⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 lesson21.cpp

📁 关于OpenGL的实例教程源代码
💻 CPP
📖 第 1 页 / 共 3 页
字号:
				glEnd();									// Done Drawing Horizontal Cell Borders
			}

			glColor3f(0.0f,0.5f,1.0f);						// Set Line Color To Blue
			if (vline[loop1][loop2])						// Has The Horizontal Line Been Traced
			{
				glColor3f(1.0f,1.0f,1.0f);					// If So, Set Line Color To White
			}
			if (loop2<10)									// Dont Draw To Far Down
			{
				if (!vline[loop1][loop2])					// If A Verticle Line Isn't Filled
				{
					filled=FALSE;							// filled Becomes False
				}
				glBegin(GL_LINES);							// Start Drawing Verticle Cell Borders
					glVertex2d(20+(loop1*60),70+(loop2*40));// Left Side Of Horizontal Line
					glVertex2d(20+(loop1*60),110+(loop2*40));// Right Side Of Horizontal Line
				glEnd();									// Done Drawing Verticle Cell Borders
			}

			glEnable(GL_TEXTURE_2D);						// Enable Texture Mapping
			glColor3f(1.0f,1.0f,1.0f);						// Bright White Color
			glBindTexture(GL_TEXTURE_2D, texture[1]);		// Select The Tile Image
			if ((loop1<10) && (loop2<10))					// If In Bounds, Fill In Traced Boxes
			{
				// Are All Sides Of The Box Traced?
				if (hline[loop1][loop2] && hline[loop1][loop2+1] && vline[loop1][loop2] && vline[loop1+1][loop2])
				{
					glBegin(GL_QUADS);						// Draw A Textured Quad
						glTexCoord2f(float(loop1/10.0f)+0.1f,1.0f-(float(loop2/10.0f)));
						glVertex2d(20+(loop1*60)+59,(70+loop2*40+1));	// Top Right
						glTexCoord2f(float(loop1/10.0f),1.0f-(float(loop2/10.0f)));
						glVertex2d(20+(loop1*60)+1,(70+loop2*40+1));	// Top Left
						glTexCoord2f(float(loop1/10.0f),1.0f-(float(loop2/10.0f)+0.1f));
						glVertex2d(20+(loop1*60)+1,(70+loop2*40)+39);	// Bottom Left
						glTexCoord2f(float(loop1/10.0f)+0.1f,1.0f-(float(loop2/10.0f)+0.1f));
						glVertex2d(20+(loop1*60)+59,(70+loop2*40)+39);	// Bottom Right
					glEnd();								// Done Texturing The Box
				}
			}
			glDisable(GL_TEXTURE_2D);						// Disable Texture Mapping
		}
	}
	glLineWidth(1.0f);										// Set The Line Width To 1.0f

	if (anti)												// Is Anti TRUE?
	{
		glEnable(GL_LINE_SMOOTH);							// If So, Enable Antialiasing
	}

	if (hourglass.fx==1)									// If fx=1 Draw The Hourglass
	{
		glLoadIdentity();									// Reset The Modelview Matrix
		glTranslatef(20.0f+(hourglass.x*60),70.0f+(hourglass.y*40),0.0f);	// Move To The Fine Hourglass Position
		glRotatef(hourglass.spin,0.0f,0.0f,1.0f);			// Rotate Clockwise
		glColor3ub(rand()%255,rand()%255,rand()%255);		// Set Hourglass Color To Random Color
		glBegin(GL_LINES);									// Start Drawing Our Hourglass Using Lines
			glVertex2d(-5,-5);								// Top Left Of Hourglass
			glVertex2d( 5, 5);								// Bottom Right Of Hourglass
			glVertex2d( 5,-5);								// Top Right Of Hourglass
			glVertex2d(-5, 5);								// Bottom Left Of Hourglass
			glVertex2d(-5, 5);								// Bottom Left Of Hourglass
			glVertex2d( 5, 5);								// Bottom Right Of Hourglass
			glVertex2d(-5,-5);								// Top Left Of Hourglass
			glVertex2d( 5,-5);								// Top Right Of Hourglass
		glEnd();											// Done Drawing The Hourglass
	}

	glLoadIdentity();										// Reset The Modelview Matrix
	glTranslatef(player.fx+20.0f,player.fy+70.0f,0.0f);		// Move To The Fine Player Position
	glRotatef(player.spin,0.0f,0.0f,1.0f);					// Rotate Clockwise
	glColor3f(0.0f,1.0f,0.0f);								// Set Player Color To Light Green
	glBegin(GL_LINES);										// Start Drawing Our Player Using Lines
		glVertex2d(-5,-5);									// Top Left Of Player
		glVertex2d( 5, 5);									// Bottom Right Of Player
		glVertex2d( 5,-5);									// Top Right Of Player
		glVertex2d(-5, 5);									// Bottom Left Of Player
	glEnd();												// Done Drawing The Player
	glRotatef(player.spin*0.5f,0.0f,0.0f,1.0f);				// Rotate Clockwise
	glColor3f(0.0f,0.75f,0.0f);								// Set Player Color To Dark Green
	glBegin(GL_LINES);										// Start Drawing Our Player Using Lines
		glVertex2d(-7, 0);									// Left Center Of Player
		glVertex2d( 7, 0);									// Right Center Of Player
		glVertex2d( 0,-7);									// Top Center Of Player
		glVertex2d( 0, 7);									// Bottom Center Of Player
	glEnd();												// Done Drawing The Player

	for (loop1=0; loop1<(stage*level); loop1++)				// Loop To Draw Enemies
	{
		glLoadIdentity();									// Reset The Modelview Matrix
		glTranslatef(enemy[loop1].fx+20.0f,enemy[loop1].fy+70.0f,0.0f);
		glColor3f(1.0f,0.5f,0.5f);							// Make Enemy Body Pink
		glBegin(GL_LINES);									// Start Drawing Enemy
			glVertex2d( 0,-7);								// Top Point Of Body
			glVertex2d(-7, 0);								// Left Point Of Body
			glVertex2d(-7, 0);								// Left Point Of Body
			glVertex2d( 0, 7);								// Bottom Point Of Body
			glVertex2d( 0, 7);								// Bottom Point Of Body
			glVertex2d( 7, 0);								// Right Point Of Body
			glVertex2d( 7, 0);								// Right Point Of Body
			glVertex2d( 0,-7);								// Top Point Of Body
		glEnd();											// Done Drawing Enemy Body
		glRotatef(enemy[loop1].spin,0.0f,0.0f,1.0f);		// Rotate The Enemy Blade
		glColor3f(1.0f,0.0f,0.0f);							// Make Enemy Blade Red
		glBegin(GL_LINES);									// Start Drawing Enemy Blade
			glVertex2d(-7,-7);								// Top Left Of Enemy
			glVertex2d( 7, 7);								// Bottom Right Of Enemy
			glVertex2d(-7, 7);								// Bottom Left Of Enemy
			glVertex2d( 7,-7);								// Top Right Of Enemy
		glEnd();											// Done Drawing Enemy Blade
	}
	return TRUE;											// Everything Went OK
}

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,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))							// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","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,"Release Device Context Failed.","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,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;											// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))				// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;										// Set hInstance To NULL
	}

	KillFont();												// Kill The Font We Built
}

/*	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(char* 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	= "OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","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,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","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,"Program Will Now Close.","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

	// 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

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -