oglquad.cpp
来自「游戏编程精华02-含有几十个游戏编程例子」· C++ 代码 · 共 212 行
CPP
212 行
/******************************************************************************
Copyright (C) 1999, 2000 NVIDIA Corporation
This file is provided without support, instruction, or implied warranty of any
kind. NVIDIA makes no guarantee of its fitness for a particular purpose and is
not liable under any circumstances for any damages or loss whatsoever arising
from the use or inability to use this file or items derived from it.
Comments:
******************************************************************************/
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "eb_effect.h"
#include "oglquad.h"
#include "nvinc.h"
using namespace std;
DECLARE_EFFECT_MAIN()
extern "C"
{
__declspec(dllexport) unsigned int GetNumEffects() { return 1; }
__declspec(dllexport) EBEffect* CreateEffect(unsigned int EffectNum)
{
switch(EffectNum)
{
case 0:
return new CSimpleOGLQuad();
break;
default:
return NULL;
}
}
}
CSimpleOGLQuad::CSimpleOGLQuad()
: m_bWireframe(false),
m_pUI(NULL)
{
m_strEffectLocation = "Simple Example\\OpenGL Quad";
m_strEffectName = "Simple OpenGL Quad";
m_strEffectVertexShader = "";
m_strEffectPixelShader = "";
}
void CSimpleOGLQuad::UpdateProperties()
{
EBEffect::UpdateProperties();
AddProperty(new EBProperty("Wireframe", OBJECT_MEMBER(m_bWireframe), EBTYPE_BOOL_PROP));
}
CSimpleOGLQuad::~CSimpleOGLQuad()
{
Free();
}
HRESULT CSimpleOGLQuad::Initialize(HGLRC)
{
// initialize mouse UI
//
// the actual shape will come in through the Resize method
RECT rect;
rect.left = 0;
rect.top = 0;
rect.bottom = 100;
rect.right = 100;
m_pUI = new MouseUI((const RECT) rect);
return S_OK;
}
HRESULT CSimpleOGLQuad::Free()
{
return S_OK;
}
HRESULT CSimpleOGLQuad::Start()
{
return S_OK;
}
HRESULT CSimpleOGLQuad::Tick(EBTimer* pTimer)
{
HRESULT hr = S_OK;
glClearColor(0.7f, 0.7f, 0.7f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -4.0f);
glMultMatrixf((float*) &m_pUI->GetTranslationMatrix());
glMultMatrixf((float*) &m_pUI->GetRotationMatrix());
if (m_bWireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBegin(GL_QUADS);
{
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(-1.0f, -1.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex2f( 1.0f, -1.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2f( 1.0f, 1.0f);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
}
glEnd();
return hr;
}
HRESULT CSimpleOGLQuad::ConfirmDevice(PIXELFORMATDESCRIPTOR*)
{
return S_OK;
}
void CSimpleOGLQuad::Resize(HWND hWnd, int w, int h, bool)
{
EBEffect::Resize(hWnd, w, h, true);
// initialize mouse UI
RECT rect;
rect.left = 0;
rect.top = 0;
rect.bottom = m_iHeight;
rect.right = m_iWidth;
m_pUI->SetRECT(rect);
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0f, m_fAspect, 0.1f, 15.0f);
glClearColor(0.7f, 0.7f, 0.7f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void CSimpleOGLQuad::MouseButton(HWND hWnd, eButtonID button, bool bDown, int x, int y)
{
// Flip coords from windows trackball to OpenGL space
x = (m_iWidth-1) - x;
y = (m_iHeight-1) - y;
if (button == MOUSE_LEFTBUTTON) {
if (bDown)
m_pUI->OnLButtonDown(x, y);
else
m_pUI->OnLButtonUp(x, y);
}
return;
}
void CSimpleOGLQuad::MouseMove(HWND hWnd, int x, int y)
{
// Flip coords from windows trackball to OpenGL space
x = (m_iWidth-1) - x;
y = (m_iHeight-1) - y;
m_pUI->OnMouseMove(x, y);
return;
}
void CSimpleOGLQuad::Keyboard(DWORD dwKey, UINT nFlags, bool bDown)
{
eEBKeyAction Action = TranslateEffectKey(dwKey, nFlags, bDown);
switch (Action) {
case EB_HELP:
{
::MessageBoxEx( NULL, " Help : F1 - Help \n\n Home - Reset To Defaults \n\n W - Wireframe Toggle \n\n Left Button & Mouse - Rotate Object\n\n Shift Left Button & Mouse - Pan Camera \n\n Ctrl Left Button & Mouse - Move Camera In & Out\n\n",
"Help", MB_ICONINFORMATION | MB_TASKMODAL, MAKELANGID( LANG_NEUTRAL, SUBLANG_DEFAULT ) );
}
break;
case EB_WIREFRAME:
{
m_bWireframe = !m_bWireframe;
m_dwEffectDirtyFlags |= EBEFFECT_DIRTY_PUBLICSTATE;
}
break;
case EB_RESET:
{
m_pUI->Reset();
m_bWireframe = false;
m_dwEffectDirtyFlags |= EBEFFECT_DIRTY_PUBLICSTATE;
}
break;
default:
break;
}
}
⌨️ 快捷键说明
复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?