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📄 lesson31.cpp

📁 关于OpenGL的实例教程源代码
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		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

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// 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)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();												// Reset The Display
		MessageBox(NULL,"Window Creation Error.","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,"Can't Create A GL Device Context.","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,"Can't Find A Suitable PixelFormat.","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,"Can't Set The PixelFormat.","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,"Can't Create A GL Rendering Context.","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,"Can't Activate The GL Rendering Context.","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,"Initialization Failed.","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

	pModel = new MilkshapeModel();									// Memory To Hold The Model
	if ( pModel->loadModelData( "data/model.ms3d" ) == false )		// Loads The Model And Checks For Errors
	{
		MessageBox( NULL, "Couldn't load the model data\\model.ms3d", "Error", MB_OK | MB_ICONERROR );
		return 0;													// If Model Didn't Load Quit
	}

	// Ask The User Which Screen Mode They Prefer
	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;											// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow("Brett Porter & NeHe's Model Rendering Tutorial",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 && !DrawGLScene()) || keys[VK_ESCAPE])		// Active?  Was There A Quit Received?
			{
				done=TRUE;											// ESC or DrawGLScene Signalled A Quit
			}
			else													// Not Time To Quit, Update Screen
			{
				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("Brett Porter & NeHe's Model Rendering Tutorial",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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