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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>
4 ~( F1 p8 x$ V+ `2 T6 `- a' b<>首先在CB下建立一个CONSOLE的程序,然后把CONSOLE APPLICATION的勾去掉即可。然后再把以下的原代码粘贴上去就可以运行了!!</P>5 h) q7 I7 R( z; K% z
<>//---------------------------------------------------------------------------</P>6 V- p- ]" z0 B( }7 _7 g4 H# {
<>#include &lt;vcl.h&gt;
6 e+ |7 B' Z1 U% y! [) o' \#include &lt;windows.h&gt;    // Header file for windows/ C/ b' P% d( U# M+ y6 Z# F4 n! F6 i
#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library" ^3 b# g3 U( i6 {7 f
#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library
' N: |. k0 y% |. k, k#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library
* E  o( _% d1 f" s  ]( f. u#pragma hdrstop</P>
# p7 F! F8 T% k<>//---------------------------------------------------------------------------1 d7 W3 y- U% V
#pragma argsused</P>
$ _$ j: e$ S4 k3 z2 I<>HGLRC hRC = NULL;               // Permanent rendering context7 m8 x4 l: f& E3 y
HDC hDC = NULL;                 // Private GDI device context
4 S% D  j; [- mHWND hWnd = NULL;               // Holds our window handle) _( X0 o3 c' y8 j
HINSTANCE hInstance = NULL;     // Holds the instance of the application</P>
7 _$ h$ r7 u/ j4 G) ~$ F: x* u<>bool keys[256];                 // Array used for the keyboard routine7 A" D& _/ ]) @& N' O
bool active = true;             // Window active flag set to true by default0 z7 C% T" _# O8 o
bool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>
& f7 c0 Q7 V  y' X/ m: R<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>2 j% l* G- f7 Q9 L
<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window
1 t3 W' q0 ?4 t6 l4 s{
  D' y( {: Z3 l9 W6 k- j3 R        if (height == 0)                        // Prevent a divide by zero by! b9 E( m% l3 e2 G* j; E
        {
! [. ?* X5 Q$ A" K1 \3 ^2 _  K. l# q                height = 1;                     // Making height equal One
( W7 M2 D! E9 C8 B0 O1 w        }</P>
$ f4 R& Z9 i; _8 t<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>
/ O- v1 Z% K1 H- K<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix
2 \5 f% N. k) R) t, Z glLoadIdentity();                       // Reset the projection matrix</P>
% M3 k4 Q% Q, Y$ |% \, w( f<> // Calculate the aspect ratio of the window
2 k; a) K* I5 k. s9 r; Y gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>6 e: t$ g+ ~1 b
<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix
8 {/ `- J: j" M glLoadIdentity();                       // Reset the modelview matrix
; |* z( V% ?0 E# [- L! g& I) s}</P>+ I1 F" T. b* [" m8 m
<>int InitGL(GLvoid)      // All setup for OpenGL goes here
- A  Q: B) z4 O{' h, R8 X& h# a% b
glShadeModel(GL_SMOOTH);                // Enable smooth shading  p  q' B% v% O: q" a8 X
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background& F" ~& \9 e7 `, A2 h, r
glClearDepth(1.0f);                     // Depth buffer setup
4 O% E! I) ], t3 k glEnable(GL_DEPTH_TEST);                // Enables depth testing
1 R: M4 ?- Z; O4 E- \5 t  t glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do+ |5 S5 E3 s- j# D0 H! @: I# J, u
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations
, _: V4 A& U9 k( o5 U) o+ ?" d( H return true;                            // Initialization went OK, y, G. _- z2 Z8 L& ^8 A9 V
}</P>
: n8 L) b( m% |- Y4 Y/ X$ t<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing. y6 m0 k& A5 j) U5 j
{! D% O. ^. p2 e5 E, U% v0 o) k: y
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer; ?6 p" ~1 B! g+ Y( J& Z( f1 m) J
glLoadIdentity();       // Reset the current modelview matrix6 f! {6 P! D1 U' Y9 f  l4 h
        
% l$ k6 U/ u" A$ S$ [' y2 F; h( A4 e return true;            // Everything went OK
2 T4 j) q1 v- L0 A0 A4 y}</P>
* j: O- e8 B0 s3 B4 B6 N1 v% e<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window
, ]9 P4 ]. t. i& Z, T8 J0 s{
7 g. t8 W* j# Y2 n; g' \' I if (fullscreen)         // Are we in fullscreen mode?7 L5 s; `5 }! H8 `! }
{
8 x: A# D- t6 d/ U) x0 C2 o7 z  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop0 O3 Y$ O# T1 e0 z4 J
  ShowCursor(true);               // Show mouse pointer9 l) w" {- a7 w$ M
}</P>- o& X5 V5 q% t" n1 `
<> if (hRC)        // Do we have a rendering context?
0 N. M; c$ {$ |# h2 A' D {9 |9 @( |4 V# H& b  T: k7 V
  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?
4 s9 b4 @+ l0 [" _- S  {0 @% r8 Z: N- q
   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);( n' e7 H( R# O* D/ O7 @0 f3 Z
  }</P>, T+ U) ~( S7 w! U$ Y; g
<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?& m8 c0 U2 K! \& o7 W3 y+ o5 U
  {8 H7 ^5 _1 m9 @6 ?
   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
) t$ ~& u1 ~1 C& y. X  }
8 @  \2 {$ o$ Q4 K' }; ~  hRC = NULL;             // Set RC to NULL
: F" d- T0 r8 x* @3 E! O }</P>, K+ t( U; f: i6 O0 k6 P1 y  g$ v
<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC  C  D% P: M8 _3 p) n2 p9 C
{
' l9 E; u4 b9 t! O) O& _/ @  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
0 H6 B5 L4 ~* y, D, o  hDC = NULL;             // Set DC to NULL& F0 ?, I4 R$ R0 n1 @$ E$ U
}</P>) n1 f' d; m, t& J8 M3 g
<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?/ a, }  E1 X4 N2 {6 Y
{
4 y5 q; w/ b% P# |+ b  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);' t6 Z% r3 p) U
  hWnd = NULL;            // Set hWnd to NULL1 ?9 l% ?' Q7 I& i3 t. R1 o. N
}</P>: C& r! J0 K) b- }7 v6 I% G% h
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class
# r, h" G6 t7 W- ]& f# N, R. M* J {
% V+ X2 Z; e# P9 \' C) |  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);3 C  v' I2 b4 c9 U6 d2 k9 \6 ]( X0 N
  hInstance = NULL;       // Set hInstance to NULL
% B% m9 v9 y% R" N7 x }
% [3 J3 `& p0 [& U. O3 L& [}</P>- B# @8 r" r- B$ ^! R/ O
<>/* This Code Creates Our OpenGL Window.  Parameters Are:/ ]/ N- F( G) V4 c6 p! |7 g: i7 m1 U- J* [
* title   - Title To Appear At The Top Of The Window# Z! }* M( G& p- a" D; I4 ?0 ?
* width   - Width Of The GL Window Or Fullscreen Mode
- u3 x. `2 g% J * height   - Height Of The GL Window Or Fullscreen Mode
1 _- i- w% L5 ^4 `+ W' ~# { * bits   - Number Of Bits To Use For Color (8/16/24/32)/ c0 r! F! O# ^1 D' `9 z) X+ h
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
& b" m! s8 P2 D6 U( Q+ R . [, h  c0 p: k# R9 i# ]" b
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
6 x6 P; i9 ~6 e) ^+ W1 A{3 q3 |, S# i6 @0 O
GLuint  PixelFormat;  // Holds the results after searching for a match
8 l* c# W) X1 @6 Y WNDCLASS wc;          // Windows class structure% _/ o- C4 b" Y& e3 G2 _* n
DWORD  dwExStyle;              // Window extended style
. O7 h+ P2 u. v) w% ~ DWORD  dwStyle;                // Window style" H! S; C0 [7 o- \' r) M$ [
RECT  WindowRect;             // Grabs rctangle upper left / lower right values3 t: K5 R0 R7 u' X6 h3 a
WindowRect.left = (long)0;              // Set left value to 0/ u' \, b9 S" C; o4 W* C
WindowRect.right = (long)width;  // Set right value to requested width
9 r, k4 z( i4 K6 s8 G8 ^ WindowRect.top = (long)0;               // Set top value to 0
+ \. c+ J- u# }5 X5 @, @7 c WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>
7 E/ O" X& }. i6 ^. J( [<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>, J9 h1 H6 F" B4 Y
<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window& {5 |" B/ g+ |5 Z# g0 l
wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window9 O% ?% g1 U$ m! l* N/ @% {
wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages
0 ~; T' t: y+ G8 c( s) | wc.cbClsExtra           = 0;     // No extra window data
4 B# d/ |) b6 e5 h8 y: E wc.cbWndExtra           = 0;     // No extra window data9 l* O. L0 u* j* y! Y7 r5 j
wc.hInstance            = hInstance;    // Set the Instance
! U' X# ^' R1 Y wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon
1 [2 F- \7 J- o- Q wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer- V. X7 e; {& p  p: E* ]" b# X# ~" |
wc.hbrBackground        = NULL;     // No background required for GL/ @2 z% m0 q# v( M, V/ _6 w
wc.lpszMenuName  = NULL;     // We don't want a menu$ C) r2 j) g% T/ t9 \" ^9 i
wc.lpszClassName = "OpenGL";    // Set the class name</P>
3 t, E. n7 \0 V$ @<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class" }; F  N! C8 p3 @: U  m
{* D8 ]7 c7 y2 o8 \2 P9 N5 ?' }- U
  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
; j9 ]* A3 a" Z8 K# g/ o<>  return false;   // Return false
4 b# m- n- D1 r9 S! V" v) I }
, `# i7 u; j: Q( z6 `5 k
3 Z5 B) y, |- \7 @, [! Q if (fullscreen)         // Attempt fullscreen mode?% b# C7 V1 o+ r1 P; m# V2 N
{% B- t5 {( l& h# A
  DEVMODE dmScreenSettings;                                       // Device mode
5 n0 Q* h. l. y0 F! o5 r  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared& E! e9 a- s5 M' t5 \, ^
  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure/ e9 I! U. y8 c9 N- Q8 ^! C" w
  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width1 W" ^5 L/ W; }9 d- ^8 Q
  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height8 A5 o9 l2 C( C8 N5 ^$ g
  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel
9 V4 ?) p& e" L5 T  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>. O; E. o6 p) i% p  h$ Q- u
<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
! s' ]; G2 a+ l% R+ ^  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)# E$ I1 X( s% f; T
  {
. o5 b. d) e/ }# f- j% g   // If the mode fails, offer two options. Quit or use windowed mode.* m5 b7 `5 k$ M; H" g8 N
   if (MessageBox(NULL,"The requested fullscreen mode is not supported by\nyour video card. Use windowed mode instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION) == IDYES); F" G, w% ]2 ^) B6 s, w
   {4 O6 M& a5 x; r8 {1 _
    fullscreen = false;       // Windowed mode selected. Fullscreen = false
, {" `" ~. O% d7 M$ m1 b/ |9 Z   }
+ }, V, s" v5 V  ^' @$ \   else8 x2 ^- p2 {; U5 S
   {6 K6 d% x" t) n6 @3 s3 X& d$ ]5 x
    // Pop up a message box letting user know the program is closing.. z& d/ I+ m& g0 x- y
    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);
# Y  \8 Q1 F. Q& Y    return false;           // Return false3 \: F$ }' R0 d, M4 F" H
   }6 ~0 d. a4 B: D& C
  }/ x; f+ `2 R, j6 E0 P0 u0 E& A
}</P>
. R& [! p& @) a- E, [<> if (fullscreen)                         // Are We Still In Fullscreen Mode?
5 {# ^) q& z  L- ~ {
  ]6 F* `6 f* W- D5 R7 A  dwExStyle = WS_EX_APPWINDOW;    // Window extended style4 {+ z! P, \( W' B" q6 Z0 t  h
  dwStyle = WS_POPUP;  // Windows style/ i, }" D/ n+ q/ I
  ShowCursor(false);  // Hide mouse pointer
" ?2 a/ ~6 q" O( J* j) }. c2 J8 ? }  b3 }# q0 a7 Q; R2 v# S
else9 u6 e) l1 a) c" U$ m
{
' [" Q( e0 d; q# A  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style  i7 `, q! s% `+ H9 z
  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style, R/ }8 ?8 q' i' W7 N2 ^: _
}</P>5 _! A0 b: e# J
<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>3 |1 K. ^; b# e
<P> // Create the window
( v0 o% j& n4 m, \. B if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window( k7 U  a+ v' }/ m
                "OpenGL",    // Class name
0 X' j$ x9 M4 Y+ @6 O; |  title,     // Window title7 w: L8 ?' |7 F. T+ i2 [/ B
  dwStyle |    // Defined window style
% t. ^) P+ V' R/ D/ e& ^" Z  WS_CLIPSIBLINGS |   // Required window style
5 a3 v' T! q% c- E' S, G2 n  WS_CLIPCHILDREN,   // Required window style  ]3 B+ h% @; R' o
  0, 0,     // Window position1 K. ]' a  g2 O- d& _8 b
  WindowRect.right-WindowRect.left, // Calculate window width; v- C  {. y- h  A% Y! y
  WindowRect.bottom-WindowRect.top, // Calculate window height' Y0 C2 s, `. R- v% x4 \* r
  NULL,     // No parent window
0 k& e4 ]6 e0 ]  NULL,     // No menu% X. P9 ^: O! x# o- O* Q( }* b
  hInstance,    // Instance$ ?# C' E4 M; U. B& V
  NULL)))     // Dont pass anything to WM_CREATE
; }. ]1 H3 b8 t& Q) ^/ p {
6 X; S, G4 |/ O+ S3 }0 n. L  KillGLWindow();                         // Reset the display
. D  w4 `- g5 O# V2 Q  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);2 Z  {/ F/ @$ A1 U2 ~* m. }: s# ^
  return false;                           // Return false
' `% T6 |9 L' r2 y) G }</P># F/ A6 c+ i" U4 r. ?
<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be
5 A$ D  h, Z' w {
& L1 M* ]% k; Q$ V" e3 u  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor
( n: l, s+ d/ _& E! N* y  d  1,     // Version number
- t5 |8 C/ K1 k0 L  PFD_DRAW_TO_WINDOW |   // Format must support window- Y5 i  L) @$ S6 E! S% i
  PFD_SUPPORT_OPENGL |   // Format must support OpenGL
  R! Y& H$ A- H# j8 X, q, k" Z9 D  PFD_DOUBLEBUFFER,   // Must support double buffering8 M' z  v# S# C8 a
  PFD_TYPE_RGBA,    // Request an RGBA format1 y( }! P3 J; s& @( G
  bits,     // Select our color depth8 j% R  q" c5 C- Z- ~
  0, 0, 0, 0, 0, 0,   // Color bits ignored
8 [; i! q) v( W) J  0,     // No alpha buffer
0 f# b3 t* M4 x# F+ ~; k" h  0,     // Shift bit ignored6 n6 ~6 G2 `, Y1 n5 `7 D, {! O5 Q
  0,     // No accumulation buffer
* E8 Z/ ^+ ~- j- S8 V" \  0, 0, 0, 0,    // Accumulation bits ignored# |& v4 m+ s( E. k; _* r, Z
  16,     // 16Bit Z-Buffer (Depth buffer)
, u4 @- v0 U# Q( @$ j  0,     // No stencil buffer
! U5 j/ P9 [. D2 D  0,     // No auxiliary buffer$ Q' A$ z3 U/ S0 ^- A+ K; `% y6 Y+ G$ S  z
  PFD_MAIN_PLANE,    // Main drawing layer6 N; b* `; p0 x+ s0 b/ f# ^
  0,     // Reserved, \4 x" {( w9 c/ W- d
  0, 0, 0     // Layer masks ignored
7 O' t7 C) j! q/ s& d };
4 y: x' ?) L6 X& A
/ s# r1 S- F. S& I: M# }# J5 e) ~ if (!(hDC = GetDC(hWnd)))         // Did we get a device context?( W: H" R2 K& m2 P  w$ Y
{  E' a8 P% {' Z& `- W( T  m9 ~2 ?
  KillGLWindow();         // Reset the display
8 D  s& c7 `* t# @2 Q) v8 x9 |  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
$ w0 z1 ?/ e% }8 h9 x$ C  return false;           // Return false
& J# P* ~8 V5 y }</P>
8 x* E  n# n) J<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?
% x. g' A' [5 d3 R) K, @. `9 M! j {1 e4 P- R5 Y& E& i5 C$ R% ]! X
  KillGLWindow();         // Reset the display
' F) }( y! n- \$ a4 j1 H  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
9 D8 u" o. q! y. Y7 f/ f  return false;           // Return false$ ?3 j, k2 ~' G- A
}</P>' F/ [& g/ @: V$ X! L
<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?0 x1 \: j/ U4 ]" f2 D6 Z# k
{
/ I% y! o( e/ `/ N7 C/ o0 C  KillGLWindow();         // Reset the display
1 X* V" U! v7 Y& I$ j8 y( b  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
# ]7 K. y& [2 o! K- L' B  return false;           // Return false
% }" Q; u0 M1 g/ T }</P>& G8 A2 |7 z5 c+ m7 T- T9 V
<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?
- K  Z. H) I, t1 T, y; U/ M {
- c5 L- I) v  `3 e$ \: o! h$ K  KillGLWindow();         // Reset the display
- D) t) R/ Z+ x# U1 I. C  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);/ c9 h0 A# T7 h8 [
  return false;           // Return false0 E- p! N% `- U) Z* \6 o! t
}</P>
! O0 Y# t% Q' P7 {* I7 K<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context
$ h8 c: M$ X* t1 y {
: ]% _& N  u2 v6 ]1 S1 R# ^  KillGLWindow();         // Reset the display
4 A" U% {* J9 Y% k  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
# K, a. r+ Y3 \% t3 d0 Z( w  return false;           // Return false) s# ]& A- p$ w% f0 G- q
}</P>+ w- U: B' D8 L* ]6 |4 ?( H
<P> ShowWindow(hWnd,SW_SHOW);       // Show the window
( o8 S: m: C( y9 Q7 }" q& [5 `& H% p SetForegroundWindow(hWnd);      // Slightly higher priority; `, W4 i# _7 `( S4 C  {- U; H8 {1 ^
SetFocus(hWnd);                 // Sets keyboard focus to the window
5 B& h- ~5 R4 _! K: u2 d ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>( A+ K# w# i- X, l
<P> if (!InitGL())                  // Initialize our newly created GL window
7 [2 W" _) h/ e4 O {
6 P2 g! w+ [& P( u6 T  KillGLWindow();         // Reset the display
0 @/ p( b5 l2 l9 S! z  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);% C7 z9 Y3 [; ^/ ]
  return false;           // Return false
6 g$ Y0 K5 k1 D4 R }</P>
0 t" T4 `# E3 E: j  o1 Z1 H+ X# r<P> return true;                    // Success
" x# ^8 k" W; ^% S% m* r}</P>6 o: ~% v- T9 r6 `
<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window+ H& l- `* ?  e5 \3 {
                        UINT uMsg,      // Message for this window, }# N' M( ~% N( l
   WPARAM wParam,  // Additional message information
( o( Y4 w( `3 K) s; R: M   LPARAM lParam)  // Additional message information, S7 u1 N; \, L( @% a
{/ t, n. |' G4 ^9 y, ?
switch (uMsg)                           // Check for windows messages! c% e. f( J; v6 e# O' j& V
{3 p, m+ P; d/ w
  case WM_ACTIVATE:               // Watch for window activate message+ x8 s3 n; u* y+ {4 L4 I; T$ U
  {& H7 i# P( j9 t- ~/ }" Q4 G
   if (!HIWORD(wParam))    // Check minimization state
9 O! D  N( D; z( m   {
$ i" _! Y8 p# o2 o    active = true;  // Program is active
* b/ a5 F6 ~" X% C   }2 P5 ^( g1 d7 @/ x
   else
% W; [# q; w1 n   {
4 F# v' I' z: y  I$ ]    active = false; // Program is no longer active7 g- \* K- E5 Y4 V7 J9 [" b
   }</P>
7 a) c! S+ I8 o) E<P>   return 0;               // Return to the message loop
; Q  Z: l4 |% m8 d/ ~  }</P>
. n5 S3 {5 x$ f" P( H: t2 K- H<P>  case WM_SYSCOMMAND:             // Intercept system commands3 x' V/ ~- a( U4 e
  {
- C  s1 T4 [* L+ }2 e" ~7 |4 g   switch (wParam)         // Check system calls3 Q8 x2 h4 {( L% i- f0 P
   {, T7 I7 E; y7 S) S3 Y
    case SC_SCREENSAVE:     // Screensaver trying to start?
7 I2 p6 q+ h) C; n    case SC_MONITORPOWER: // Monitor trying to enter powersave?
, q% t: B, y7 J0 s    return 0;       // Prevent from happening
8 M7 P# }! V6 C$ d5 u2 k* f0 s" l   }% C. w* k9 P  E2 {
   break;                  // Exit
% c. y+ q# l( D  B  }</P>
, U; [; {1 i, x% A: m; d4 P+ p<P>  case WM_CLOSE:                  // Did we receive a close message?
% T  Y5 E% b8 X& u" g% [  {# n$ M7 L, H" x+ Y& X9 j
   PostQuitMessage(0);     // Send a quit message8 R( j0 @5 O. E( N! Q
   return 0;               // Jump back
0 M  W3 u) _/ `* N  }</P>9 j3 J# s/ r) X
<P>  case WM_KEYDOWN:                // Is a key being held down?
5 {" X! d4 X- G/ b) B) s1 c; N& Q# }  {5 w+ o% I+ H$ f/ k
   keys[wParam] = true;    // If so, mark it as true
! M- O/ N. @8 J+ C, p8 j! g- \   return 0;               // Jump back
0 x# m! g0 ^) z1 H% D  }</P>
7 x+ {: O4 [/ \+ Y" m+ D<P>  case WM_KEYUP:                  // Has a key been released?
5 R6 J0 n2 R4 A+ V7 n- |, x) |  {
. f9 H+ j5 I, H1 Q( _8 j# ]2 ^0 B& l3 S   keys[wParam] = false;   // If so, mark it as false1 F0 l/ a  U8 `
   return 0;               // Jump back
2 r8 I: u, M; n5 {0 {  }</P>
% k7 s# J+ B6 }: R$ ]7 R. f9 C<P>  case WM_SIZE:                   // Resize the OpenGL window; w8 ~# p, Q. }; _( K6 b  P. l
  {* e6 v3 u1 L5 c/ f) \1 _# Q8 r$ A
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height: u0 g% o4 L5 W3 O% `
   return 0;               // Jump back
. D6 y. i) ^: b6 X  }
0 k( x& c: h* M" N$ h }</P>
) D' D3 |$ }6 @# A" ]+ L2 o<P> // Pass all unhandled messages to DefWindowProc3 c& L# A* p9 ^( v3 w* c6 g
return DefWindowProc(hWnd,uMsg,wParam,lParam);
* C$ o8 Y1 Q9 l}</P>
$ p% T1 W: K2 ^# G: f3 L( l" U# a+ h<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)5 q" e  n- U6 a: F& ~) o2 t* ~/ \* @
{6 w9 n3 M8 u/ R: y& i: H( {6 W
        MSG msg;                // Windows message structure3 _: J( T+ J4 g% B  l9 L7 h
bool done = false;      // bool variable to exit loop</P>, ]  B4 g5 H. a, o$ Q' U1 q* k
<P> // Ask the user which screen mode they prefer
* _* c  G& y! y2 C' y if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)
2 J8 E; E' Q+ G& G8 o {
* B" H  g' x# X. _% ~  fullscreen = false;       // Windowed mode
/ [, M/ O7 f, R+ ^, z }</P>+ R/ V# _- K( X4 ~% P: q0 `
<P> // Create our OpenGL window
8 o) ?& N' s! a if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
7 E' ^. b1 g# y {
3 z% y' V2 h6 s1 U# B0 d  return 0;               // Quit if window was not created
. O5 g, l5 b* X% X }</P>
* P: g  }: c; o<P> while(!done)                    // Loop that runs while done = false
. y' i: `. L+ d3 H7 o {
5 l; P& m% y* Q# n$ ?  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?4 F  U4 O) T- o# I# X# ~
  {
/ w0 `+ V) J3 ~2 X* I, \( i   if (msg.message == WM_QUIT)             // Have we received a quit message?) y8 d# W$ N( S, Y" m
   {
( Y- P" j" H% O8 s- |: ~    done = true;                    // If so done = true
; U' j# {3 E- o3 P# C   }) R8 Y1 `: s5 q+ J3 D+ l. S# q
   else                                    // If not, deal with window messages
* e5 c3 N4 L4 H1 ]* e+ Q8 K6 j   {
( I! R/ v, R$ g$ l- }, `+ w& B0 f    TranslateMessage(&amp;msg);         // Translate the message
' }( K, y0 ~& Q  |3 q    DispatchMessage(&amp;msg);          // Dispatch the message
3 {# T% H9 y9 K   }3 _+ ?' P2 X* H( Y
  }( _1 R" @2 L! n) x: _: J
  else            // If there are no messages9 _; E# z2 w7 o. s7 |( N- Z
  {
! P9 H2 V. \8 l( r7 }& y" p0 t7 w   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()! ]& m9 P. y: t8 C1 [; r; ~
   if (active)                             // Program active?
6 }/ y5 l, w" i7 v: \( }  J  q2 i8 R   {' }1 P' a; R8 h" M" h6 p
    if (keys[VK_ESCAPE])            // Was ESC pressed?
% y, {6 k' j/ C- G! ?    {
9 K4 V% t& L8 ?% @) {  N0 w' \' X     done = true;            // ESC signalled a quit$ O% \. O3 Z% z
    }
) @$ @5 d8 I7 m# T; ]% Z0 D    else                            // Not time to quit, Update screen# F1 ~4 g: \+ n$ g0 L1 K: {
    {9 J5 z4 v; {" Q2 E1 q. n
     DrawGLScene();          // Draw the scene/ t" S8 r$ c, \9 u, y/ \7 m  W
     SwapBuffers(hDC);       // Swap buffers (Double buffering)+ r5 |9 m7 ?* l2 D( P# m4 H
    }  A6 v$ S, d8 z* p! [$ ]: O
   }</P>8 n/ V% K6 k$ h+ i" z% s
<P>   if (keys[VK_F1])                        // Is F1 being pressed?
9 ^( F3 U: _5 g' U2 @7 Z   {3 ^- h) r8 ]8 A) ]
    keys[VK_F1] = false;            // If so make key false
0 A& Q$ q, C% E    KillGLWindow();                 // Kill our current window6 o+ w: K7 Z' t* K3 O; l8 U) R
    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode3 ~9 X; a( @4 n1 N
    // Recreate our OpenGL window
+ t9 S( w: Z7 y9 O, C5 u# B    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
" r1 F3 V- F$ O) m, X6 L    {- w  L, `9 k2 S
     return 0;               // Quit if window was not created/ s2 h' `1 ^, U4 T8 G
    }( t$ X! I6 z. }" d
   }+ b1 X, S( ~& p, b* l2 E1 `
  }$ m8 a5 p7 p4 m2 K3 K$ Y
}</P>
" B! r0 @& E3 A2 X' x<P> // Shutdown: L8 m1 m: \3 F
KillGLWindow();         // Kill the window) I: }. D8 {) K) X$ _# J9 s. k; Y$ u
return (msg.wParam);    // Exit the program
7 }& Z* [& @6 r% b5 S}
0 U3 ?2 o) ^9 s; S/ ^: b//---------------------------------------------------------------------------</P>
zan
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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' X0 U% d$ Y  ^: M* C
    OpenGL API,使三维世界的"平民化"已成为必然。
    # g7 m/ ^$ M: F; ^( j  G) \' \----Windows操作系统对OpenGL的支持2 h2 M8 v3 N8 F3 ^
    ----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:
    2 Y  y) G* }# Q/ B----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$ k9 N. `: E" i1 \4 Z
    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。) L  w6 e7 w& E
    ----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。
    6 u: Z( d8 |- @! b2 }9 y( A----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。& Y9 @" V/ q9 h) y9 O1 p# n
    ----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。7 B: ]8 V% r, j" @1 E$ `. I
    ----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。4 X; z# c7 e+ S- l4 _1 Q2 s) a6 z$ s$ l4 c
    </P><>----用VC来编写OpenGL程序: R, V' R" K" ?% w# O
    $ t# H6 T( ]5 W$ @/ c0 o
    ----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:
    ) F. f. P# u5 @6 H8 B* |! R
    , _4 c# R1 Z% E* @: U----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3 w  g- o6 d& s! G( Z& }
    ; I0 l+ {+ z6 I9 h5 L, ~) Y
    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; U- \- b- H9 q. Z8 y0 g% i. X( _3 @4 m

    " U4 h$ O0 z$ k/ d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
    ! f& Z6 n4 ?( T$ l' B: ^( C
    ) i) Z1 Q! H  q9 c6 G. H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2 N1 }* O( G. a2 e
    " v$ M/ z/ N# I* t
    % j! x0 B$ X$ B" S
    ; H. g$ b- d; W2 E, M' U5 C
    ----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)。
    ) a) T' a* e" @3 ^6 @: p4 N
    5 {1 }6 ^7 q; S% R+ I----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)
    / ~; c. F% B1 H3 C3 k1 u1 x# s5 w1 j
    ----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: `3 U0 W0 X4 N) e# H2 M( r/ Z

    2 l3 F3 A# v8 z9 r# R2 X! f, [& H! k+ q0 g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(
    $ B# n2 m( \! R$ k4 p5 K9 G! Q8 h9 K1 I& o
    if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC
    ; u+ \" H- v* D
    & m$ w# p9 W* R  D) ?6 K----所附程序说明2 M* I# t7 C' j: e" ?: h

    8 j: _5 M, }6 ~4 k6 O8 z----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
    * h! p7 E7 {' h" |# Y% F; g- A5 n5 F
    MFC编OpenGL时需要注意的内容做一个简要的说明:
    & L7 [. G% u3 }0 V  q* Q" e# n* V5 d& ], w: q; l
    ----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 r1 [! E( P. {. P6 s
    ( L1 i+ l# A/ L: g3 |& P  K# Y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4 h* B! W7 T. e0 u3 m0 C0 [
    9 e  {' D' k& [/ j" Z; I4 ]9 z+ |, w
    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) b+ v& I/ E8 O9 `$ L: Q& S

    * J1 O2 J5 q6 n2 A' @2 O$ z8 x格。+ X2 z" O( y* u( y; Z# W

    ) i; i" o( `& D/ ^, i' b----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
    ; R0 ~1 x( y7 D+ u$ H, z
    4 O& q0 m+ [3 a# Y1 n! j9 A。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
    - K( m" C) ?9 w4 Y" }5 l1 t7 r: e$ C6 c; |; D0 p1 S  k. I0 n
    、鼠标处理函数都应该由相应的Windows处理函数来响应。
    , l# O( \# F7 x1 A! k# ]( b( o$ C) O. ]( J1 r' [9 j- t. H# {# {
    ----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
    ; j; W4 A+ e3 ~- G* |
    3 B, R) v( l5 A,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; d' Y: A2 p. r) R, U5 P9 S
    3 P5 O# c0 g8 W( 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。
    ; ~) ]! m# b$ D+ L
    . V5 ?! d2 H! V( K----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
    ; }+ B. [+ l+ ]9 U! d7 P- N- _5 X6 E# U! y
    GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。% w+ H& z" f2 @1 p. y

    + K& u- ]+ n( _4 M& b2 ~: b# J8 W6 Q----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。) U8 `; H; ~% \' E& b( e% n
    0 r; V3 i0 }( d% E
    ----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++( [7 m$ i% [" S
    0 C1 G1 M. ~! ?
    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
    $ O: _- F5 \  }5 @- l
    * l8 F- v& _$ I0 c3 J3 MCS_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' ~$ X3 H9 U$ K+ @, K
    ) E9 \0 I; d. q) P5 G( b0 Z
    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。
    4 G) ~- w4 D" H$ R* g/ \% W& g+ n6 C, v
    ----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
      t/ Q" V5 M% J. a; T4 e( k: b' s9 I2 j; B
    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/ z  S+ g, }$ d3 M0 K! d$ S( ?0 E

    # c" n8 l+ b) g( g- h  _" t函数应当非常小心。5 I; v" b, m. r" ~6 ~. S) F
    ; n$ |4 F( v. b2 g" {! Q% t
    ----参考书籍:1 x: e4 U. z  g! s# z
    6 O! {) r* D# u% w  A
    ----《OpenGLProgrammer'sGuide》SGIinc.
    ) E% T9 V: X5 n2 a- i3 b3 S! K2 P2 ]$ r
    ----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社/ P; E" r7 y$ Z/ u( h& Y

    + q, I0 ]% ?4 U3 C6 |+ i----《VisualC++5.0联机帮助》0 h) G2 P2 y/ h) E( f8 Z: o
    / N' N; d# V8 G: {& ]/ W: h8 l) F
    ----附程序:, F# ~3 i* O* e* I8 o

    & x' I! T8 s* i( B1 g; q. P$ Y( w" R----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
    * s: k8 L* H" L/ P* z5 u# H( T" }$ u2 q
    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
    6 d& @8 E5 o$ ^/ i
    % [9 |8 m+ i# k& n$ d( fOpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。* ~7 D' }+ _2 H/ A0 f
    ! e3 e8 \7 z+ d! [
    ----主窗口类定义(OpenGLWnd.h):( X# }( O0 t/ Y/ U6 q

    , @( e. ^' \. G& {0 Ps#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E70
    ; ]& l0 u& q$ @6 e$ @_11D2_9ACA_48543300E17D__INCLUDED_)* @" F; v% t0 G! T
    #define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
    $ {0 e7 P" G4 C" u_9ACA_48543300E17D__INCLUDED_+ o/ K0 c: h# X; p3 h+ k2 U" a" i. S
    . j4 z  O7 G* q: h. O9 v; K
    #if _MSC_VER &amp;= 1000
    1 U" k5 z2 Q& L6 S#pragma once
    , X; Q" \0 c. l7 L! J: r# ^#endif // _MSC_VER &amp;= 1000
    ! ]  X! r' @8 `* u8 L1 G) f) ~8 T, q+ `' [" `& Y& V
    #include &amp; afxwin.h &amp;9 t0 S4 t! \+ y% p* ~6 O
    #include "SimpleGLApp.h"
    ; B# ^# Z5 }9 B#include "resource.h"! `/ ~9 N) x. B
    // OpenGLWnd.h : header file
    + {8 `' H1 [3 g) K* i! q//
    5 Y/ c8 D& b: H/ X) ^- s& t" C///////////////////////////////////////
    9 C; }) c+ R( C; K& f' K//////////////////////////////////////
    - e) o% O( u- L& t8 u& ?0 x// COpenGLWnd frame
    1 Z* m/ E2 [  M* w
    1 e" h" K, J5 Q- Pclass COpenGLWnd : public CFrameWnd
    9 s$ ~) A. ]. y. _{6 e0 ~1 }- x& k; Q( ~- v
    DECLARE_DYNCREATE(COpenGLWnd)8 T: h% r. a1 U0 A9 K7 ]
    public:
    8 W! m' X, C  G& U& j: bCOpenGLWnd();&amp;&amp;5 M+ v8 D9 h" W  U& ~; I
    // protected constructor used by dynamic creation+ [" z# [. p5 W) \4 b) {0 e
    protected:
    + V2 o* u, R( O( JHGLRC m_hrc;
    ' e4 ]" f) i9 i' ?8 _/ X. N( {CClientDC *m_pDC;
    + k' v6 @' X! t( W8 m7 s! j7 d// Attributes( o! f- @1 d/ O5 ^& @0 U6 a4 i
    public:5 m) |7 Y  A0 j9 f
    * a8 |6 @4 S. q" T& J: ~1 o
    // Operations
    ; K* \" W8 V9 K: mpublic:
    3 a( r- n( m! S! a/ q
    : }8 ?" t5 g1 o# f// Overrides* G" f5 W' n8 [0 ]$ C9 H4 Q9 x
    // ClassWizard generated virtual function overrides
    / U8 `6 Y6 c7 q. f# o" p//{{AFX_VIRTUAL(COpenGLWnd)& q! U  Q4 u4 t' D6 r0 u: K
    protected:
    ) o+ i: M; W5 T8 |virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);
      q" T/ D4 \4 N* x* {8 l+ s0 c  w//}}AFX_VIRTUAL
    . A& s/ I, ^; I2 u
    8 l; Q8 a' C. Q, u// Implementation
    : G, v- [/ v9 k5 [* m' @6 zpublic:
    " Q9 _; e5 w( }* w- |1 `0 hvirtual ~COpenGLWnd();
    4 ^- i& E0 x2 q+ l
    ; e# x" x3 Y1 N$ M// Generated message map functions7 k! [' G* r" I9 ?0 I3 L
    //{{AFX_MSG(COpenGLWnd)3 E- n4 N; [( z. }$ b3 _* N5 G/ L* B
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    # ]) u7 \% u* q% vafx_msg void OnSize(UINT nType, int cx, int cy);" H7 G9 x9 v7 J6 ?0 n' h6 D3 e# C* X+ S
    afx_msg void OnDestroy();" B! c3 `' p2 P
    afx_msg BOOL OnEraseBkgnd(CDC* pDC);5 c) M7 ]! Q/ D# n: r  ~
    afx_msg void OnPaint();
    ; v& H8 ^- d5 M9 g//}}AFX_MSG9 u, a6 R& d7 d5 f: W* P
    DECLARE_MESSAGE_MAP(). r" Q- }( z/ j
    };
    - p# C) l7 Z# C& Q% t4 P- v+ F0 v/ e+ u
    ///////////////////////////////////////
    / v+ U) k/ X3 _$ E# x& F* p//////////////////////////////////////
    : u5 N) Z) C) _$ y( d; ~7 Y1 h
    //{{AFX_INSERT_LOCATION}}! r- p# t8 i( M5 p2 T9 l
    // Microsoft Developer Studio will insert
    5 l9 y( D/ c: j9 [additional declarations immediately before the previous line.
    0 O* z7 d  P3 x9 l6 h3 H4 C) H$ a- p
    #endif // !defined(AFX_OPENGLWND_H__3FB1AB28_
    8 Q: o* Y! n- U# K, v2 ~0E70_11D2_9ACA_48543300E17D__INCLUDED_)& J" b  u$ h% E
    主窗口类的实现(OpenGLWnd.cpp):" k0 Y& J+ {$ I
    // OpenGLWnd.cpp : implementation file8 ]/ R5 T2 G- X* D5 Z& H
    //
    + m# x) ^7 P. t1 `% M9 p$ ^. q7 q3 \; N4 P. @4 e
    #include "stdafx.h"
    8 X9 O5 Q/ A+ J1 Z2 A* s  F" l#include "OpenGLWnd.h"
    : ]7 t- p- x5 P; H0 ?: x) L#include "SimpleGLApp.h"
    1 m7 G0 {0 z0 A+ L5 e, x#include "gl\glu.h"/ ~$ Z* K3 C, B5 V
    #include "gl\gl.h"6 L/ X7 _; Y. a0 J5 D' _
    #include "gl\glaux.h"
    ( U7 _4 F: f3 O( D, C2 N' k' {5 W4 z  a& n) b% L% P
    #ifdef _DEBUG
    $ J1 ], Q+ E: W8 [2 N9 V1 @#define new DEBUG_NEW
    1 H8 {# S! A: Y9 J#undef THIS_FILE
    , \" [# u: S9 n5 c; {static char THIS_FILE[] = __FILE__;
    3 M! |' D6 l3 n! g# A, J/ q#endif: Z6 L* Y6 F" F* B7 i! y8 {
    5 v# W/ E, `) }3 G
    ///////////////////////////////////////
    * D1 B! L' d, _//////////////////////////////////////
    : X3 M" D: _! z4 B6 s9 {// COpenGLWnd
    , {; z2 y$ C( Y$ u  Z+ G3 `  P; r, i1 Q0 z. x
    IMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)( ]6 `2 Y$ C6 u9 G6 ?# k% R

    ( C/ L; L, l+ A8 U9 U# PCOpenGLWnd::COpenGLWnd()
      Z9 \8 j- l9 e0 Q, t+ Q{
    ; m. \# _7 I  _; u: j, A% k0 mm_pDC = NULL;- I+ s6 k1 o9 y* ~
    m_hrc = 0;
    8 X4 s" j+ E/ e# B7 j: lLoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
    # d% n8 j  y- M* _, {| WS_CLIPCHILDREN | WS_CLIPSIBLINGS
    ! p" B& e9 A  d7 K- t" K7 l2 J,NULL,NULL );
    7 a7 V' d# j! M& W}9 L  F  @, ^( k) c

    & a( U1 \# }9 b4 [2 f* b) ^: W9 DCOpenGLWnd::~COpenGLWnd(): G. O1 a+ J: G; ^) Z
    {
    $ @# G: J8 o, y. u3 a" n! s# w6 b; Z}. S+ J+ d# K2 x$ x3 W/ }+ Q1 O) m( p

    " i" J" l0 k- h5 W! g, C6 J  H$ [, A6 E9 F0 K7 {
    BEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)
    ) j' K# H# G$ M0 g//{{AFX_MSG_MAP(COpenGLWnd)
    ) }9 u2 g( S9 Z1 B' ^% M* xON_WM_CREATE()1 T) f( b% `, z" g( k2 f7 c" @- C- i
    ON_WM_SIZE()  \1 L: p! U9 ?! ^4 w6 m
    ON_WM_DESTROY()
    $ M5 O% X; ]9 G3 q( L3 [ON_WM_ERASEBKGND()& _; {3 q. s8 r3 P5 y: U
    ON_WM_PAINT()* q1 d$ ]! x: h+ G5 \
    //}}AFX_MSG_MAP
    - q& _/ s$ l: p6 }6 YEND_MESSAGE_MAP()
    9 ~  S9 O& K) M& @
    ! Z# z* m: K+ p1 ~+ }: B* h6 R5 n1 Q1 T; d4 C0 y) j
    0 k7 }2 Y  o9 O  J) R/ w5 }1 D
    BOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs) 3 Q+ v' l5 B' X; ]: a0 u( ^
    {' c4 {" W& y2 f7 ?9 ?' ~1 c/ g
    // TOD Add your specialized/ M$ V  g  i& |& r4 Q% Q, `$ E! O
    code here and/or call the base class
    ! \8 C  n( q) A2 r" }# g' F: Ecs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |
    8 ~; H9 r% i& ]) m& KCS_HREDRAW |/ ^) C* M, U9 b# h$ i
    CS_VREDRAW |3 B7 ]% D, a; O4 V, g. p% k
    CS_SAVEBITS |
    " j: }: W" b9 x+ r/ oCS_NOCLOSE |
    : O: f- ]5 b+ I6 |2 _8 w&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC
    % v9 g5 R! K* ^* a,AfxGetApp( )-& Y6 [. I9 E# X* k) a  k
    &amp; LoadStandardCursor(IDC_ARROW), 0 ,( l# O( ?$ w+ p6 n- a
    AfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));. Z0 w( O" ~: V1 E" s& B8 a+ m; U
    return CFrameWnd:reCreateWindow(cs);
    + b. Z3 A7 X8 e" V4 _}& ?% s3 R* C+ p) |1 x( V. H" v, v
    " u0 o# r7 M# N( ^
    ' N: L8 }3 _2 w  `* M; _9 O
    int COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) 7 U+ F: R# m/ M: ?. `* z2 b( A% Z; ]
    {$ F) Q- e: a' n
    if (CFrameWnd::OnCreate(lpCreateStruct) == -1)# }% H. X/ g/ I1 c% a  }- Y; g
    return -1;5 V. T  s! d9 n! l1 h  K- r7 x
    8 a, \. y1 ^) @; c6 j1 U: p
    &amp;&amp;&amp;&amp;int pixelformat;
    * q7 h; @, d: Q3 C
    0 h- `- f' t  v&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图/ _- h  Q. ~* T% |- V
    ASSERT(m_pDC != NULL);
    ) }& ?& q) X% ]( C( Q, Z# J# Y$ Y& [- u. k* x) V- J* L/ d
    static PIXELFORMATDESCRIPTOR pfd =
    $ Z" d, O. H7 J2 }4 `! Z{
    # j5 h2 l: i' N7 p9 g0 |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值2 u( U+ G% r6 S7 l6 L6 y! W
    &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
    - f) W( c' J$ c/ G&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
    8 \- u: [! T+ T% F$ ^" m0 `( t. x&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL# C. Z9 `9 r' C% @" j) ?
    &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. \) g+ q: ~) S, x  }0 `
    &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
    , F* G) }8 e7 f4 {: i- S6 H&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
    ! P0 ]& ]: B' R6 n4 y  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 alpha buffer! M. o& p. Q$ c; B8 J0 \  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, x' @& v2 b' u2 v3 w
    &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- V% J, D( S2 ]6 T$ 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
    & i! p0 n1 S* r# Y" Z6 m: }* u* b&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; M% y2 `/ R: E* o1 x+ u2 }: g
    &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
    3 p% f9 q( r' y4 r&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# ~) I; l2 q& a
    &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, U3 u- ?& h, L0 d5 ~
    &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
    9 Z( _0 H( d+ W& `, B&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/ w8 k2 Y) {, E; A, d
    &amp;&amp;&amp;&amp;};
    & v6 ?+ R2 {; C7 V6 D5 R
    7 s- ]) Q; V0 @- m6 o, H& |& @- g* S+ S3 b
    if ( (pixelformat = ChoosePixelFormat& \9 X5 e6 H" o5 Y0 I
    (m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )6 C' f1 k. r% w$ e# n: y. w: ~
    &amp;&amp;&amp;&amp;{$ A& \( o2 V& b. ^2 k
    &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");% I3 F; Q" U9 @" T
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;9 O6 l; F% x4 q' Y
    &amp;&amp;&amp;&amp;}* R/ a. ]7 H3 _/ l* J) Q
    $ e- B- ]; b. i' L
    if (SetPixelFormat(m_pDC- &amp;
    7 k1 p: {% \, I' i6 G- G# d- Z5 lGetSafeHdc(), pixelformat, &amp;pfd) == FALSE). L% h; P  I  B: q/ O
    &amp;&amp;&amp;&amp;{
    : a7 F4 M# q- d' e; H+ o3 v2 e+ y6 ?&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");
      Y' U+ D2 H7 n( H4 r9 y0 q&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    : V; M) H" P# E& e6 Z&amp;&amp;&amp;&amp;}; j. b; @; w2 _# L7 L
    &amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());1 C# X. i2 e$ P8 L% Q/ `+ H  ]
    &amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);& m! s$ m; z! }; {" Y# ~

    , C% g* K! h2 r0 m* x% V&amp;&amp;&amp;&amp;glClearDepth(1.0f);9 ^; l( T' J6 E! p
    &amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);* W1 p8 s# }9 Z( D& o# h9 j' p

    . O( {/ |# h; e1 @; ?8 z# P6 J" R/ z: D1 F/ ]
    &amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);1 H6 M$ X+ `; B+ S. e9 t* W
    &amp;&amp;&amp;&amp;glLoadIdentity();
    / H0 i' S7 i' `' y( H4 ~&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);3 Y4 ^/ g; u0 H9 V$ O, k+ \. \
    , u5 `. M7 x5 J$ \( V/ j$ S
    return 0;//OpenGL窗口构造成功
    $ ^5 t* t8 J2 F6 T% \9 G2 b}/ M0 o' d% m0 ]$ i. [$ ~
    2 c: m& r# e5 O$ O- Q+ |7 ~
    void COpenGLWnd::OnSize(UINT nType, int cx, int cy)
    6 w" M6 u' \) h3 m. y0 l# E{
    1 W# O; Z5 H* h% r. d* X7 g2 @CFrameWnd::OnSize(nType, cx, cy);& F) n2 j9 W, i6 _

    , ]/ R% v9 ^% q2 c// TOD Add your message handler code here
    9 n+ n' d( V4 C' e1 q&amp;&amp;&amp;&amp;if(cy &amp; 0)& S8 ^# v, O6 ?
    &amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;
    1 U* W' V( q! q) S, \/ b2 K! Z&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);
    9 x& |( }& H4 r0 _$ y2 h$ @. Z8 U&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);7 x, L' \4 X) D$ ?6 t
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();; Y, A3 e$ H" W7 E  r
    if (cx &amp; = cy)
    / r4 [! m/ _( X' _, W4 }2 e+ g&amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,
    + c! ^! x+ s! R* f$ ?, J3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);( W6 M; Q( K' `0 N9 ?- V6 Y$ F
    else$ G# N- B9 I  E8 f. O4 f
    glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,& K1 b* Q4 r# q
    3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);# D  |5 P& D" s* B- I
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);. w) v  E9 \8 H  t( i
    &amp;&amp;&amp;&amp;}3 a1 }1 b+ o3 A0 Z9 H! Q, x) C
    }
    & ~# J$ l2 W9 X/ Z& ]& l% @
    0 @( t5 t+ b( S+ N4 u, Q& _' Tvoid COpenGLWnd::OnDestroy() ; @* z  g  j7 j, S) _
    {# a( u1 @+ A) @. ?6 r: i

    : @7 b% N1 y  G$ a* y& PCFrameWnd::OnDestroy();
    ; d( d5 [# V7 o6 g/ l1 u9 e&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);
    $ V* i( {& O2 F# \&amp;&amp;&amp;&amp;if (m_hrc)
    $ d- l) T$ c8 A' d# ^' M: t&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);
    ) c5 J) Q& q5 n6 d. f, T; pif (m_pDC)% N" F: }) t1 i; U# L! F
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;
    1 w% a* c4 v" G; V4 Q// TOD Add your message handler code here
    $ C' l1 p5 ]6 I: s9 b. d6 z}
    4 g8 E% Z+ }) [" }
    " q* H* H0 ^2 S0 x/ QBOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)
    ; \) r9 @  J1 J2 d( \" \! s{3 l6 V+ a' N) r( m* s. r# u
    // TOD Add your message" {6 b6 y2 b% ~& E. `0 Y/ |! _6 @
    handler code here and/or call default' W3 a- Y% N6 u" m& c. u0 o/ k5 A+ C
    return TRUE;
    - _$ b1 q7 N: T# I( w//return CFrameWnd::OnEraseBkgnd(pDC);
    $ ~4 u9 J  Q5 t0 y+ j}
    - G  h0 p8 |3 t) @0 H# O% M9 _' H, W! h- p$ `; ^
    void COpenGLWnd::OnPaint()
    " |7 h- Q# D4 ^" T9 E+ j{
    / }- X" i+ k! `3 V8 B# X0 oCPaintDC dc(this); // device context for painting6 @7 R) r& b* v
    ; V- L; R/ S, S! u
    Glfloat light_position[]={2.0f,0.0f,4.0f,0.0f};
    * D, u$ F) Q4 W0 u5 Q0 F: z. L  P- Y
    // TOD Add your message handler code here9 Q$ Q: D5 s( s: u  a' k% B

    + D" F* v) w* Z" E&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    8 l! O& z7 K! r( N9 F% Z) B- {! l&amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    + j8 M) ^! D/ ~( j: C* i: n4 f( b
    &amp;&amp;&amp;&amp;glPushMatrix();
    - X  q0 h/ |  U; v- p0 O
    8 }% z0 ]* s. C9 H* \* q' I&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);5 S4 c5 q. a; N- T3 J
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);# f: W$ e* @3 W
    glEnable(GL_LIGHTING);$ q  }  X$ K% X( C5 B, E5 B
    glEnable(GL_LIGHT0);
    , W1 q) }! e9 z/ cglDepthFunc(GL_LESS);
    ) w4 Y  A5 q9 U' V5 E: v! S% r3 bglEnable(GL_DEPTH_TEST);
    & \. a, Y- x3 Z/ ZauxSolidSphere(1.0);) a. B: A* v6 P/ |8 L; R
    5 ^3 J' v7 ^/ S+ n  K
    &amp;&amp;&amp;&amp;glPopMatrix();
    4 Z+ m. V3 Z( _& ^7 L& w5 A9 f* ~  u2 @
    &amp;&amp;&amp;&amp;glFinish();* ^9 V' |+ E7 b  W+ P" p9 l3 l

    ( T) P5 v, W; W' j) \  j: _2 g// Do not call CFrameWnd::OnPaint() for painting messages
    - }7 f& R# k. |& }* O8 u# }9 v}
    7 p% ~4 Y' Y/ F# o+ p, ~应用程序类的定义(SimpleGLApp.h):$ [% `7 Z: S* l
    #if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29' @! u1 v0 p; y
    _0E70_11D2_9ACA_48543300E17D__INCLUDED_)8 A/ k, ~2 l7 c+ W; U1 ]0 U5 g5 ^% i
    #define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70
    : e3 M: ?/ H0 ]. Z1 r, g_11D2_9ACA_48543300E17D__INCLUDED_
    8 b4 r+ Q! [2 {4 G/ L6 Z0 C4 R* {
    + D' K2 m) v' a#if _MSC_VER &amp;= 1000* `$ ~* _5 o7 Q2 X8 U+ I; `
    #pragma once
    . {" B9 H; z2 F* {5 `, v, V#endif // _MSC_VER &amp;= 1000
    # f: J& ~  B& u* `// SimpleGLApp.h : header file# U8 Q  t  e, A! s. }# k
    //
    # |; O% k$ V! n: s5 w#include &amp; afxwin.h &amp;& \: Z& q* {/ c9 M  F! O. J" i
    #include "OpenGLWnd.h"5 [+ K4 o/ \' Q4 ~% u
    #include "resource.h"
      ]: s+ Z3 ~3 ]& f0 M/ c( X" Q9 n6 Y, ~
    ///////////////////////////////////////+ r/ @, R% V8 _' d5 J) \3 q: ~
    //////////////////////////////////////9 j8 E3 `' W- B% p8 l
    // CSimpleGLApp thread
    % B0 t' D4 \9 p6 F: z1 M5 V' w5 y' D; _9 P
    class CSimpleGLApp : public CWinApp2 g" H$ n  U* I) f1 `% M
    {& ^. ^0 Z9 m5 }% a3 {0 ^
    DECLARE_DYNCREATE(CSimpleGLApp)
    7 a/ T, O  W% Q9 a; H3 u. bpublic:
    % U7 j/ Q  E, q& O& [  o+ XCSimpleGLApp();
    4 d; x% ]9 q8 f" ]) V7 F9 u&amp;&amp;&amp;// protected constructor used by dynamic creation- f# B; D# H  K* e( l% u

    $ w! i# Q: n  X  w: ~) j// Attributes
    9 ~9 E4 p8 o6 A, D! T" J- @, zpublic:
    & F- @; j7 w$ N1 G, K* r$ |9 c8 V% M; O5 l# z% K% s7 w2 |0 Q  s
    // Operations4 K% w! q9 N4 Z. @( Y3 o/ z
    public:
    " O) Y+ d# ?' k5 s7 k! H' F/ o8 c9 z4 b) E- V( C1 P
    // Overrides
    ; I9 q+ s: L$ J0 B- x// ClassWizard generated virtual function overrides
    : q' _1 m% O0 y% A% Z* P//{{AFX_VIRTUAL(CSimpleGLApp)
    5 R, t7 ]  a( v* U8 Wpublic:0 f5 X: {! G- b+ n. k, _
    virtual BOOL InitInstance();: J9 M- Y4 Z0 F2 F- h
    virtual int ExitInstance();
    * b/ R( ?& ~# P3 F% W//}}AFX_VIRTUAL& d0 V4 r9 P( E; r  O/ i0 y* @$ Q

      j# l" k6 ~0 x0 N- Q& Z- f- F; N// Implementation
    , k% L$ P" |9 fpublic:3 Q) Q/ \% ]2 L, m
    virtual ~CSimpleGLApp();
    0 _# o. A  ?3 b) R; o. F" o
    6 d" Q/ f1 Z( f' S// Generated message map functions" V" z/ \/ X' F# h2 q% K
    //{{AFX_MSG(CSimpleGLApp); }. {7 P* t) Q; U
    afx_msg void OnAppExit();
    & N3 V7 X) R; m* u+ f5 _//}}AFX_MSG- T# C" Y& X3 @) B( g

    * q# g+ y! O! G6 s/ z0 yDECLARE_MESSAGE_MAP(): @( R) X5 e% t8 U+ j, ^$ G2 ?0 g* e3 Q4 e
    };+ w) e- R5 N" a* E
    1 E0 J' a. j: _- U  Z
    ///////////////////////////////////////4 B$ g2 J7 Q$ g) G3 n
    //////////////////////////////////////
    ' ]( k7 S# _+ l  ~9 @  z# S2 o/ }/ U) W. c6 t& ^) x" F
    //{{AFX_INSERT_LOCATION}}
    " K$ i5 o' A0 m! D7 Y) p; {( Q// Microsoft Developer Studio will insert $ k# C4 b9 }3 x; l
    additional declarations 6 ]" A1 o# x4 b$ ]
    immediately before the previous line.) O8 y. R. h7 }7 P- i5 @

    2 X/ I6 A. E$ [3 q+ k#endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
    1 _0 u3 c8 d2 q2 `0E70_11D2_9ACA_48543300E17D__INCLUDED_)
    0 y, n+ L8 _3 v( M应用程序类的实现(SimpleGLApp.cpp):% |) }9 f2 @+ {  u. ^! e7 Q
    // SimpleGLApp.cpp : implementation file
    9 a5 _8 d( C2 J//
    ! v8 K2 p% }  ~7 I
    ' U1 f- e8 ~$ [6 [#include "stdafx.h"
    ! y; _% _) E. y; u3 _' _& E$ J#include "SimpleGLApp.h". ?# F. l- f8 I7 H( ~+ s
    #include "OpenGLWnd.h"
    & s: D4 {: ^: J4 ~  [! W5 r" u  {* x+ P. K5 k1 X
    #ifdef _DEBUG7 \. [7 T: b4 u* h  k: _  U' F5 Z
    #define new DEBUG_NEW4 {8 O' x+ N6 [
    #undef THIS_FILE
    % d! `- B* L# D! c. z+ C# kstatic char THIS_FILE[] = __FILE__;
    * \- G, g/ l. {8 o; F% w) V& b#endif5 W# i/ F' f+ |0 l1 d8 ~
    ! g4 z0 H( v+ t: N! }: H5 X7 p
    ///////////////////////////////////////
      a, I  w8 x/ N0 R//////////////////////////////////////
    & H2 d/ N' G4 ?: s; Q3 G! E9 A6 }// CSimpleGLApp
    , p- |+ R  b  |" A5 g0 K- N# S- f
    5 g4 y  R; N4 k' p) FIMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp), Z: t) R7 m( }  o

    9 T8 |4 ]7 W4 m6 m  g: Y5 N) nCSimpleGLApp::CSimpleGLApp()$ O* T4 C- v. ?2 S  h
    {) g8 t. j2 b2 u: P4 {4 y0 r' C/ b
    }5 e9 I( j0 K4 t

    8 y' D$ h0 G- U5 ~0 rCSimpleGLApp::~CSimpleGLApp()% Q$ n- _6 @% n& O2 H# f( N( ^( N+ ~) r
    {; e5 q# x/ l  P" `
    }+ {! E. n/ P/ W4 _
    % k% K! a6 B. Y5 {
    BOOL CSimpleGLApp::InitInstance(); [" Z% G1 \" k0 E' L( p
    {1 T' w# Z& G2 {- t' p
    // TOD&amp;&amp;perform and per-thread initialization here
    + l) W) _0 y: f6 gm_pMainWnd = new COpenGLWnd();+ B1 C$ h3 k, r, F: m1 |+ h
    m_pMainWnd- &amp;ShowWindow(m_nCmdShow);% E. V, B! @3 E
    m_pMainWnd- &amp;UpdateWindow();) S% e8 T, \" M( G
    return TRUE;" I$ _* R) r- x9 B, B; W2 |1 k$ N
    }8 F4 Y6 E( q6 T0 m8 o

    + e4 l3 m. }6 D) c. c2 l, [) hint CSimpleGLApp::ExitInstance()
    / O+ ^  p1 d; j4 H{% T2 ]8 A# F1 y3 v9 t
    return CWinApp::ExitInstance();
    5 ~& {; M% b# Z: @1 t9 C& ?}
    % p2 {& W% o0 F1 r/ r
    . |2 W8 f7 i  n- ], |5 GBEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp). ~2 h3 q. E: P$ A& G
    //{{AFX_MSG_MAP(CSimpleGLApp)+ o' y' L3 a2 ?) }) I' F0 Z1 R, E4 A
    ON_COMMAND(ID_APP_EXIT, OnAppExit)
    " Z: [& z: H5 ~2 s2 l+ s- E//}}AFX_MSG_MAP
    & I+ M3 l  p# b/ J% h; aEND_MESSAGE_MAP()* ^* C! b3 @8 Y6 W, K  w; F6 q

    " R7 J+ @* k( m///////////////////////////////////////
    % {- f) P: N7 G: X//////////////////////////////////////9 v0 @& `+ B4 f# J4 {$ c: D
    // CSimpleGLApp message handlers
    ) N2 D4 \# s  E1 ]void CSimpleGLApp::OnAppExit()
    % j% G3 `+ u) ]4 {) d$ H{5 k" W, I/ S2 p( O% F
    // TOD Add your command handler code here
    . Z! e6 l3 I0 D& R3 P* G, DCWinApp::OnAppExit();
    1 g# g" L! ^; o2 {, }* F, _}
    7 ?3 X  y3 c, S2 Z. u5 ]7 M' x* r# H0 H
    ( j- G6 h" J0 t; G: L% MCSimpleGLApp SimpleGLApp;</P>
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