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Nehe教程第10课3D世界

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Nehe教程第10课4D世界源程序及资源
#include <stdlib.h>
#include <math.h>
#include <stdio.h>
#include <windows.h>		// Windows的头文件
#include <gl/glew.h>		// 包含最新的gl.h,glu.h库
#include <gl/glut.h>		// 包含OpenGL实用库
#include <gl/glaux.h>

HGLRC hRC=NULL;						//窗口着色描述表句柄
HDC hDC=NULL;						//设备渲染描述表句柄
HWND hWND=NULL;						//窗口句柄
HINSTANCE hInstance;				//保存程序的实例

bool keys[256];
bool active=TRUE;					//窗口的活动状态,缺省为true
bool fullscreen=TRUE;				//全屏的缺省状态=true
bool	blend;				// Blending ON/OFF
bool	bp;					// B Pressed?
bool	fp;					// F Pressed?

const float piover180 = 0.0174532925f;
float heading;
float xpos;
float zpos;

GLfloat	yrot;				// Y Rotation
GLfloat walkbias = 0;
GLfloat walkbiasangle = 0;
GLfloat lookupdown = 0.0f;
GLfloat	z=0.0f;				// Depth Into The Screen

GLuint	filter;				// Which Filter To Use
GLuint	texture[3];			// Storage For 3 Textures

typedef struct tagVERTEX
{
	float x,y,z;
	float u,v;
} VERTEX;

typedef struct tagTRIANGLE
{
	VERTEX vertex[3];
}TRIANGLE;

typedef struct tagSECTOR
{
	int numtriangles;
	TRIANGLE *triangle;
} SECTOR;

SECTOR sector1;//our model goes here:

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

void readstr(FILE*f,char*string)
{
	do 
	{
		fgets(string,255,f);
	} while ((string[0]=='/')||(string[0]=='\n'));//考察是否有必要处理
	return;
}

void SetupWorld()
{
	float x,y,z,u,v;
	int numtriangles;
	FILE*filein;
	char oneline[255];
	filein = fopen("data/world.txt", "rt");				// File To Load World Data From

	readstr(filein,oneline);
	sscanf(oneline,"NUMPOLLIES %d\n",&numtriangles);
	
	sector1.triangle=new TRIANGLE[numtriangles];
	sector1.numtriangles=numtriangles;
	for (int triloop=0; triloop<numtriangles; triloop++ )
	{		
		for (int vertloop=0; vertloop<3;vertloop++)
		{
			readstr(filein,oneline);//读入一行数据
			sscanf(oneline,"%f %f %f %f %f",&x,&y,&z,&u,&v);
			sector1.triangle[triloop].vertex[vertloop].x=x;
			sector1.triangle[triloop].vertex[vertloop].y=y;
			sector1.triangle[triloop].vertex[vertloop].z=z;
			sector1.triangle[triloop].vertex[vertloop].u=u;
			sector1.triangle[triloop].vertex[vertloop].v=v;
		}	
	}
	fclose(filein);
	return;
}

AUX_RGBImageRec *LoadBMP(char *Filename)                // Loads A Bitmap Image
{
	FILE *File=NULL;                                // File Handle
	
	if (!Filename)                                  // Make Sure A Filename Was Given
	{
		return NULL;                            // If Not Return NULL
	}
	
	File=fopen(Filename,"r");                       // Check To See If The File Exists
	
	if (File)                                       // Does The File Exist?
	{
		fclose(File);                           // Close The Handle
		return auxDIBImageLoad(Filename);       // Load The Bitmap And Return A Pointer
	}
	return NULL;                                    // If Load Failed Return NULL
}

int LoadGLTextures()                                    // Load Bitmaps And Convert To Textures
{
	int Status=FALSE;                               // Status Indicator
	
	AUX_RGBImageRec *TextureImage[1];               // Create Storage Space For The Texture
	
	memset(TextureImage,0,sizeof(void *)*1);        // Set The Pointer To NULL
	
	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
	if (TextureImage[0]=LoadBMP("Data/Mud.bmp"))
	{
		Status=TRUE;                            // Set The Status To TRUE
		
		glGenTextures(3, &texture[0]);          // Create Three Textures
		
				// Create Nearest Filtered Texture
		glBindTexture(GL_TEXTURE_2D, texture[0]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
		
		// Create Linear Filtered Texture
		glBindTexture(GL_TEXTURE_2D, texture[1]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
		
		// Create MipMapped Texture
		glBindTexture(GL_TEXTURE_2D, texture[2]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
		gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
	}
	if (TextureImage[0])                            // If Texture Exists
	{
		if (TextureImage[0]->data)              // If Texture Image Exists
		{
			free(TextureImage[0]->data);    // Free The Texture Image Memory
		}
		
		free(TextureImage[0]);                  // Free The Image Structure
	}
	
	return Status;                                  // Return The Status
}

GLvoid ReSizeGLScene(GLsizei width,GLsizei height)
{
	if (height==0)
	{
		height=1;
	}
	
	glViewport(0,0,width, height);
	
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	
	//设置视口的大小,设置透视投影矩阵
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	if (!LoadGLTextures())								// Jump To Texture Loading Routine
	{
		return FALSE;									// If Texture Didn't Load Return FALSE
	}
	
	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping
	glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Set The Blending Function For Translucency
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// This Will Clear The Background Color To Black
	glClearDepth(1.0);									// Enables Clearing Of The Depth Buffer
	glDepthFunc(GL_LESS);								// The Type Of Depth Test To Do
	glEnable(GL_DEPTH_TEST);
	glShadeModel(GL_SMOOTH);
	glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
	
	SetupWorld();

	return TRUE;
}

int DrawGLScene(GLvoid)
{
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);	
	glLoadIdentity();

	GLfloat x_m,y_m,z_m,u_m,v_m;
	GLfloat xtrans=-xpos;
	GLfloat ztrans=-zpos;
	GLfloat ytrans=-walkbias-0.25f;//用于头部上下摆动
	GLfloat sceneroty=360.0f-yrot;//位于游戏者方向的360度角

	int numtriangles;
	
	glRotatef(lookupdown,1.0f,0,0);//上下旋转
	glRotatef(sceneroty,0,1.0f,0);//根据游戏者正面所对方向做的旋转

	glTranslatef(xtrans,ytrans,ztrans);//以游戏者为中心的平移场景
	glBindTexture(GL_TEXTURE_2D,texture[filter]);
	
	numtriangles=sector1.numtriangles;
	
	//处理每条边
	for (int loop_m=0;loop_m<numtriangles;loop_m++)
	{
		glBegin(GL_TRIANGLES);
		glNormal3f( 0.0f, 0.0f, 1.0f);
		x_m = sector1.triangle[loop_m].vertex[0].x;
		y_m = sector1.triangle[loop_m].vertex[0].y;
		z_m = sector1.triangle[loop_m].vertex[0].z;
		u_m = sector1.triangle[loop_m].vertex[0].u;
		v_m = sector1.triangle[loop_m].vertex[0].v;
		glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
		
		x_m = sector1.triangle[loop_m].vertex[1].x;
		y_m = sector1.triangle[loop_m].vertex[1].y;
		z_m = sector1.triangle[loop_m].vertex[1].z;
		u_m = sector1.triangle[loop_m].vertex[1].u;
		v_m = sector1.triangle[loop_m].vertex[1].v;
		glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
		
		x_m = sector1.triangle[loop_m].vertex[2].x;
		y_m = sector1.triangle[loop_m].vertex[2].y;
		z_m = sector1.triangle[loop_m].vertex[2].z;
		u_m = sector1.triangle[loop_m].vertex[2].u;
		v_m = sector1.triangle[loop_m].vertex[2].v;
		glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
		glEnd();
	}
	return TRUE;
}

GLvoid KillGLWindow(GLvoid)
{
	if (fullscreen)
	{
		ChangeDisplaySettings(NULL,0);  //Windows API 把缺省显示设备的设置改变为由第一个参数设定的图形模式
		ShowCursor(TRUE);				//Window32API 显示鼠标
	}
	
	if (hRC)	
	{
		if (!wglMakeCurrent(NULL,NULL))
		{
			MessageBox(NULL,"释放DC或RC失败","Shutdown Error",MB_OK|MB_ICONINFORMATION);
		}
 
		if (!wglDeleteContext(hRC))		
		{
			MessageBox(NULL,"释放RC失败","Shutdown Error",MB_OK|MB_ICONINFORMATION);
		}
		hRC=NULL;				//setRC toNull	
	}
	
	if (hDC&&!ReleaseDC(hWND,hDC))
	{
		MessageBox(NULL,"不能释放DC失败","Shutdown Error",MB_OK|MB_ICONINFORMATION);
		hDC=NULL;
	}

	if (hWND&&!DestroyWindow(hWND))
	{
		MessageBox(NULL,"释放窗口句柄失败","Shutdown Error",MB_OK|MB_ICONINFORMATION);
		hWND=NULL;
	}
	
	if (!UnregisterClass("OpenGL",hInstance))
	{
		MessageBox(NULL,"不能注销窗口类","Shutdown Error",MB_OK|MB_ICONINFORMATION);
		hInstance=NULL;
	}
}

//创建OpenGL窗口  窗口标题 宽 高 颜色位 全屏标志
BOOL CreateGLWindow(char* title,int width,int height,int bits,bool fullscreenflag)
{
	GLuint PixelFormat;
	WNDCLASS wc;
	DWORD dwStyle;//窗口风格
	DWORD dwExStyle;//扩展窗口风格
	RECT WindowRect;
	WindowRect.left=(long)0;
	WindowRect.right=(long)width;
	WindowRect.top=(long)0;
	WindowRect.bottom=(long)height;

	fullscreen=fullscreenflag;

	hInstance=GetModuleHandle(NULL);//获取一个应用程序或动态链接库的模块句柄 ,NULL返回自身应用程序句柄
	wc.style=CS_VREDRAW|CS_HREDRAW|CS_OWNDC;//移动时重画,并为窗口取得DC
	wc.lpfnWndProc=(WNDPROC)WndProc;		//WndProc处理消息
	wc.cbClsExtra		= 0;						// 无额外窗口数据
	wc.cbWndExtra		= 0;						// 无额外窗口数据
	wc.hInstance=hInstance;							//设置实例
	wc.hIcon=LoadIcon(NULL,IDI_WINLOGO);			//装入缺省图标
	wc.hCursor=LoadCursor(NULL,IDC_ARROW);			//装入鼠标指针
	wc.hbrBackground=NULL;							//GL不需要背景
	wc.lpszMenuName=NULL;							//不需要菜单
	wc.lpszClassName="OpenGL";						//设定类名字

	if (!RegisterClass(&wc))
	{
		MessageBox(NULL,"注册窗口失败"," Error",MB_OK|MB_ICONEXCLAMATION);//EXCLAMATION感叹号
		
		
		return FALSE;
	}

	if (fullscreen)//全屏模式
	{
		DEVMODE dmScreenSettings;								//设备模式
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	//确保内存清空为0
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		//DEVMODE结构的大小
		dmScreenSettings.dmPelsWidth=width;
		dmScreenSettings.dmPelsHeight=height;					//所选屏幕高度
		dmScreenSettings.dmBitsPerPel=bits;						//每像素颜色数
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSHEIGHT|DM_PELSWIDTH;
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// 若模式失败,提供两个选项:退出或在窗口内运行。
			if (MessageBox(NULL,"全屏模式在当前显示卡上设置失败!\n使用窗口模式","Nehe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=false;
			}
			else//用户选择退出
			{
				//
				MessageBox(NULL,"程序将被关闭","Error",MB_OK|MB_ICONSTOP);
				return FALSE;
			}
		}
	}
	
	if (fullscreen)
	{
		dwExStyle=WS_EX_APPWINDOW;
		dwStyle=WS_POPUP;
		ShowCursor(FALSE);		//隐藏鼠标指针
	}
	else//不是全屏
	{
		dwExStyle=WS_EX_APPWINDOW|WS_EX_WINDOWEDGE;
		dwStyle=WS_OVERLAPPEDWINDOW;
	}
	
	AdjustWindowRectEx(&WindowRect,dwStyle,FALSE,dwExStyle);	//Windows API真正适合窗口

	//Create thewindow
	if (!(hWND=CreateWindowEx(dwExStyle,
							"OpenGL",
							title,
							WS_CLIPSIBLINGS|WS_CLIPCHILDREN|dwStyle,//必须的窗体风格属性
							0,0,
							WindowRect.right-WindowRect.left,
							WindowRect.bottom-WindowRect.top,		//计算调整好的窗口高度
							NULL,									//无父窗口
							NULL,									//无子菜单
							hInstance,
							NULL)))									//不向WM_CREATE传递消息
	{
		KillGLWindow();
		MessageBox(NULL,"不能创建窗口","Error",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;
	}

	static	PIXELFORMATDESCRIPTOR pfd=		// /pfd 告诉窗口我们所希望的东东,即窗口使用的像素格式
	{
		sizeof(PIXELFORMATDESCRIPTOR),		// 上述格式描述符的大小
			1,								// 版本号
			PFD_DRAW_TO_WINDOW |			// 格式支持窗口
			PFD_SUPPORT_OPENGL |			// 格式必须支持OpenGL
			PFD_DOUBLEBUFFER,				// 必须支持双缓冲
			PFD_TYPE_RGBA,					// 申请 RGBA 格式
			bits,							// 选定色彩深度
			0, 0, 0, 0, 0, 0,				// 忽略的色彩位
			0,								// 无Alpha缓存
			0,								// 忽略Shift Bit
			0,								// 无累加缓存
			0, 0, 0, 0,						// 忽略聚集位
			16,								// 16位 Z-缓存 (深度缓存)
			0,								// 无蒙板缓存
			0,								// 无辅助缓存
			PFD_MAIN_PLANE,					// 主绘图层
			0,								// Reserved
			0, 0, 0							// 忽略层遮罩
	};

	if (!(hDC=GetDC(hWND)))
	{
		KillGLWindow();							// 重置显示区
		MessageBox(NULL,"不能创建一种相匹配的像素格式","错误",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;
	}
	
	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))
	{
		KillGLWindow();
		MessageBox(NULL,"不能创建像素格式","错误",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;
	}
	
	if(!SetPixelFormat(hDC,PixelFormat,&pfd))	// 能够设置象素格式么?
	{
		KillGLWindow();							// 重置显示区
		MessageBox(NULL,"不能设置像素格式","错误",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// 返回 FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))
	{
		KillGLWindow();							// 重置显示区
		MessageBox(NULL,"不能创建OpenGL渲染描述表","错误",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;	
	}
	
	if (!wglMakeCurrent(hDC,hRC))
	{
		KillGLWindow();							// 重置显示区
		MessageBox(NULL,"不能激活当前的OpenGL渲然描述表","错误",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;		
	}

	ShowWindow(hWND,SW_SHOW);
	SetForegroundWindow(hWND);					//提高优先级
	SetFocus(hWND);								//设置焦点
	ReSizeGLScene(width,height);

	if (!InitGL())								// 初始化新建的GL窗口
	{
		KillGLWindow();							// 重置显示区
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// 返回 FALSE
	}

	return TRUE;
}

LRESULT CALLBACK WndProc(	HWND	hWnd,		// 窗口的句柄
				UINT	uMsg,					// 窗口的消息
				WPARAM	wParam,					// 附加的消息内容
				LPARAM	lParam)					// 附加的消息内容
{
	switch (uMsg)								// 检查Windows消息
	{
		case WM_ACTIVATE:						// 监视窗口激活消息
		{
			if (!HIWORD(wParam))				// 检查最小化状态
			{
				active=TRUE;					// 程序处于激活状态
			}
			else
			{
				active=FALSE;					// 程序不再激活
			}

			return 0;							// 返回消息循环
		}

		case WM_SYSCOMMAND:						// 系统中断命令
		{
			switch (wParam)						// 检查系统调用
			{
				case SC_SCREENSAVE:				// 屏保要运行?
				case SC_MONITORPOWER:			// 显示器要进入节电模式?
				return 0;						// 阻止发生
			}
			break;								// 退出
		}

 		case WM_CLOSE:							// 收到Close消息?
		{
			PostQuitMessage(0);					// 发出退出消息
			return 0;							// 返回
		}

		case WM_KEYDOWN:						// 有键按下么?
		{
			keys[wParam] = TRUE;				// 如果是,设为TRUE
			return 0;							// 返回
		}

		case WM_KEYUP:							// 有键放开么?
		{
			keys[wParam] = FALSE;				// 如果是,设为FALSE
			return 0;							// 返回
		}

		case WM_SIZE:							// 调整OpenGL窗口大小
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));		// LoWord=Width,HiWord=Height
			return 0;							// 返回
		}
	}


	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
   
int WINAPI WinMain(	HINSTANCE	hInstance,			// 当前窗口实例
			HINSTANCE	hPrevInstance,				// 前一个窗口实例
			LPSTR		lpCmdLine,					// 命令行参数
			int		nCmdShow)						// 窗口显示状态
{
	MSG	msg;										// Windowsx消息结构
	BOOL	done=FALSE;								// 用来退出循环的Bool 变量

	// 提示用户选择运行模式
	if (MessageBox(NULL,"你想在全屏模式下运行么?", "设置全屏模式",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;							// FALSE为窗口模式
	}

	// 创建OpenGL窗口
	if (!CreateGLWindow("NeHe's 加载3D世界",640,480,16,fullscreen))
	{
		return 0;									// 失败退出
	}
  
	while(!done)									// 保持循环直到 done=TRUE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// 有消息在等待吗?
		{
			if (msg.message==WM_QUIT)				// 收到退出消息?
			{
				done=TRUE;							// 是,则done=TRUE
			}
			else									// 不是,处理窗口消息
			{
				TranslateMessage(&msg);				// 翻译消息
				DispatchMessage(&msg);				// 发送消息
			}
		}
		else										// 如果没有消息
		{
		
			if (active)								// 程序激活的么?
			{
				if (keys[VK_ESCAPE])				// ESC 按下了么?
				{
					done=TRUE;						// ESC 发出退出信号
				}
				else								// 不是退出的时候,刷新屏幕
				{
					DrawGLScene();					// 绘制场景
					SwapBuffers(hDC);				// 交换缓存 (双缓存)
					if (keys['B'] && !bp)
					{
						bp=TRUE;
						blend=!blend;
						if (!blend)
						{
							glDisable(GL_BLEND);
							glEnable(GL_DEPTH_TEST);
						}
						else
						{
							glEnable(GL_BLEND);
							glDisable(GL_DEPTH_TEST);
						}
					}
					if (!keys['B'])
					{
						bp=FALSE;
					}
					
					if (keys['F'] && !fp)
					{
						fp=TRUE;
						filter+=1;
						if (filter>2)
						{
							filter=0;
						}
					}
					if (!keys['F'])
					{
						fp=FALSE;
					}
					
					if(keys[VK_PRIOR])
					{
						z-=0.02f;
					}
					
					if(keys[VK_NEXT])
					{
						z+=0.02f;
					}
					
					if (keys[VK_UP])
					{
						
						xpos-=(float)sin(heading*piover180)*0.05f;
						zpos-=(float)cos(heading*piover180)*0.05f;
						if (walkbiasangle >= 359.0f)
						{
							walkbiasangle=0.0f;
						}
						else
						{
							walkbiasangle+=10;
						}
						walkbias=(float)sin(walkbiasangle*piover180)/20.0f;
					}
					
					if (keys[VK_DOWN])
					{
						xpos+=(float)sin(heading*piover180)*0.05f;
						zpos+=(float)cos(heading*piover180)*0.05f;
						if (walkbiasangle <=1.0f)
						{
							walkbiasangle=359.0f;
						}
						else
						{
							walkbiasangle-=10;
						}
						walkbias=(float)sin(walkbiasangle*piover180)/20.0f;
					}
					
					if(keys[VK_RIGHT])
					{
						heading-=1.0f;
						yrot=heading;
						//yrot-=1.5f;//向左旋转场景,产生向右旋转相机的错觉
					}
					
					if (keys[VK_LEFT])
					{
						heading+=1.0f;
						yrot=heading;
					//	yrot+=1.5f;				
					}
					
					if (keys[VK_PRIOR])
					{
						lookupdown-= 1.0f;
					}
					
					if (keys[VK_NEXT])
					{
						lookupdown+= 1.0f;
					}
				}
			}

			if (keys[VK_F1])					// F1键按下了么?
			{
				keys[VK_F1]=FALSE;				// 若是,使对应的Key数组中的值为 FALSE
				KillGLWindow();					// 销毁当前的窗口
				fullscreen=!fullscreen;				// 切换 全屏 / 窗口 模式
				// 重建 OpenGL 窗口
				if (!CreateGLWindow("NeHe's 加载3D世界",640,480,16,fullscreen))
				{
					return 0;				// 如果窗口未能创建,程序退出
				}
			}
		}
	}

     

	// 关闭程序
	KillGLWindow();								
	return (msg.wParam);							
}

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