // ClassWizard generated virtual function overrides, u# e, O' U! U% I) N9 T# N1 K8 |( }
    //{{AFX_VIRTUAL(COpenGLWnd)% z, H: P+ ~* j' ]9 F. A) n! t
    protected:
    & p: C! P% Y+ q6 G$ I- ~& Svirtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);5 d/ }( `6 l! y
    //}}AFX_VIRTUAL
    0 B! i$ y. T- |  O- m  n+ ]
    $ ~  j# [3 {* `) P6 x* N// Implementation! t& t- g, K/ v1 K% g2 p) M- u% }
    public:
      a2 S' t3 r: _1 [, L. Q1 }6 Hvirtual ~COpenGLWnd();
    3 f% K! z$ e. X7 W4 x* ^$ B# }- i6 B+ }( F' h( Y% ]
    // Generated message map functions6 a! x" b$ N; J  _
    //{{AFX_MSG(COpenGLWnd)
    , w1 i& j' |% _5 _afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    ! _" ^* Y% \: b  R4 t! @& O/ `afx_msg void OnSize(UINT nType, int cx, int cy);
    . T) P6 W! `" S0 iafx_msg void OnDestroy();( x4 B8 V! I% I1 I# J  e6 s& N, _
    afx_msg BOOL OnEraseBkgnd(CDC* pDC);) X. c- ]! T. ^0 e
    afx_msg void OnPaint();% U- N4 W" w3 M
    //}}AFX_MSG  c! o' c. G2 [9 O2 F
    DECLARE_MESSAGE_MAP()
    9 v+ r+ i! B7 o  A. @};, ^  Z, H/ G( U" f8 K8 c

    ! r: l* X* A. x- E& D' G/ l///////////////////////////////////////" t  G, V" P( ~8 m% V3 E  h
    /////////////////////////////////////// i0 i" X8 E$ @$ F) c  z4 J  N# \
    - {/ Y: Z; f9 H9 Z/ Q+ ]
    //{{AFX_INSERT_LOCATION}}
    & J+ T0 M/ A% z: K9 H' P" [) v2 w// Microsoft Developer Studio will insert
    ) Z! G2 k7 A' v! J) Y( j. ]additional declarations immediately before the previous line.* _9 X: I6 J' s; y5 x6 t

    ) r. _1 b& L4 N  s#endif // !defined(AFX_OPENGLWND_H__3FB1AB28_1 T! B/ R5 _; F! d
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)& H, W4 @& Q1 F8 K: p# S' w2 L% q
    主窗口类的实现(OpenGLWnd.cpp):
    / c# q' f" ~" s9 @+ ~' ?6 N// OpenGLWnd.cpp : implementation file
    . c/ ~7 J$ K4 L+ E& Q2 D//
    ) D( }  V$ {0 X6 b. k: o/ W/ o; C+ q& V! n3 {, Z
    #include "stdafx.h"; _1 e# A8 M& r# f7 ~6 C
    #include "OpenGLWnd.h"! e0 e8 R; z7 _% j5 [  O
    #include "SimpleGLApp.h"
    * j) K. d7 q! x; M) {#include "gl\glu.h"
    $ F0 ]0 M6 |5 C1 Q+ J0 L" a( s#include "gl\gl.h"
    1 v! I" M) T# ^% ]#include "gl\glaux.h"
    ( n5 Z% C5 T, @
    " O2 f( @- j* P. H" t" B; D( h#ifdef _DEBUG
    8 T, ^4 d( r) q/ D7 n! O% Z  J9 i  P#define new DEBUG_NEW9 N; R" l; P# Z8 ?. ]* r3 z+ P& H4 U
    #undef THIS_FILE
    8 J/ V+ p5 n0 s4 q) Mstatic char THIS_FILE[] = __FILE__;7 b" D# P8 Z: _: f: x
    #endif6 y7 k, G2 [2 k9 D4 w; i1 _9 G: f
    ; \1 l" H0 j8 ]& T
    ///////////////////////////////////////0 d6 m7 {8 x/ r8 n. J
    //////////////////////////////////////
    ( W5 r' e+ v0 z" f/ J! ?// COpenGLWnd
    : r$ Q$ u1 I1 }7 e# X- h& O: w
    , m/ j" b5 f' }, iIMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)7 n# K) X5 v+ A8 I

    " p* y+ G' r7 {COpenGLWnd::COpenGLWnd(); ]+ B6 g8 p" z4 h$ |8 N" X
    {
    ) K% N8 X# L& G" q+ L4 t+ ^m_pDC = NULL;3 b" N( l2 N8 n  W& d3 w
    m_hrc = 0;+ C9 X: Q# I. J0 q' D# j
    LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW, V: i3 w( v1 H! L. C
    | WS_CLIPCHILDREN | WS_CLIPSIBLINGS0 @4 D1 k, P5 _9 Y# Y* E
    ,NULL,NULL );- Z+ {  q* d, g' X
    }
    9 s6 s9 s: c! H4 C
    : Y2 s( m! L( S1 }9 jCOpenGLWnd::~COpenGLWnd()
    8 m! I& ^4 D& {. ]  `{
    $ B3 n" @8 k4 L" c}' p- D& \/ v" B6 c  q, c9 N5 f( D" f

    - y% m2 T  g  D/ T/ P3 y' V& ]: h" z: w+ B7 O
    BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)$ X5 P3 S/ L" ^7 ^
    //{{AFX_MSG_MAP(COpenGLWnd)2 c% l5 ]. V9 _) Z/ Y9 S9 e& p
    ON_WM_CREATE()# V& I5 t$ e) \' D
    ON_WM_SIZE()0 }; h# D( F0 t; ~
    ON_WM_DESTROY()' G0 W6 ?8 R, Y: T6 H
    ON_WM_ERASEBKGND()1 ^" _  c% ~9 p
    ON_WM_PAINT()# C: W9 Y" F7 T" k# O' P( k4 M: M
    //}}AFX_MSG_MAP* d& @# z! h8 [- F4 J2 o) k# N
    END_MESSAGE_MAP()8 z0 p, V6 O) w! B4 r
    5 y" j2 E1 s- l1 ^( v3 [" F9 \4 f, G

    / H1 O  o  I: O+ f! ^( o2 C; I" i7 Y, Y; x
    BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) ! t9 X- J# r( M  f5 O9 A
    {
    - e7 |" M0 }& P8 h4 m0 L// TOD Add your specialized2 `, T6 `) U4 P
    code here and/or call the base class* K3 u9 t( L/ \6 x. p( [
    cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |- @1 {' n* o' `6 _9 w& Y" }5 d* O6 l
    CS_HREDRAW |
    7 k- n1 f; i/ M) d& z8 R2 t: CCS_VREDRAW |
    + v2 H" e" O/ y: \( Y" e- S+ MCS_SAVEBITS |/ {3 H) {* ?$ H! z0 q3 b
    CS_NOCLOSE |6 u6 `) L& }, `* d, f6 ^
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
    . ~6 f* W' v5 a( \- j" O,AfxGetApp( )-
    ; ]5 t- X; |0 N, w0 n( ~. L2 j&amp; LoadStandardCursor(IDC_ARROW), 0 ,2 }4 B* ~2 Q' e8 _% G* r3 z  Z
    AfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));9 S0 K+ K1 Z" ~8 `: F4 T# A
    return CFrameWnd:reCreateWindow(cs);
    ) M! T  K# b2 a- y" ]: C# _}0 {+ J- z6 v+ Y
    & T0 m6 l( R( D7 j# _# ^  K

    - G) f. E" _5 {4 }$ dint COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) , _; [  }9 d0 _8 R$ S6 P
    {
    & s! s  R" ?& _, j. g- Oif (CFrameWnd::OnCreate(lpCreateStruct) == -1)
    ; @! k4 P- |, U. u& k) Ureturn -1;
    ! Q' q- v5 b6 r" V6 I# L. v% D4 P& \- G0 D8 j8 ]2 G
    &amp;&amp;&amp;&amp;int pixelformat;6 G! _& J- x8 Q) L& P

    5 ~6 m" a) m/ a7 v( V&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图
    5 E/ c0 k- F9 ?  ZASSERT(m_pDC != NULL);) s! Y, J6 w8 x% t8 C, L' v- B

    ' Z8 V8 I0 n: H9 _static PIXELFORMATDESCRIPTOR pfd =1 @: \/ j# }% A! W: a* }( `
    {' f6 x& ?  {- w4 \5 g% Y3 A/ \$ T
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值9 a/ ?7 x, h9 S1 Z
    &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7 R8 t4 x8 @3 F  l! N/ L
    &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& o( N* g# F% M; [+ U* [' S) j
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL( l  Q+ K6 l6 z2 P
    &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, l+ L1 z8 x& A
    &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* h% y, K0 O4 j$ n
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0, 0, 0, 0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// color bits ignored
      r2 m* W4 p, G$ z&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, Q3 C* m' F8 c4 ^- L) 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;// shift bit ignored
    2 R! W; l& `) N) s' C0 f0 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;// no accumulation buffer( H3 o0 t: Z1 V$ U: X
    &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
    * J* _8 N- f, p9 y3 f5 i&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
    6 _5 C0 X; ^7 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
    % g5 _% `9 i6 ]6 i5 z  @" a* b: T8 s2 j' t&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no auxiliary buffer
    0 d6 U8 U8 _& g3 o7 c; F5 I9 p8 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( j3 v1 ~8 K1 \# i
    &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
    6 B( W: g: A2 J2 Q% o0 M&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
    $ V* k. F* A3 i' K/ u- ?$ o0 a% P&amp;&amp;&amp;&amp;};- {# q) ^" ]6 _+ @8 B2 [  v0 h" o

    8 F) d, R/ @2 Q3 y, @
    " {* X' b$ n' j; dif ( (pixelformat = ChoosePixelFormat$ i  F/ a; M7 E7 l. i: l7 l- J6 D
    (m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )7 ?9 o- i7 e; N% O9 g# ~( c  [
    &amp;&amp;&amp;&amp;{1 |; N5 A* G$ y4 |' L4 ?
    &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");
    5 C( M" s+ b" `&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;) I1 j" \( }& Y
    &amp;&amp;&amp;&amp;}  `; S% ~' U9 l  V0 H+ V

    7 N+ R; f' v+ G, rif (SetPixelFormat(m_pDC- &amp;
    5 O$ S7 G. r& p7 nGetSafeHdc(), pixelformat, &amp;pfd) == FALSE)
    # F$ M; {4 T  t7 m( F) I- J( a&amp;&amp;&amp;&amp;{6 X) j. ^( `- p/ T+ S" s
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");
    * ]  x, @8 r" @&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    : h. ], Z& H  q1 o2 ^6 b  @8 r1 ~  L, p&amp;&amp;&amp;&amp;}
    " B: v$ u2 d0 r7 f/ G, ^2 k&amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());, B* ~, T- Y0 l" Y, X! k5 }
    &amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);
    0 x4 ?1 ?: ]4 L3 {
    ' M# G' i( S* M7 }+ S0 {4 ]1 v&amp;&amp;&amp;&amp;glClearDepth(1.0f);
    , L& k& {" Q9 A' e9 c3 ]&amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);  r! ?, n7 o8 c4 e( U& l: \" J

    # J  c( v% j5 h# Z9 c
    * i5 P8 i+ m( x+ S1 e' _; U&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);- D3 v4 G) T4 |3 U: X! k8 w
    &amp;&amp;&amp;&amp;glLoadIdentity();) b, Q8 E0 u8 e6 Z# _2 K+ x; A
    &amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
      f3 z1 J7 e- Z: \* h' b
    4 t# f4 Y* `4 n5 sreturn 0;//OpenGL窗口构造成功& v7 p! l/ [& |. e
    }
    0 `# }8 p, j$ C# ]; |- W' u/ U1 S* S- ^' v7 t
    void COpenGLWnd::OnSize(UINT nType, int cx, int cy)   I5 _- g1 a! i/ ^
    {
    1 f1 x3 q2 z' D7 ~& x" W$ d- fCFrameWnd::OnSize(nType, cx, cy);
    5 Z  o/ [- S9 F; l' X" ^
    : a$ b# F0 ?7 Q$ @' b! K// TOD Add your message handler code here' t" f4 z( h: T/ \; [
    &amp;&amp;&amp;&amp;if(cy &amp; 0), [0 q' u% A4 K. k
    &amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;/ W$ |/ j2 g* X3 p6 u
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);7 x) _2 O. u+ \% w& s
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);
    7 }; `4 d6 j* e% v1 g$ X&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();2 q% U4 p" w% c- `2 F% G
    if (cx &amp; = cy)* c7 L0 `0 O5 j5 q
    &amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,9 K$ F2 z2 w0 w. d( @' ]7 L
    3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);
    - @5 ?+ y$ Z" k2 N) pelse
    / r/ r. p- b8 E# _" [glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    + c& b0 W- D2 r0 E% V3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
    * S5 A8 d% l# X5 v&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);7 h3 r2 u& v& ^+ e. _3 h
    &amp;&amp;&amp;&amp;}! n& s  I4 }$ F) R" u
    }
    # a$ [" E# w1 c% }8 d# [
    * d2 d9 o9 D0 Uvoid COpenGLWnd::OnDestroy() 5 }6 [6 s! J. u8 r
    {% |. q/ w: d6 R" h; k" l; B
    , g# J- i! H5 s$ O7 U% {6 I7 ?& X
    CFrameWnd::OnDestroy();
    $ E6 Q% h: _- P&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);
    % ]  {: X! X' `$ {/ z&amp;&amp;&amp;&amp;if (m_hrc)8 l' M6 ]0 J$ s& O# B
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);; a$ i& [% u# R
    if (m_pDC)- K% p6 ^, p+ h& ]8 P
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;8 q) S8 N. I8 R8 }
    // TOD Add your message handler code here% a; r: F! [: @0 a* b
    }
    $ P& x3 _1 X8 V. Y9 D/ R) j9 f; X: M. r3 i' P# Q9 m. T
    BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)
    # Z" `* P5 _6 ]; a( c7 Q5 T: b{
    2 [/ t: p" a0 n# b6 m// TOD Add your message" q, d; V- s" {; e) o% Z* K# ^5 \
    handler code here and/or call default8 w; E; b( q# L, @3 q, i& j- T! R
    return TRUE;
    6 [9 W9 }* r4 }; ]; `: x//return CFrameWnd::OnEraseBkgnd(pDC);
    3 t/ }% l$ f6 J% k}
    2 t4 v3 z4 F$ E
    5 F; `: c- c& x, g) p$ ?5 Zvoid COpenGLWnd::OnPaint()
    7 Y3 r# }* p$ s/ T" k( {{# E7 B) O0 I8 Y, d% Q. o
    CPaintDC dc(this); // device context for painting
    0 A/ _5 C( Q3 v( P; u
    % k% j) d) |! V- U6 w9 UGlfloat light_position[]={2.0f,0.0f,4.0f,0.0f};, H6 }/ _! Z5 ^4 z) D- t+ R5 a

    ' _1 Y$ L8 `1 C// TOD Add your message handler code here. F/ o3 y: u6 t" g
    9 K6 a* m0 H8 o8 y( G* d
    &amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);4 J1 E3 O; E+ a& o4 Y6 M4 v
    &amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);! N1 z9 Y2 H9 X9 s" u! W; g% f
    $ x5 b" c( k4 p! C. h
    &amp;&amp;&amp;&amp;glPushMatrix();2 N, s& D8 c1 r9 g; W

    4 v8 }  \" l1 k4 c9 C3 U) g&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);8 |0 ~0 x$ x2 Q; J0 G6 Z
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    7 f) }# j9 }8 M5 `glEnable(GL_LIGHTING);
    4 L9 u2 r) Z& r9 d" n; @glEnable(GL_LIGHT0);7 {* W+ Y: G( @. m% @& e6 e
    glDepthFunc(GL_LESS);
    % J% O. c- |5 N9 F) {# ?9 u2 VglEnable(GL_DEPTH_TEST);
    4 _/ d2 B1 B  g5 z9 C' v) _- {7 oauxSolidSphere(1.0);
    $ ~( |7 g5 l  y# W2 s
    7 j& \# k; `; s( ]2 I&amp;&amp;&amp;&amp;glPopMatrix();  L: ?, t3 E+ X( L* t, ~* J
    $ a- @. O5 V! m: ]" f6 q, t# Q
    &amp;&amp;&amp;&amp;glFinish();
    , B! e  c# _+ v
    3 N3 Q4 b/ }2 S% w7 O, E// Do not call CFrameWnd::OnPaint() for painting messages
    1 D; h' _2 p& Y}
    , f4 n3 w+ G9 A, J应用程序类的定义(SimpleGLApp.h):
    / j3 c$ m3 V& f8 M' |( j. r#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
    3 |0 h; B% ?8 o) l! x_0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    / T' ?/ x! y8 c  X' k( `" h#define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
    " U7 S& Y* J4 g: B. @* __11D2_9ACA_48543300E17D__INCLUDED_# Q+ H3 m, q2 k% E' `
    8 W  K8 ^+ m1 B& h  ^( d  {8 d! q
    #if _MSC_VER &amp;= 1000. {2 T) E" ]5 w
    #pragma once
    5 Y7 {$ l7 B9 r# m#endif // _MSC_VER &amp;= 1000+ a) A# P  F- ^+ |+ p: M9 |
    // SimpleGLApp.h : header file- C6 l7 I- T7 G% p7 v0 w. }3 x
    //
    " V4 Y: y- M6 i#include &amp; afxwin.h &amp;% W" h- b8 i8 H1 d& t8 {
    #include "OpenGLWnd.h"
    & j  c$ n( _- I& c5 {5 ^#include "resource.h"
    & ^% q! I$ ^2 ?3 f& @' C7 {5 w2 D9 ]3 i, _- n- l# `1 G7 p
    ///////////////////////////////////////; |3 x# q* n2 |6 q
    //////////////////////////////////////
    " N' {  j' X% l& v, |// CSimpleGLApp thread
    ( `6 C  p/ y4 u3 p( h1 E" }) u+ X. _% u+ S. j( ~$ B
    class CSimpleGLApp : public CWinApp* y% m; H/ ]7 W1 L
    {! P, L$ D- K$ r8 Y3 d5 C/ @
    DECLARE_DYNCREATE(CSimpleGLApp)( \' u% P; w- _+ u+ T
    public:/ s% j9 ~+ T2 a4 {/ R
    CSimpleGLApp();
    * }9 |- R  z) ~/ X. B&amp;&amp;&amp;// protected constructor used by dynamic creation# _% l) b+ P/ F7 y

    $ Q* c, R# M5 s# P( W) b3 u// Attributes2 `! ~) ^! l2 e9 |: h4 n
    public:
    % u! F( \$ f$ V  r8 L
    0 ^' z4 X: v! |. j* c// Operations
    7 y) A' o7 j* c/ F1 tpublic:$ t+ A4 ^- V0 ~* s6 o
    2 l/ P- L7 R% j# l7 h* l
    // Overrides9 E+ g; R, |* Y/ K
    // ClassWizard generated virtual function overrides
    2 `8 X* Q' a4 [5 @//{{AFX_VIRTUAL(CSimpleGLApp)
    ! y9 l! S3 P# qpublic:3 m; B( i' [- @3 @; G# x
    virtual BOOL InitInstance();
    ! Y* E/ f" G* p% J: mvirtual int ExitInstance();$ m% l% O1 ?! O% A* g1 q# \9 \
    //}}AFX_VIRTUAL3 i$ m4 d5 t+ {7 a8 {/ Q) L9 H+ Z
    4 I- A7 F) y) h# G- V. c
    // Implementation
    # {% K6 i6 p* P" a! G1 Lpublic:, V0 N# v( w( e- _* i+ o9 O
    virtual ~CSimpleGLApp();
    , A- o; E  j  {4 ?& l0 ?
    - f0 g+ i. i4 q7 ~" s// Generated message map functions
    3 l0 e1 Y0 k1 {2 S( T//{{AFX_MSG(CSimpleGLApp)
    8 ]8 B$ i" I2 a% x9 i2 G: p+ oafx_msg void OnAppExit();
    $ f. @' ]; B$ g0 v8 P//}}AFX_MSG6 f: \- d# I+ r

    $ I+ h: M' @$ u  v- P6 JDECLARE_MESSAGE_MAP()
    : ^3 w- E8 f* Q6 i  b};8 g, ^) w( W8 k- V3 g

    6 T. P( E3 s2 [- b" z///////////////////////////////////////3 q! d' m5 \% F; J9 g
    //////////////////////////////////////) H( e  L) U6 T! c, }
    8 t: ^9 Y$ ?8 Y% T7 s. S8 m' H
    //{{AFX_INSERT_LOCATION}}
      u* S$ b8 s% f) R0 U* o' E// Microsoft Developer Studio will insert
    . N$ D/ z4 _% S6 d) S: g# r3 J- Q! Tadditional declarations 5 C3 ^6 ~% f! x
    immediately before the previous line.
    # C2 c! V' B, ]* f' [+ i/ n5 f8 ^, B! \! \8 y
    #endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
    ( ^$ u4 x" g( H& K0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    8 g, W- ]/ i  b/ O应用程序类的实现(SimpleGLApp.cpp):. w6 O6 w: u7 w# ?
    // SimpleGLApp.cpp : implementation file
    " f- w, p  |( b% T% U6 b- A  X//' c* M% p6 j/ `0 U+ L) _8 t
    ' O) T; q' S  y5 n, P
    #include "stdafx.h"4 U$ `0 z" T! y1 c- ?) \' q
    #include "SimpleGLApp.h"
    7 H0 x0 E9 d$ Q+ Y9 d8 Q" |#include "OpenGLWnd.h"
    ! @4 O1 i7 a, I6 V$ a. M8 K$ C
    ) I8 Z( ^2 r+ E' f9 V' h  x#ifdef _DEBUG
    , t2 H: U: `7 l# p' E3 Y#define new DEBUG_NEW
    ) W8 K! S- @3 q: c#undef THIS_FILE" ?5 E+ ~, B+ z/ M
    static char THIS_FILE[] = __FILE__;
    / }3 i4 |$ I, }7 J/ ~/ {7 ^#endif
    5 u% e( [# U. I2 N
    9 S# ?$ d; F5 w% j///////////////////////////////////////9 t9 c9 U+ L( ?* w
    //////////////////////////////////////. u) R; m* l9 D. v
    // CSimpleGLApp9 w9 {9 Y# c% |$ t' A3 K6 h
    8 f7 A8 d0 ]: T+ c1 O% U0 ]
    IMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)
    # b" f0 P" v. E
    9 P9 T6 p1 Z$ ^5 m3 jCSimpleGLApp::CSimpleGLApp()% L0 p- ~, R# `
    {2 _6 f% h: O0 n7 [: {
    }9 z5 o/ Q6 P2 k; `2 x% A

    1 V' C) `; O$ c% O8 a+ DCSimpleGLApp::~CSimpleGLApp()/ N- _5 M+ H' A/ i
    {. ~- |! t  O2 B6 u$ S
    }
    ( v" J3 u# o+ m3 s4 `0 I7 ?% g% i6 }' o# F2 E
    BOOL CSimpleGLApp::InitInstance()
    , p/ s" o( o9 y/ L* K{3 r3 J0 E) I( S  Y2 M
    // TOD&amp;&amp;perform and per-thread initialization here
    ; z, e) Z# [) s/ `2 Pm_pMainWnd = new COpenGLWnd();
    3 g7 L  c; @* P0 |0 _m_pMainWnd- &amp;ShowWindow(m_nCmdShow);
    9 e8 j$ h! u+ y0 P7 sm_pMainWnd- &amp;UpdateWindow();
    % w6 ?6 i( y; @. R6 O& X1 i, [return TRUE;' Q  J8 f) c& l. F$ k
    }
    7 o: X- L/ f$ U0 \0 V
    ; i% E, w5 `" Tint CSimpleGLApp::ExitInstance()+ B+ `; E" L( z' ?- C9 G
    {
    * U5 E, q9 n9 m" [" T; greturn CWinApp::ExitInstance();  A' T6 n. }/ e
    }4 G9 ^! o$ k( S8 \
    ( a& R1 T2 \& D. {  \& x' @
    BEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)" ~% R5 x5 q2 d  s3 g! @
    //{{AFX_MSG_MAP(CSimpleGLApp)& F1 ^( Y* A+ E9 x- c
    ON_COMMAND(ID_APP_EXIT, OnAppExit)
    0 G3 G$ ?" L0 C% @//}}AFX_MSG_MAP
    : t# s$ Y8 Q2 XEND_MESSAGE_MAP()
    1 z  w) N) M$ s+ x) r. b! V# e+ v5 R6 s
    ///////////////////////////////////////
    6 g8 K/ `8 c' E/ a9 B% }//////////////////////////////////////
    6 `& S. W  d) e8 w// CSimpleGLApp message handlers
      G: q! l5 x( fvoid CSimpleGLApp::OnAppExit() - D" }7 [! H; p! }8 e2 x
    {3 e0 B2 \( q4 F" V6 b' U
    // TOD Add your command handler code here
    - N# ~& o4 p% [: T; C% Z; g' V! oCWinApp::OnAppExit();; F  ~6 G" I* `' A: J: D
    }
    - q9 W1 i0 }' t- Y, t/ G7 I, v. B1 q' q6 W3 h2 V2 [6 ?
    CSimpleGLApp SimpleGLApp;</P>
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