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< >目前只讨论2D,因为3D的基础应该是2D,掌握好了2D,才能更好的掌握3D,以下是我所用的代码.所有的绘制部分,我为了简单起见,全部放在一个叫Draw的函数里进行.
( Y6 {# n! p+ [5 z* a
3 V! ]6 B8 C8 i/ U这是文件下载地址.( H8 f3 \, v- E2 P- D8 L
</P>1 u# o( Q& A) e, d, A. K5 h8 y
< >
9 w9 y4 Q: Z3 A2 p% ?) h#include <windows.h> //一定要放在gl/gl.h之前,
- N( v& c; x/ z' N#include <gl/gl.h>
F' P( s0 i r$ c: ~#include <math.h></P>9 k9 h4 v. ~+ t
< >#pragma comment(lib,"OpenGL32.lib")</P> o/ B7 x0 m( r( p% @- F( `$ T
< >HGLRC hRC;/ t! w( l( z. R+ G: F
HDC hDC;</P>9 Q& B4 h; |& C3 D. K# r
< >//回调函数
% s& X, \$ F- dLRESULT CALLBACK WndProc(HWND,UINT,WPARAM ,LPARAM);</P>
/ }) k9 b, }; B1 x< >//设置视见区大小
" \' j! T. s0 Avoid SceneResizeViewport(GLsizei w,GLsizei h)
- r4 t+ w! {' h) ~6 V% V; {{
9 ~5 ^" t& n, ^( nif(h==0)
" ]+ N& _1 L% J9 y% |$ p& X h=1;# {3 c `" T- s+ C1 v! D
//设置视见区8 Q$ a1 `" G2 V% P- b* i5 R1 @+ V
glViewport(0,0,w,h);</P>0 L/ E9 g5 ]( R1 q( @4 W$ y0 R
< >//重置投影矩阵3 B- y' w5 U! l; K. }9 ^
glMatrixMode(GL_PROJECTION);: ^! o3 f" x% e2 s6 S* a2 n+ Q
glLoadIdentity();</P>% X5 \4 m: O0 c4 o
< >//设置修剪范围& s7 D# \% H6 a& e1 T3 }
glOrtho(0,w,h,0,0,1);
. O" c/ r; l ~. W: Q3 q//重置模形矩阵* A4 n* K# M- N8 d6 s
glMatrixMode(GL_MODELVIEW);8 K0 d* u4 W4 n, Q7 c( V
glLoadIdentity();
( q9 B* s6 k `( \/ d6 J, s}</P>
, E- G X4 n4 u5 L. c) ^* l< >//把绘制信息全放到一个函数里进行9 J) T" z# d& a: j
//#define GL_PI 3.1415f
% k9 C% B$ W3 l1 U8 ?void Draw()
- j+ B1 |- B' X }{
6 g/ t; I0 d& j+ _glPushMatrix();</P>8 y( W7 a! T3 R5 l9 |' x$ s
< > glBegin(GL_TRIANGLES);# ^- @! |: `2 f
glVertex2f(25.0f,0.0f);9 r7 F- B* G X% U% W+ M
glVertex2f(0.0f,25.0f);
: {$ g3 l, h V glVertex2f(50.0f,25.0f); K; m2 q/ q+ g- b
glEnd();</P>
6 j- s, V3 J: i+ c6 |, X; Y ^# Z8 _1 q< >2 t8 ]. O3 b q, Y+ M9 I
glPopMatrix();; s0 X0 Q7 \8 D; L* p
}</P>) x5 M% X& C& {/ R6 _" D
< >//在这里进行渲染9 f/ a' u3 J' v# `
void SceneShow()* D6 k; N. a2 a6 c. b0 D- R, Q; b
{
& ]! h7 L1 U) a) g' o+ m//清除缓冲区及深度缓冲区
T) G! O# M/ o6 C& ~& x" e7 O% HglClear(GL_COLOR_BUFFER_BIT );- \& h* q# w) t# u4 B# n& B
//重置所有的矩阵
+ V6 l3 d+ J9 UglLoadIdentity();0 [. ~& d) |% T0 h: d
//以下绘制开始
- a; u, j7 M n' p# I+ F- c" iDraw();</P>
# @$ S% l3 n0 Q C5 V- n< >//交换缓冲区,显示# p# A Q5 A5 t h1 D
SwapBuffers(hDC);1 D! O0 R) m! J
}</P>5 D" B1 o- K6 I5 K9 a2 U
< >//初始化OpenGL2 z9 b! ?+ k; d2 @5 z
void InitOpenGL(HWND hWnd)
" u) X. q% N' j* B5 n{
: P8 Z7 l/ ^/ l v1 J) b8 w+ qPIXELFORMATDESCRIPTOR pfd;
" v! X8 s( F2 l! E, V, ?int iFormat;</P>1 w6 ]6 D% n4 b! W, _# p6 @
< >//从窗口句柄取得设备句柄
0 H* N5 L% a8 B, f6 T" c6 khDC=GetDC(hWnd);</P>" p! J0 U. h* P, t+ ^
< >//以下设置像素格式9 r% C" _- @8 [0 j U
ZeroMemory(&pfd,sizeof(pfd));
4 x, _! j( \: c/ m" @* i# m3 ?; ypfd.nSize = sizeof(pfd);
7 K& m* \7 ^; r. [: j! d. O" ^pfd.nVersion = 1;' t$ Y0 z; I8 g1 ~% `6 ^9 d
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;' U+ |* g, m8 w
pfd.iPixelType = PFD_TYPE_RGBA;/ n4 P' k$ h( \2 w+ P
pfd.cColorBits = 16;/ _: r/ e6 _5 R" s `. h
pfd.cDepthBits = 16;
# u7 l, {9 O/ D$ V, ~pfd.iLayerType = PFD_MAIN_PLANE;</P>
# Z1 a; F/ i: k< >//设置像素格式
1 b5 _ D: a! Z- eiFormat=ChoosePixelFormat(hDC,&pfd);
+ f- Z- p5 u ^, PSetPixelFormat(hDC,iFormat,&pfd);% ]# a$ ?6 Y3 ?* @" c+ l( h; k
//创建渲染场景, c8 y0 b( t2 a" o! ]5 _: x/ f0 _
hRC=wglCreateContext(hDC);; ?) ?) p8 H* e; A: M, W; s8 j# \
//设置为当前渲染场景$ W/ M2 `. E, B
wglMakeCurrent(hDC,hRC);</P>
0 J) _" z. `6 ~2 y9 O- R< >glShadeModel(GL_SMOOTH); //允许平滑着色
5 @+ m8 @0 Q: E! A3 K3 K5 jglClearColor(0.0f,0.0f,0.0f,1.0f); //设置清屏颜色</P>
0 v* J& u5 H1 Z& M6 @$ Z< >//下面的代码没有确切的意思.是为了程序在运行初始能够显示而设立的
9 W6 O/ o4 x' @9 ^& J" W+ X( DRECT rect;' j/ S* o! t' _) Y$ M
int sw,sh;</P>
. B# n7 s8 K8 c6 m0 ]: d; l% S< >GetClientRect(hWnd,&rect);
: a" K V- P) isw=rect.right-rect.left;
) {% Q0 m7 k7 F" |" W* ~5 B5 gsh=rect.bottom-rect.top;</P>. i% N: s6 ]* o% y9 x
< >if(sw > 0 && sh >0 )4 m" \& d# A8 N0 c3 v$ A
{/ i9 r! j* c4 s1 l: U6 O. {( L9 ]
SceneResizeViewport(sw,sh);
, Z; F b: k. _2 N v+ Z}* Z* J/ T& I1 W
; z4 ^3 r9 X/ a" @4 Y
}</P>
2 S9 v2 W- c" |< >//释放OpenGL和窗体对象
3 h. E# C& r9 {! j" Bvoid ReleaseOpenGL(HWND hWnd)8 H6 ~& D8 } ^2 c4 H! v6 p) K I
{% ]% v3 }% ^7 w$ Y8 e4 {% p( z
wglMakeCurrent(NULL,NULL);9 ~; b. \8 E1 z0 g$ g
wglDeleteContext(hRC);
2 T8 L# `5 {' Q# @ReleaseDC(hWnd,hDC);
4 r$ [0 E0 @5 ?" R8 L* s9 N}</P>
. v+ ~2 Q% x& s< >//更改分辩率6 ]+ d$ X2 G8 x+ ~) q2 I
bool ChangeResolution(int w,int h,int bitdepth,int fre)
) Y4 f/ j) p7 F{
3 \+ A R7 W% @9 C" ODEVMODE devMode;* _( O! v6 f* f* N$ _9 f6 O* ]
int modeSwitch; q2 `7 I* y6 L7 M. z
int closeMode=0;</P>: Q" y* {$ C+ p. {" k# u
< >//枚举
4 a- p. l! e8 o n5 {2 qEnumDisplaySettings(NULL,closeMode,&devMode);</P>
0 ` U f9 v' V7 l5 F3 l# m0 g< >//设置为当前所请求的* P3 I/ O, Z2 |* r& ~$ r
devMode.dmBitsPerPel=bitdepth;
. ]+ Y+ t* Y# _$ I" u' S K, D4 idevMode.dmPelsHeight=h;
0 ^% o) p4 Q4 n5 y+ ?' LdevMode.dmPelsWidth =w;7 g, }' T4 E" v
devMode.dmDisplayFrequency=fre;</P>
7 X- f5 T. C8 e0 j& G< >devMode.dmFields=DM_BITSPERPEL | DM_PELSWIDTH |DM_PELSHEIGHT|DM_DISPLAYFREQUENCY;</P>
6 v% R3 o; d2 _< >//更改 L9 c' g q# ?
modeSwitch=ChangeDisplaySettings(&devMode,CDS_FULLSCREEN);</P>
! y' u! t* p- o% P8 y6 C< >if(modeSwitch==DISP_CHANGE_SUCCESSFUL)
9 e6 k# ~: C" g9 ]/ x+ _{- Y/ B! R6 H" m Y* `$ I
return true;
3 ?( F# G( P1 z4 v. l7 q! K s}4 ?' Z6 o4 Z/ }' u, k# b, _1 ?; c
else5 v+ k2 s/ G/ M9 \; F3 I- D
{
" P4 D7 \% {" o return false;5 U& C" J, H9 W( `; y) t3 s
}
2 m2 `5 k u- h, z% q/ v}</P>
% U! B( S& L/ P& m' d; L< >LRESULT CALLBACK WndProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)
! c$ G' q5 X9 A8 U0 ] V1 K2 E{' h9 a! _' P, ^4 K% `" ^
RECT rect;' N7 t3 B T+ ~- `1 g# K+ J7 e' b
int sw,sh;</P>" S% r( Y. l R) b
< >switch(message)( R5 m2 R: L4 h4 T9 ]# ?1 v
{% H: ~/ w( l9 e( n
case WM_SIZE:
! p+ Y4 X7 c: m, A/ `9 r. o% Y* { GetClientRect(hWnd,&rect);
4 i: H0 P2 y u8 T4 d7 U5 O sw=rect.right-rect.left;, A4 H, z Q" [! G3 v2 q0 a
sh=rect.bottom-rect.top;</P>
0 L4 @9 [, A8 y6 L<P> if(sw > 0 && sh >0 )- z; s5 m4 k. J
{
2 J: S+ s3 H" n& p* d2 W9 W% Z( S SceneResizeViewport(sw,sh);, e. V" p X5 T9 m$ M5 a
}. W. \& i; H/ E1 _) t' o
return 0;</P>
0 t& N% }5 g3 F4 Q7 \* R<P>case WM_CLOSE:% e6 T( ~! n. Q" F
PostQuitMessage(0);
4 r/ p w: d* c# n3 n7 i! a return 0;
4 c2 l$ Z: u+ V1 F; `case WM_KEYDOWN:7 d8 p7 \$ T4 B4 y" L2 k+ U; `
switch(wParam)9 }* M/ F5 \* X
{
9 G9 G5 }" p/ E# i/ W case VK_ESCAPE:. C; G* |) O4 k# S
PostMessage(hWnd,WM_CLOSE,0,0);. O i+ `+ u8 L4 Q! l$ ]. I: y& R
break;
8 F0 y- @2 t$ g5 F! e" d# O }9 e$ R6 }6 k& ?# e
return 0;% \! V; K4 g) j/ O# P b7 X' J
}</P>
0 D$ [! Y; h! R( w5 S<P>return DefWindowProc(hWnd,message,wParam,lParam);: P M" a5 j1 A# t5 s# y& A
}</P>' Q/ m5 J B" e, d
<P>//创建一个窗口供OpenGL使用.$ X1 p; D* X8 G3 Q& ^8 \4 e
//窗口标题,程序实例句柄,窗口宽,高,颜色位,是否全屏
0 H1 S5 d8 F5 s- `* ~. O, DHWND CreateOpenGL(char*title,HINSTANCE hInst,int sw,int sh,int bit,bool fullscreen)& z( \0 _) U- H5 g
{
1 I0 h; g( F- j" E6 |8 dHWND hWnd;
: f$ B0 a; Z; V' BWNDCLASS wc;</P>
" S% y/ \' k1 E& B! k<P>wc.style = CS_OWNDC;- C5 @# A6 A( I9 A8 c
wc.lpfnWndProc = WndProc;
5 }% \1 P# ]1 p. b/ s7 E! fwc.cbClsExtra = 0;1 s; w+ E& r$ \1 N
wc.cbWndExtra = 0;
7 A; K; o0 ]) a) a: mwc.hInstance = hInst;
* B, P, z3 y6 [# g6 |) Owc.hIcon = LoadIcon(NULL,IDI_APPLICATION);
+ T6 g( O5 t: W5 _+ d. [3 Y" cwc.hCursor = LoadCursor(NULL,IDC_ARROW);: c( v& X/ _1 D% q% q; v
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
0 ~7 k8 E& P' g7 `- ]+ a7 swc.lpszMenuName = NULL;
2 a* U( o6 n' W* {wc.lpszClassName = "OpenGL框架程序";" O( w8 [. ^4 v' \" W, n/ f
( P6 C" X% }1 V/ A7 F+ I- ?! I9 v
//注册窗口类
* M/ h1 F0 `7 P5 M" N0 PRegisterClass(&wc);</P>
C8 s) I. _8 o% \! n<P>//全屏模式开
! P. |8 x# W, j" Z$ ]if(fullscreen)
7 S+ u2 F0 w' z, X: z{
; U& o5 f7 f; y- } //创建窗口, U9 r3 Y2 O6 k9 P0 n s1 A1 C3 T
hWnd=CreateWindow("OpenGL框架程序",title,WS_POPUP | WS_CLIPSIBLINGS | WS_VISIBLE,0 k, M: m% b/ \. O. g
0,0,sw,sh,NULL,NULL,hInst,NULL);) i; J0 _+ D @) o) x Z4 {
}7 w2 U6 f, s( V6 K. k' o
else9 j& N1 d' G3 w0 M) ~
{; `3 F3 B7 z) C$ f5 E* Z
//让窗口保持在屏幕的正中间,计算左起,和上起 坐标5 h+ B1 F4 }2 K% ~4 d
int t,l;8 h3 q2 O' M# l
l=(GetSystemMetrics(SM_CXSCREEN)-sw)/2;$ P F1 Q5 _" J( p! \7 U9 z
t=(GetSystemMetrics(SM_CYSCREEN)-sh)/2;</P>
- N! ]9 }5 G) P; A1 t<P> hWnd=CreateWindow("OpenGL框架程序",title,WS_VISIBLE|WS_THICKFRAME|WS_SYSMENU|WS_MINIMIZEBOX,# l3 J9 P1 q6 ^
l,t,sw,sh,NULL,NULL,hInst,NULL);
- H1 ^' @( r/ b}</P>" F% `6 u. ~5 z2 H
<P>//显示窗口
! F* X$ G0 s5 zShowWindow(hWnd,SW_SHOW);, T8 f. |/ G9 D6 d- k$ I
//更新" G+ t, q' j' H& P
UpdateWindow(hWnd);</P>
4 l3 a/ ~$ h+ m& f: {<P>if(fullscreen)
: r# _* ~! I9 O" O1 O# _4 W% r{4 v' a" Y/ C6 N' x3 `% t
//更改分辩率+ T4 |: i7 s' W) J# k
ChangeResolution(sw,sh,bit,60);
9 I. {6 [ f- h$ x4 _/ O# P5 y //隐藏鼠标
9 W$ r/ g; Q% \& i ShowCursor(false);
! t" x; R0 q) r* k) A6 o4 u0 d}</P>
9 q% h5 \5 { ^2 U<P>//返回窗口句柄
* M& `" d$ H% Wreturn hWnd;& K, U4 }! }" b. `; O5 P4 G6 y% u
}</P>4 ]; U! B# t, i/ }
<P>//入口函数8 S" `5 H0 v7 J6 L% T- g1 G
int WINAPI WinMain(HINSTANCE hInst,HINSTANCE,LPSTR,int)! D" x# u' x0 u# F
{
, B; Z. |' Q6 F: x' j- t: c3 mMSG msg;
5 T' ^+ e; m& V9 X! Z8 L. G, }, iHWND hWnd;
# D# O9 {0 k: L+ k5 Y7 P" Abool fullscreen=false;</P>9 A- o; _: j) D! U
<P>//创建窗口# H/ |1 H8 Z4 u
hWnd=CreateOpenGL("OpenGL 2D",hInst,640,480,16,fullscreen);</P>' F) u2 u( V' O: Y1 b# d, v7 o
<P>//初始化OpenGL设置' L2 W4 |/ M+ ]" D* G& k$ L
InitOpenGL(hWnd);</P>
, E! v- s6 c/ C# y<P>//进入循环
; z+ M7 S7 N: r' V7 D* c5 Pwhile(1)& n+ k+ K8 {8 |* \6 O" w6 U
{
: E6 U, |- E6 O" D6 f% F3 N% o' Q if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) o2 c( m1 s# }7 z
{
" y. Q, U* F; K" i' e/ R% R if(msg.message==WM_QUIT)
( `) \& r3 n" V% l) e; ]: K {
- j! e( b A" _1 y* s0 L break;
/ [% _, U/ P- p- d- K7 r9 K }
1 r# D/ S2 R7 c) I( ~, w+ z else- b: O& \+ A5 i$ D
{- t1 \! Z! o+ R# K
TranslateMessage(&msg);1 t8 d6 Z0 V" Q5 t( M3 T0 F
DispatchMessage(&msg);5 X7 ^8 S* X! T9 j# w
}% z. a2 K3 Q3 G7 K0 w
}. v Y% J$ B* m
else% h" ~% G% l* v' t, q
{
1 I6 ?, e u) \2 p$ u0 | SceneShow();
) Z0 q4 t- J J }$ O( F7 J* q. g) N3 O! o
}</P>
$ r0 i* c; J$ V3 B: Z<P>ReleaseOpenGL(hWnd);
8 l) y+ }/ A0 g, E( WDestroyWindow(hWnd);</P>6 K+ F, f0 J' Z+ p5 `
<P>return 0;
: L/ m0 D# m, [% D; J( B$ C/ m- o}
% Y: r4 L' u& v* b0 P, k
. Q/ E$ C i- d% L1 T
+ n5 Q( m6 f: n; k" ^! H</P>
- l4 g/ l) C% r! t
& T. I4 R) D$ O* u b[此贴子已经被作者于2004-11-19 16:15:39编辑过] |
zan
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