opengl学习笔记1:vs2013 nehe教程第一课 创建窗口
2016-01-29 15:11
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近来需要想学习一下opengl,但是小白没有任何基础,也非计算机专业出身,只能一步一步学习nehe的程序来学习了。这里实现了在WIN10 vs2013 opengl2.0 环境下跑通nehe教程第一课的程序。
vs2013 下载:http://pan.baidu.com/s/1hrk3tvm
opengl下载:http://pan.baidu.com/s/1nuajU1z
这里glut glew和 glaux 放一起了
新建vs2013 “win32项目” 工程
由于我把lib .h 和dll文件放在一个目录下了
属性->vc++目录->包含目录中添加D:\software_install\opengl
属性->vc++目录->库目录中添加D:\software_install\opengl
属性->链接器->输入->附加依赖项中添加
glew32.lib
glew32mx.lib
glew32mxs.lib
GLAUX.LIB
glew32s.lib
系统环境变量Path 增加 D:\software_install\opengl
但是直接把代码从copy下来是无法实现运行的,需要调整一下。
1:LPCWSTR 和 char*
需要把代码里面的char* 类型转换为 LPCWSTR类型。这类用TEXT 讲char* 型转化为LPCWSTR。
采用MultiByteToWideChar 进行转化,把char* filename转为wszClaasName
2:auxDIBImageLoad函数读取bmp图
当图片是jpg图片时。必须用画图工具”另存为“方式转为bmp图,而直接改后缀名字是无效的。
参考:/article/1480419.html
1.系统配置
“工欲善其事,必先利其器”,所以先介绍一下环境配置,把器搞好了先。vs2013 下载:http://pan.baidu.com/s/1hrk3tvm
opengl下载:http://pan.baidu.com/s/1nuajU1z
这里glut glew和 glaux 放一起了
新建vs2013 “win32项目” 工程
由于我把lib .h 和dll文件放在一个目录下了
属性->vc++目录->包含目录中添加D:\software_install\opengl
属性->vc++目录->库目录中添加D:\software_install\opengl
属性->链接器->输入->附加依赖项中添加
glew32.lib
glew32mx.lib
glew32mxs.lib
GLAUX.LIB
glew32s.lib
系统环境变量Path 增加 D:\software_install\opengl
2.窗口创建程序
nehe教程地址:http://www.yakergong.net/nehe/但是直接把代码从copy下来是无法实现运行的,需要调整一下。
1:LPCWSTR 和 char*
需要把代码里面的char* 类型转换为 LPCWSTR类型。这类用TEXT 讲char* 型转化为LPCWSTR。
if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL, TEXT("Failed To Register The Window Class."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE }
采用MultiByteToWideChar 进行转化,把char* filename转为wszClaasName
AUX_RGBImageRec *LoadBMP(char* Filename) // 载入位图图象 { FILE *File = NULL; // 文件句柄 if (!Filename) // 确保文件名已提供 { return NULL; // 如果没提供,返回 NULL } fopen_s(&File, Filename, "r"); // 尝试打开文件 WCHAR wszClassName[256]; memset(wszClassName, 0, sizeof(wszClassName)); MultiByteToWideChar(CP_ACP, 0, Filename, strlen(Filename) + 1, wszClassName, sizeof(wszClassName) / sizeof(wszClassName[0])); if (File) // 文件存在么? { fclose(File); // 关闭句柄 return auxDIBImageLoad(wszClassName); // 载入位图并返回指针 } return NULL; // 如果载入失败,返回 NULL }
2:auxDIBImageLoad函数读取bmp图
当图片是jpg图片时。必须用画图工具”另存为“方式转为bmp图,而直接改后缀名字是无效的。
参考:/article/1480419.html
结果
4 code
/* * This Code Was Created By Jeff Molofee 2000 * A HUGE Thanks To Fredric Echols For Cleaning Up * And Optimizing This Code, Making It More Flexible! * If You've Found This Code Useful, Please Let Me Know. * Visit My Site At nehe.gamedev.net */ #include "stdafx.h" #include "cstring" #include <windows.h> // Windows的头文件 #include <glew.h> #include <glaux.h> #include <glut.h> #include<stdio.h>//标准输入输出库的头文件 #pragma comment(lib, "glut32.lib") #pragma comment(lib, "glut.lib") #pragma comment(lib, "glew32.lib") #pragma comment(lib, "glew32mx.lib") #pragma comment(lib, "glew32mxs.lib") #pragma comment(lib, "glaux.lib") HDC hDC = NULL; // Private GDI Device Context HGLRC hRC = NULL; // Permanent Rendering Context HWND hWnd = NULL; // Holds Our Window Handle HINSTANCE hInstance; // Holds The Instance Of The Application bool keys[256]; // Array Used For The Keyboard Routine bool active = TRUE; // Window Active Flag Set To TRUE By Default bool fullscreen = TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default bool light;//光源的开关 bool lp; bool fp; GLfloat xrot;//x旋转量 GLfloat yrot;//y旋转量 GLfloat xspeed;//x旋转速度 GLfloat yspeed;//y旋转速度 GLfloat z = -0.5f;//深入屏幕的距离 GLfloat LightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f };//环境光参系数 GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };//漫射光参系数 GLfloat LightPosition[] = { 0.0f, 0.0f, 2.0f, 1.0f };//光源位置 GLuint filter;//滤波类型 GLuint texture[3];//3种纹理的存储空间 LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc AUX_RGBImageRec *LoadBMP(char* Filename) // 载入位图图象 { FILE *File = NULL; // 文件句柄 if(!Filename) // 确保文件名已提供 { return NULL; // 如果没提供,返回 NULL } fopen_s(&File, Filename, "r"); // 尝试打开文件 WCHAR wszClassName[256]; memset(wszClassName, 0, sizeof(wszClassName)); MultiByteToWideChar(CP_ACP, 0, Filename, strlen(Filename) + 1, wszClassName, sizeof(wszClassName) / sizeof(wszClassName[0])); if(File) // 文件存在么? { fclose(File); // 关闭句柄 return auxDIBImageLoad(wszClassName); // 载入位图并返回指针 } return NULL; // 如果载入失败,返回 NULL } int LoadGLTextures() // 载入位图(调用上面的代码)并转换成纹理 { int Status = FALSE; // 状态指示器 AUX_RGBImageRec *TextureImage[1]; // 创建纹理的存储空间 memset(TextureImage, 0, sizeof(void *) * 1); // 将指针设为 NULL // 载入位图,检查有无错误,如果位图没找到则退出 if(TextureImage[0] = LoadBMP("sample_image.bmp")) { Status = TRUE; // 将 Status 设为 TRUE glGenTextures(3, &texture[0]); // 创建纹理 // 创建 Nearest 滤波贴图 glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); // 创建线性滤波纹理 glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); // 创建 MipMapped 纹理 glBindTexture(GL_TEXTURE_2D, texture[2]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); } if(TextureImage[0]) // 纹理是否存在 { if(TextureImage[0]->data) // 纹理图像是否存在 { free(TextureImage[0]->data); // 释放纹理图像占用的内存 } free(TextureImage[0]); // 释放图像结构 } return Status; // 返回 Status } GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window { if(height == 0) // Prevent A Divide By Zero By { height = 1; // Making Height Equal One } glViewport(0, 0, width, height); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix } int InitGL(GLvoid) // All Setup For OpenGL Goes Here { if(!LoadGLTextures()) // 调用纹理载入子例程 { return FALSE; // 如果未能载入,返回FALSE } glEnable(GL_TEXTURE_2D); // 启用纹理映射 glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // 设置环境光 glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // 设置漫射光 glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); // 设置光源位置 glEnable(GL_LIGHT1); // 启用一号光源 return TRUE; // Initialization Went OK } int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(0.0f, 0.0f, z);//并移入屏幕z个单位 glRotatef(xrot, 1.0f, 0.0f, 0.0f);//绕x轴旋转 glRotatef(yrot, 0.0f, 1.0f, 0.0f);//绕y轴旋转 glBindTexture(GL_TEXTURE_2D, texture[filter]); glBegin(GL_QUADS); // 前面 glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // 纹理和四边形的左下 glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); // 纹理和四边形的右下 glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); // 纹理和四边形的右上 glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // 纹理和四边形的左上 // 后面 glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // 纹理和四边形的右下 glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // 纹理和四边形的右上 glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); // 纹理和四边形的左上 glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f); // 纹理和四边形的左下 // 顶面 glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // 纹理和四边形的左上 glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // 纹理和四边形的左下 glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f); // 纹理和四边形的右下 glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); // 纹理和四边形的右上 // 底面 glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // 纹理和四边形的右上 glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f); // 纹理和四边形的左上 glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); // 纹理和四边形的左下 glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // 纹理和四边形的右下 // 右面 glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f); // 纹理和四边形的右下 glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); // 纹理和四边形的右上 glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); // 纹理和四边形的左上 glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); // 纹理和四边形的左下 // 左面 glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // 纹理和四边形的左下 glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // 纹理和四边形的右下 glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // 纹理和四边形的右上 glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // 纹理和四边形的左上 glEnd(); xrot += 0.3f; // X 轴旋转 yrot += 0.2f; // Y 轴旋转 return true; // 继续运行 } GLvoid KillGLWindow(GLvoid) // Properly Kill The Window { if(fullscreen) // Are We In Fullscreen Mode? { ChangeDisplaySettings(NULL, 0); // If So Switch Back To The Desktop ShowCursor(TRUE); // Show Mouse Pointer } if(hRC) // Do We Have A Rendering Context? { if(!wglMakeCurrent(NULL, NULL)) // Are We Able To Release The DC And RC Contexts? { MessageBox(NULL, TEXT("Release Of DC And RC Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION); } if(!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL, TEXT("Release Rendering Context Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION); } hRC = NULL; // Set RC To NULL } if(hDC && !ReleaseDC(hWnd, hDC)) // Are We Able To Release The DC { MessageBox(NULL, TEXT("Release Device Context Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION); hDC = NULL; // Set DC To NULL } if(hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window? { MessageBox(NULL, TEXT("Could Not Release hWnd."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION); hWnd = NULL; // Set hWnd To NULL } if(!UnregisterClass((LPCTSTR)"OpenGL", hInstance)) // Are We Able To Unregister Class { MessageBox(NULL, TEXT("Could Not Unregister Class."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION); hInstance = NULL; // Set hInstance To NULL } } /* This Code Creates Our OpenGL Window. Parameters Are: * * title - Title To Appear At The Top Of The Window * * width - Width Of The GL Window Or Fullscreen Mode * * height - Height Of The GL Window Or Fullscreen Mode * * bits - Number Of Bits To Use For Color (8/16/24/32) * * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ BOOL CreateGLWindow(LPCWSTR title, int width, int height, int bits, bool fullscreenflag) { GLuint PixelFormat; // Holds The Results After Searching For A Match WNDCLASS wc; // Windows Class Structure DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values WindowRect.left = (long)0; // Set Left Value To 0 WindowRect.right = (long)width; // Set Right Value To Requested Width WindowRect.top = (long)0; // Set Top Value To 0 WindowRect.bottom = (long)height; // Set Bottom Value To Requested Height fullscreen = fullscreenflag; // Set The Global Fullscreen Flag hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. wc.lpfnWndProc = (WNDPROC)WndProc; // WndProc Handles Messages wc.cbClsExtra = 0; // No Extra Window Data wc.cbWndExtra = 0; // No Extra Window Data wc.hInstance = hInstance; // Set The Instance wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer wc.hbrBackground = NULL; // No Background Required For GL wc.lpszMenuName = NULL; // We Don't Want A Menu wc.lpszClassName = TEXT("OpenGL"); // Set The Class Name if(!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL, TEXT("Failed To Register The Window Class."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(fullscreen) // Attempt Fullscreen Mode? { DEVMODE dmScreenSettings; // Device Mode memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size Of The Devmode Structure dmScreenSettings.dmPelsWidth = width; // Selected Screen Width dmScreenSettings.dmPelsHeight = height; // Selected Screen Height dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. if(ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. if(MessageBox(NULL, TEXT("The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?"), TEXT("NeHe GL"), MB_YESNO | MB_ICONEXCLAMATION) == IDYES) { fullscreen = FALSE; // Windowed Mode Selected. Fullscreen = FALSE } else { // Pop Up A Message Box Letting User Know The Program Is Closing. MessageBox(NULL, TEXT("Program Will Now Close."), TEXT("ERROR"), MB_OK | MB_ICONSTOP); return FALSE; // Return FALSE } } } if(fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle = WS_EX_APPWINDOW; // Window Extended Style dwStyle = WS_POPUP; // Windows Style ShowCursor(FALSE); // Hide Mouse Pointer } else { dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle = WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size LPCWSTR cn = TEXT("OpenGL"); // Create The Window hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window cn, // Class Name title, // Window Title dwStyle | // Defined Window Style WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN, // Required Window Style 0, 0, // Window Position WindowRect.right - WindowRect.left, // Calculate Window Width WindowRect.bottom - WindowRect.top, // Calculate Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL); if(!hWnd) // Dont Pass Anything To WM_CREATE { KillGLWindow(); // Reset The Display MessageBox(NULL, TEXT("Window Creation Error."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE } static PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if(!(hDC = GetDC(hWnd))) // Did We Get A Device Context? { KillGLWindow(); // Reset The Display MessageBox(NULL, TEXT("Can't Create A GL Device Context."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) // Did Windows Find A Matching Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL, TEXT("Can't Find A Suitable PixelFormat."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!SetPixelFormat(hDC, PixelFormat, &pfd)) // Are We Able To Set The Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL, TEXT("Can't Set The PixelFormat."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!(hRC = wglCreateContext(hDC))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display MessageBox(NULL, TEXT("Can't Create A GL Rendering Context."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!wglMakeCurrent(hDC, hRC)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display MessageBox(NULL, TEXT("Can't Activate The GL Rendering Context."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE } ShowWindow(hWnd, SW_SHOW); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if(!InitGL()) // Initialize Our Newly Created GL Window { KillGLWindow(); // Reset The Display MessageBox(NULL, TEXT("Initialization Failed."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success } LRESULT CALLBACK WndProc(HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch(uMsg) // Check For Windows Messages { case WM_ACTIVATE: // Watch For Window Activate Message { if(!HIWORD(wParam)) // Check Minimization State { active = TRUE; // Program Is Active } else { active = FALSE; // Program Is No Longer Active } return 0; // Return To The Message Loop } case WM_SYSCOMMAND: // Intercept System Commands { switch(wParam) // Check System Calls { case SC_SCREENSAVE: // Screensaver Trying To Start? case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return 0; // Prevent From Happening } break; // Exit } case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam), HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd, uMsg, wParam, lParam); } int WINAPI WinMain(HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure BOOL done = FALSE; // Bool Variable To Exit Loop // Ask The User Which Screen Mode They Prefer if(MessageBox(NULL, TEXT("Would You Like To Run In Fullscreen Mode?"), TEXT("Start FullScreen?"), MB_YESNO | MB_ICONQUESTION) == IDNO) { fullscreen = FALSE; // Windowed Mode } // Create Our OpenGL Window if(!CreateGLWindow(TEXT("NeHe's 3D空间"), 640, 480, 16, fullscreen)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) // Is There A Message Waiting? { if(msg.message == WM_QUIT) // Have We Received A Quit Message? { done = TRUE; // If So done=TRUE } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if(active) // Program Active? { if(keys[VK_ESCAPE]) // Was ESC Pressed? { done = TRUE; // ESC Signalled A Quit } else // Not Time To Quit, Update Screen { DrawGLScene(); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } if(keys[VK_F1]) // Is F1 Being Pressed? { keys[VK_F1] = FALSE; // If So Make Key FALSE KillGLWindow(); // Kill Our Current Window fullscreen = !fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if(!CreateGLWindow(TEXT("NeHe's 3D空间"), 640, 480, 16, fullscreen)) { return 0; // Quit If Window Was Not Created } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program }
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