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📄 lesson1.cpp

📁 此代码可在vc++环境下写五颜六色的三维汉字
💻 CPP
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/*
 *		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 <windows.h>		// Header File For Windows
#include <gl\gl.h>			// Header File For The OpenGL32 Library
#include <gl\glu.h>			// Header File For The GLu32 Library
#include <gl\glaux.h>		// Header File For The Glaux Library
#include <stdio.h>

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

//GLuint	texture[1];//纹理ID
int rot=0;//三维汉字绕x轴旋转的角度
HFONT hFont;//字体句柄
LOGFONT lf;//逻辑字体
GLYPHMETRICSFLOAT gmf[128];//包括字形的位置和方向信息的结构 
unsigned int ichar=0; //字符的整型值
char cchar; //要转换为显示列表的字符
unsigned int i=0;//循环变量
unsigned int j=0; //循环变量
char Text[128];//存放要显示的字符的数组 
BYTE TextList[128];//显示列表 
const GLuint ListBase=1000; //显示列表的基

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc


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 drawword(GLvoid)										// All Setup For OpenGL Goes Here
{
	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
	glEnable(GL_LIGHT0);								// 激活默认光照 (虽然光照效果不是很好但是速度快)
	glEnable(GL_LIGHTING);							// 激活光照
	glEnable(GL_COLOR_MATERIAL);//激活材质颜色

	 memset(&lf,0,sizeof(LOGFONT));//清空内存
    //设定逻辑字体lf的属性
	 lf.lfHeight=-1;//指定字高
	 lf.lfWidth = -1 ;//指定字宽 
     lf.lfEscapement = 0 ; //指定角度(1/10度)
     lf.lfOrientation = 0 ; //指定字符的基线与x轴的角度(1/10度)
     lf.lfWeight = FW_BOLD ; //指定字体的重量(FW_BOLD=700)
     lf.lfItalic = FALSE ;//指定是否斜体 
     lf.lfUnderline = FALSE ; //指定是否有下划线
     lf.lfStrikeOut = FALSE ; //指定是否是StrikeOut字体
     lf.lfCharSet = ANSI_CHARSET ; //指定字符集
     lf.lfOutPrecision = OUT_TT_PRECIS ; //指定输出精度
     lf.lfClipPrecision= CLIP_DEFAULT_PRECIS ; //指定裁剪精度
     lf.lfQuality = PROOF_QUALITY ;//指定输出质量 
     lf.lfPitchAndFamily = VARIABLE_PITCH | TMPF_TRUETYPE | FF_MODERN ; //指定字体的定位和外观
     lstrcpy (lf.lfFaceName, "宋体") ; //指定字体名称
	 hFont=CreateFontIndirect(&lf);//创建逻辑字体
	 SelectObject(hDC, hFont);//将逻辑字体选入设备环境
//然后在DrawGLScene()函数中的glLoadIdentity();后面加入:
strcpy(Text,"重庆大学欢迎你长FFGGF");//指定所要显示的字符
	i=0;//对i赋初制值
	j=0;// 对j赋初制值
	while(i<128)
	{
		if(IsDBCSLeadByte(Text[i]))//判断是否为双字节
		{
	 ichar=Text[i]; 
     ichar=(ichar<<8)+256; //256为汉字内码的"偏移量" 
     ichar=ichar+Text[i+1]; 
     i++;i++; 
     wglUseFontOutlines(hDC, //设备环境句柄 
     ichar, //要转换为显示列表的第一个字符 
     1, //要转换为显示列表的字符数 
     1000+j, //显示列表的基数 
     0.0f, //指定与实际轮廓的最大偏移量 
     0.2f, //在Z轴负方向的值 
     WGL_FONT_POLYGONS, //指定显示列表用多边形创建字体 
     &gmf[j]); //接受字符的地址 
     TextList[j]=j; 
     j++; 
		}
		else//若是单字节(英文)
		{
	 cchar=Text[i]; 
     i++; 
     wglUseFontOutlines(hDC, //设备环境句柄 
     cchar, //要转换为显示列表的第一个字符 
     1, //要转换为显示列表的字符数 
     1000+j, //显示列表的基数 
     0.0f, //指定与实际轮廓的最大偏移量 
     0.5f, //在Z轴负方向的值 
     WGL_FONT_POLYGONS, //指定显示列表用多边形创建字体
     &gmf[j]); //接受字符的地址 
     TextList[j]=j; 
     j++; 
		} 
	}
    glListBase(ListBase);//设置显示列表的初始索引值
	glTranslatef(-4.0f,0.0f,-10.0f);//要显示的文本的位置
	glRotatef(float(rot),1.0f,0.0f,0.0f);//文本绕x轴旋转
	glCallLists(strlen(Text),GL_UNSIGNED_BYTE,& TextList);//调用多显示列表绘制文本
	glFlush();//强制绘图
    rot=(rot+1)%360;//旋转变量递增

	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
	drawword();
	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
	}
}

/*	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

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