📄 openglcom.cpp
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/*
This file is generated by AppWizard
Stanly Lee Xpert - HeartBlue
2002-7-25
2002 7 增加对纹理的支持
2002 9 增加对 矢量数学运算的支持(GLMath.cpp分离出去)
2002 9 26 增加对摄影机的支持(加入Camera.cpp)
*/
#include <fstream>
using namespace std;
#include <windows.h>
#include <GL\gl.h>
#include <GL\glu.h>
#include "resource.h"
#include "OpenGLCom.h"
#include "GameApp.h"
COpenGL g_GL;
//=========================================
//Initialize the OpenGL and Release It
//
//=========================================
BOOL COpenGL::InitOpenGL(HWND hWnd)
{
m_hWnd = hWnd;
HDC hdc = GetDC(m_hWnd);
PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
32,
0,0,0,0,0,0,0,0,
0,0,0,0,0,
16,
1,0,0,0,0,0,0
};
int n=ChoosePixelFormat(hdc,&pfd);
SetPixelFormat(hdc,n,&pfd);
m_hrc=wglCreateContext(hdc);
wglMakeCurrent(hdc,m_hrc);
glColor3f(0.0,0.0,0.0);
glClearColor(0.0,0.0,0.0,.50);
glClearDepth(1);
glClearStencil(0);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
CreateFont();
ReleaseDC(m_hWnd,hdc);
return 1;
}
void COpenGL::ReleaseGL()
{
HDC hdc= GetDC(m_hWnd);
wglMakeCurrent(hdc,NULL);
wglDeleteContext(m_hrc);
ReleaseDC(m_hWnd,hdc);
}
void COpenGL::ReleaseFont()
{
glDeleteLists(m_font_list,196);
}
//================================================================
//Function Name : LoadBmpFromFile
//Description : Load a Bitmap bits from a dot bmp file
//filename: the file contait the bitmap data
//pData : the buffer for keep the datas
//info : Infomation of the bitmap
//=================================================================
void COpenGL::SetForceFps(int fps)
{
if(fps==0)
{
g_app.m_bForceFPS=0;
return ;
}
g_app.m_forceFPS=1000/fps;
g_app.m_bForceFPS=1;
return;
}
GLuint COpenGL::CreateFont()
{
HDC hdc = GetDC(m_hWnd);
m_font_list=glGenLists(96);
BOOL hr=wglUseFontBitmaps(hdc,32,96,m_font_list);
ReleaseDC(m_hWnd,hdc);
return m_font_list;
}
void COpenGL::BeginRenderFont()
{
//Save the Attrib state
glPushAttrib(GL_LIST_BIT);
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glDisable(GL_STENCIL_TEST);
//Save and set the View and Model matrix
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
//Save and set the Projection matrix
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-100,100,-100,100,-500.0,500.0);
glPixelStorei(GL_UNPACK_ALIGNMENT,4);
}
void COpenGL::EndRenderFont()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glFinish();
glPopAttrib();
glPopAttrib();
}
void COpenGL::RenderFont(char* s,int x,int y)
{
glRasterPos2i(x,y);
glListBase(m_font_list-32);
glCallLists(strlen(s),GL_UNSIGNED_BYTE,s);
}
extern float g_view_dist;
void COpenGL::Resize()
{
RECT rct;
GetClientRect(m_hWnd,&rct);
m_view_width = rct.right - rct.left;
m_view_height = rct.bottom - rct.top ;
glViewport(0,0,m_view_width,m_view_height);
m_view_factor = float(m_view_width)/m_view_height;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(m_eye_angle,float(m_view_width)/m_view_height,0.1,g_view_dist);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void COpenGL::SwapBuffer()
{
HDC hdc = GetDC(m_hWnd);
SwapBuffers(hdc);
ReleaseDC(m_hWnd,hdc);
glFlush();
}
//++++++++++++++++++++++++++++++++++++++++++++
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