一个极好的OpenGL汉字显示类(转,作者Y_Y)

一个极好的OpenGL汉字显示类
作者:Y___Y
联系:
yinwei_88@sina.com
    笔者通过各方面的资料的收集,终于写出了一个OpenGL汉字显示类(最核心的内容都是从网上和NeHe的教程上找到的,这个类实际上是从各位原创作者“集合”成的,笔者只能算一个收集整理者),很好的解决了2D,3D以及图象,图形汉字(当然也包括字母)的显示。现将其公布出来。

 

// GLFont.h文件
#include  < windows.h >
#include 
" gl/gl.h "
#pragma  warning(disable:4244)
// OpenGL汉字显示类
class  GLfont
{
    HFONT hFont;
    COLORREF cl;
public:
    GLfont();
    
virtual ~GLfont();
    
void SetTextColor(COLORREF textcolor);//字体颜色设置
    void CreateFont(char *facename, int height, int weight, bool italic,bool underline,bool strikeout);
    
void ShowText(int x, int y, LPCTSTR lpszText);//显示图象2D汉字
    void Show2DText(char *str);//显示图形2D汉字
    void Show3DText(unsigned char *str);//显示图形3D汉字
}
;

GLfont::GLfont()
{
    cl
=RGB(255,255,255);
}

GLfont::
~ GLfont()
{
    
if(hFont) DeleteObject(hFont);
}


// 只有关闭光照和纹理才能正确显示颜色
void  GLfont::SetTextColor(COLORREF textcolor) // 字体颜色设置
{
    cl
=textcolor;
}

void  GLfont::CreateFont( char   * facename,  int  height,  int  weight,  bool  italic, bool  underline, bool  strikeout)
{
    LOGFONT lf;
    lf.lfHeight 
= height;
    lf.lfWidth 
= 0;
    lf.lfEscapement 
= 0;
    lf.lfOrientation 
= 0;
    lf.lfWeight 
= weight;
    lf.lfItalic 
= italic;
    lf.lfUnderline 
= underline;
    lf.lfStrikeOut 
= strikeout;
    lf.lfCharSet 
= DEFAULT_CHARSET;
    lf.lfOutPrecision 
= OUT_TT_PRECIS;
    lf.lfClipPrecision 
= CLIP_DEFAULT_PRECIS;
    lf.lfQuality 
= PROOF_QUALITY;
    lf.lfPitchAndFamily 
= VARIABLE_PITCH | TMPF_TRUETYPE | FF_MODERN;
    strcpy(lf.lfFaceName,facename);
    
// 创建字体
    hFont = CreateFontIndirect(&lf);
}


// 2D图像汉字只与屏幕相联系,与具体的变换矩阵无关,也就是说不能缩放旋转。
// x,y是2D图像汉字距屏幕左下角(注意不是左上角)的横向和纵向距离。
void  GLfont::ShowText( int  x,  int  y, LPCTSTR lpszText)
{
    
// 保存原投影矩阵,将投影矩阵设为平行投影
    glMatrixMode( GL_PROJECTION );
    glPushMatrix();
    glLoadIdentity();
    glOrtho( 
06400480-11 );
    
// 保存原模型变换矩阵,平移至( x, y )
    glMatrixMode( GL_MODELVIEW );
    glPushMatrix();
    glLoadIdentity();
    RECT rect;
    GetClientRect(GetActiveWindow(),
&rect);
    glTranslatef((
float)x,(float)y,0);
    HBITMAP hbitmap;
    BITMAP bm;
    SIZE size;
    UCHAR
* pBmpBits;
    HFONT hOldFont;
    HDC hdc 
= wglGetCurrentDC();
    hOldFont 
= (HFONT)SelectObject(hdc, hFont);
    ::GetTextExtentPoint32(hdc, lpszText, strlen(lpszText), 
&size);
    hbitmap 
= CreateBitmap(size.cx, size.cy,11, NULL);
    HDC hMemDC 
= ::CreateCompatibleDC(hdc);
    
if(hMemDC)
    
{
        HBITMAP hPrevBmp 
= (HBITMAP)SelectObject(hMemDC,hbitmap);
        HFONT hPrevFont 
= (HFONT)SelectObject(hMemDC, hFont);
        SetBkColor(hMemDC, RGB(
000));
        ::SetTextColor(hMemDC,RGB(
255,255,255));
        SetBkMode(hMemDC, OPAQUE);
        TextOut(hMemDC, 
00, lpszText, strlen(lpszText));
        
//把GDI位图复制到DIB
        SelectObject(hdc,hbitmap);
        GetObject(hbitmap, 
sizeof(bm), &bm);
        size.cx 
= (bm.bmWidth + 31& (~31);
        size.cy 
= bm.bmHeight;
        
int bufsize = size.cy * (((bm.bmWidth + 31& (~31)) /8);
        pBmpBits 
= new UCHAR[bufsize];
        memset(pBmpBits, 
0sizeof(UCHAR)*bufsize);
        
struct
        
{
            BITMAPINFOHEADER bih;
            RGBQUAD col[
2];
        }

        bic;
        BITMAPINFO 
*binf = (BITMAPINFO *)&bic;
        binf
->bmiHeader.biSize = sizeof(binf->bmiHeader);
        binf
->bmiHeader.biWidth = bm.bmWidth;
        binf
->bmiHeader.biHeight = bm.bmHeight;
        binf
->bmiHeader.biPlanes = 1;
        binf
->bmiHeader.biBitCount = 1;
        binf
->bmiHeader.biCompression = BI_RGB;
        binf
->bmiHeader.biSizeImage = bufsize;
        binf
->bmiHeader.biXPelsPerMeter = 1;
        binf
->bmiHeader.biYPelsPerMeter = 1;
        binf
->bmiHeader.biClrUsed = 0;
        binf
->bmiHeader.biClrImportant = 0;
        ::GetDIBits(hdc, hbitmap, 
0, bm.bmHeight, pBmpBits, binf,DIB_RGB_COLORS);
        SelectObject(hMemDC,hPrevBmp);
    }

    ::DeleteDC(hMemDC);
    SelectObject(hdc, hOldFont);
    
    
//显示文字
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glColor3f(GetRValue(cl)
/255.0,GetGValue(cl)/255.0,GetBValue(cl)/255.0);
    glRasterPos2i(x,y);
    glBitmap(size.cx, size.cy, 
0.02.0, size.cx+2.0f0.0, pBmpBits);
    delete pBmpBits;
    
// 恢复投影矩阵和模型变换矩阵
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
    glColor3f(
1.0,1.0,1.0);
}


void  GLfont::Show2DText( char   * str)
{
    
char FTextList[255];
    GLYPHMETRICSFLOAT gmf[
256];
    
int m_iCount=strlen(str);    
    GLuint m_listbase;
    HDC hDC
=wglGetCurrentDC();
    glPushMatrix();
    
    SelectObject(hDC,hFont);
    
int  i=0
    
int  j=0
    
int ich,cch;
    m_listbase 
= glGenLists(256);
    glColor3f(GetRValue(cl)
/255.0,GetGValue(cl)/255.0,GetBValue(cl)/255.0);
    
while(i<m_iCount)
    
{
        
if(IsDBCSLeadByte(str[i]))
        

            
//判断是否为双字节 
            ich=str[i]; 
            ich
=(ich<<8)+256////256为汉字内码“偏移量” 
            ich=ich+str[i+1]; 
            i
++;i++
            wglUseFontOutlines(hDC,
//字体轮廓设备联系DC 
                ich, //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 
                m_listbase+j,//显示列表的基数 
                1.0f//指定与实际轮廓的最大偏移量 
                0,//0.15f, //在Z轴负方向的值 
                WGL_FONT_POLYGONS, //指定显示列表线段或多边形 
                &gmf[j]); //接受字符的地址 
            FTextList[j]=j; 
            j
++
            
        }

        
else
        

            cch
=str[i]; 
            i
++
            wglUseFontOutlines(hDC, 
//字体轮廓设备联系DC 
                cch,//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 
                m_listbase+j,//显示列表的基数 
                0.0f,//指定与实际轮廓的最大偏移量 
                0.0,//0.15f,//在Z轴负方向的值 
                WGL_FONT_POLYGONS, //指定显示列表线段或多边形 
                &gmf[j]);//接受字符的地址 
            FTextList[j]=j;
            j
++;
        }
 
    }
 
    
    glPushAttrib(GL_LIST_BIT);
    
{
        glListBase(m_listbase);
        glCallLists(m_iCount, GL_UNSIGNED_BYTE, 
&FTextList);
    }

    glPopAttrib();
    glPopMatrix();
    glColor3f(
1.0,1.0,1.0);
}

void  GLfont::Show3DText(unsigned  char   * str)
{
    glPushMatrix();
    GLYPHMETRICSFLOAT pgmf[
1];

    HDC hDC
=wglGetCurrentDC();
    
//设置当前字体 
    SelectObject(wglGetCurrentDC(),hFont); 

    DWORD dwChar;
    
int ListNum;
    
for(size_t i=0;i<strlen((char *)str);i++)
    
{
        
if(IsDBCSLeadByte(str[i]))
        
{
            dwChar
=(DWORD)((str[i]<<8)|str[i+1]);
            i
++;
        }

        
else 
            dwChar
=str[i];
        ListNum
=glGenLists(1);
        glColor3f(GetRValue(cl)
/255.0,GetGValue(cl)/255.0,GetBValue(cl)/255.0);
        wglUseFontOutlines(hDC,dwChar,
1,ListNum,0.0,0.1f,WGL_FONT_POLYGONS,pgmf);
        glCallList(ListNum);
        glDeleteLists(ListNum,
1);
    }

    glPopMatrix();
    glColor3f(
1.0,1.0,1.0);
}

显示效果

 

程序完整的源代码

 

#include  < windows.h >          //  Windows的头文件
#include  < GL / gl.h >          //  包含最新的gl.h,glu.h库
#include  < GL / glu.h >          //  包含OpenGL实用库
#include  < GL / glaux.h >
#include 
< stdio.h >           //  标准输入/输出库的头文件
#include  < math.h >
#define  D_PI 3.141592653        
#include 
" GLFont.h "        // 引入OpenGL汉字显示类文件
#pragma  warning(disable:4305)
#pragma  warning(disable:4244)

HDC            hDC
= NULL;         //  窗口着色描述表句柄
HGLRC        hRC = NULL;         //  OpenGL渲染描述表句柄
HWND        hWnd = NULL;         //  保存我们的窗口句柄
HINSTANCE    hInstance;         //  保存程序的实例

bool  keys[ 256 ];             //  保存键盘按键的数组
bool  active = TRUE;         //  窗口的活动标志,缺省为TRUE
bool  fullscreen = TRUE;     //  全屏标志缺省,缺省设定成全屏模式
LRESULT    CALLBACK WndProc(HWND,UINT,WPARAM,LPARAM);     //  WndProc的定义

BOOL light;                                    
//  光源的开/关
bool  lp;
GLfloat LightAmbient[]
= {0.5f,0.5f,0.5f,1.0f}
GLfloat LightDiffuse[]
= {1.0f,1.0f,1.0f,1.0f} ;
GLfloat LightPosition[]
= {0.0f,0.0f,2.0f,1.0f} ;
GLuint    texture[
3 ];
GLfont f;
AUX_RGBImageRec 
* LoadBMP( char   * Filename)                     //  载入位图图象
{
    FILE 
*File=NULL;                            // 文件句柄
    if(!Filename)                                // 确保文件名已提供
    {
        
return NULL;                            // 如果没提供,返回 NULL
    }

    File
=fopen(Filename,"r");                        // 尝试打开文件
    if(File)                                // 文件存在么?
    {
        fclose(File);                            
// 关闭句柄
        return auxDIBImageLoad(Filename);                // 载入位图并返回指针
    }

    
return NULL;                                // 如果载入失败,返回 NULL
}

int  LoadGLTextures()                                 //  载入位图(调用上面的代码)并转换成纹理
{
    
int Status=FALSE;                            // 状态指示器
    AUX_RGBImageRec *TextureImage[1];                    // 创建纹理的存储空间
    memset(TextureImage,0,sizeof(void *)*1);                // 将指针设为 NULL
    
// 载入位图,检查有无错误,如果位图没找到则退出
    if(TextureImage[0]=LoadBMP("Data/NeHe.bmp"))
    
{
        Status
=TRUE;                            // 将 Status 设为 TRUE
        glGenTextures(3&texture[0]);                    // 创建纹理
        
        
// 创建 Nearest 滤波贴图
        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, 
03, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
        
// 创建线性滤波纹理
        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, 
03, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
        
// 创建 MipMapped 纹理
        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])                            // 纹理是否存在
    {
        
if (TextureImage[0]->data)                    // 纹理图像是否存在
        {
            free(TextureImage[
0]->data);                // 释放纹理图像占用的内存
        }
        
        free(TextureImage[
0]);                        // 释放图像结构
    }

    
return Status;                                // 返回 Status
}



GLvoid ReSizeGLScene(GLsizei width, GLsizei height)        
//  重置OpenGL窗口大小
{
    
if (height==0)                                        // 防止被零除
    {
        height
=1;                                        // 将Height设为1
    }


    glViewport(
0,0,width,height);                        // 重置当前的视口

    glMatrixMode(GL_PROJECTION);                        
// 选择投影矩阵
    glLoadIdentity();                                    // 重置投影矩阵

    
// 设置视口的大小
    gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

    glMatrixMode(GL_MODELVIEW);                            
// 选择模型观察矩阵
    glLoadIdentity();                                    // 重置模型观察矩阵
}


GLfloat mat_ambient[]
=   0.80.80.81.0 } ;
GLfloat mat_diffuse[]
=   0.80.00.81.0 } ; /* 紫色 */
GLfloat mat_specular[] 
=   1.00.01.01.0 } ;
GLfloat mat_shininess[] 
=   100.0 } ;

int  InitGL(GLvoid)                                     //  此处开始对OpenGL进行所有设置
{
    
//glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE); //启用双面光照
    glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
    glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);    
    glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
    glEnable(GL_LIGHT1);

    f.CreateFont(
"隶书",80,80,0,0,0);    
    
if(!LoadGLTextures())
    
{
        
return false;
    }

    glEnable(GL_TEXTURE_2D);

    glShadeModel(GL_SMOOTH);                            
// 启用阴影平滑

    glClearColor(
0.0f0.0f0.0f1.0f);                // 黑色背景
    glClearDepth(1.0f);                                    // 设置深度缓存
    glEnable(GL_DEPTH_TEST);                            // 启用深度测试
    glDepthFunc(GL_LEQUAL);                                // 所作深度测试的类型
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);    // 告诉系统对透视进行修正

    
//glPolygonMode( GL_BACK, GL_LINE);            // 后表面完全填充
    
//glPolygonMode( GL_FRONT, GL_FILL);            // 前表面使用线条绘制
    return TRUE;                                        // 初始化 OK
}


int  DrawGLScene(GLvoid)                                     //  从这里开始进行所有的绘制
{
    glClear(GL_COLOR_BUFFER_BIT 
| GL_DEPTH_BUFFER_BIT);    // 清除屏幕和深度缓存

    glLoadIdentity();

    glTranslatef(
0,0,-6.0);

    
static float rz=0.0;
    glRotatef(rz,
0.0,1.0,0.0);//旋转显示
    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);

    glEnable(GL_TEXTURE_GEN_S);                
// 使用自动生成纹理
    glEnable(GL_TEXTURE_GEN_T);    

//字体显示的各种方法///
    //图像文字效果
    glPushMatrix();
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_LIGHTING);
    f.SetTextColor(RGB(
255,255,0));
    f.ShowText(
100,100,"我爱OpenGL!");
    glEnable(GL_LIGHTING);
    glEnable(GL_TEXTURE_2D);
    glPopMatrix();

    
//带材质的2D文字效果
    glPushMatrix();
    glDisable(GL_TEXTURE_2D);
    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
    glTranslatef(
-3,1.5,0);
    glRotatef(
30,1,1,0);
    f.Show2DText(
"我爱OpenGL!");
    glEnable(GL_TEXTURE_2D);
    glPopMatrix();

    
//带纹理的3D文字效果
    glPushMatrix();
    
//glDisable(GL_TEXTURE_2D);
    
//glDisable(GL_LIGHTING);
    glTranslatef(-3,0.5,0);
    glRotatef(
30,1,1,0);
    f.SetTextColor(RGB(
255,0,0));
    f.Show3DText((unsigned 
char*)"我爱OpenGL!");
    
//glEnable(GL_LIGHTING);
    
//glEnable(GL_TEXTURE_2D);
    glPopMatrix();

    
//超酷的金属质感纹理效果
    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
    glPushMatrix();
    
//glDisable(GL_TEXTURE_2D);
    
//glDisable(GL_LIGHTING);
    glTranslatef(-3,-0.5,0);
    glRotatef(
30,1,1,0);
    f.SetTextColor(RGB(
255,0,0));
    f.Show3DText((unsigned 
char*)"我爱OpenGL!");
    
//glEnable(GL_LIGHTING);
    
//glEnable(GL_TEXTURE_2D);
    glPopMatrix();

    rz
+=1.0;
    Sleep(
20);
    
return TRUE;                                        // 一切 OK
}


GLvoid KillGLWindow(GLvoid)                                
//  正常销毁窗口
{
    
if (fullscreen)                                        // 我们处于全屏模式吗?
    {
        ChangeDisplaySettings(NULL,
0);                    // 是的话,切换回桌面
        ShowCursor(TRUE);                                // 显示鼠标指针
    }


    
if(hRC)                                            //我们拥有OpenGL描述表吗?
    {
        
if(!wglMakeCurrent(NULL,NULL))                    // 我们能否释放DC和RC描述表?
        {
            MessageBox(NULL,
"释放DC或RC失败。","关闭错误",MB_OK | MB_ICONINFORMATION);
        }


        
if(!wglDeleteContext(hRC))                        // 我们能否删除RC?
        {
            MessageBox(NULL,
"释放RC失败。","关闭错误",MB_OK | MB_ICONINFORMATION);
        }

        hRC
=NULL;                                        // 将RC设为 NULL
    }


    
if(hDC&&!ReleaseDC(hWnd,hDC))                    // 我们能否释放 DC?
    {
        MessageBox(NULL,
"释放DC失败。","关闭错误",MB_OK | MB_ICONINFORMATION);
        hDC
=NULL;                                        // 将 DC 设为 NULL
    }


    
if(hWnd && !DestroyWindow(hWnd))                    // 能否销毁窗口?
    {
        MessageBox(NULL,
"释放窗口句柄失败。","关闭错误",MB_OK | MB_ICONINFORMATION);
        hWnd
=NULL;                                        // 将 hWnd 设为 NULL
    }


    
if (!UnregisterClass("OpenG",hInstance))            // 能否注销类?
    {
        MessageBox(NULL,
"不能注销窗口类。","关闭错误",MB_OK | MB_ICONINFORMATION);
        hInstance
=NULL;                                    // 将 hInstance 设为 NULL
    }

}


/*    这个函数创建我们OpenGL窗口,参数为:                                    *
 *    title            - 窗口标题                                                *
 *    width            - 窗口宽度                                                *
 *    height            - 窗口高度                                                *
 *    bits            - 颜色的位深(8/16/32)                                    *
 *    fullscreenflag    - 是否使用全屏模式,全屏模式(TRUE),窗口模式(FALSE)        
*/

 
BOOL CreateGLWindow(
char *  title,  int  width,  int  height,  int  bits,  bool  fullscreenflag)
{
    GLuint        PixelFormat;            
// 保存查找匹配的结果
    WNDCLASS    wc;                        // 窗口类结构
    DWORD        dwExStyle;                // 扩展窗口风格
    DWORD        dwStyle;                // 窗口风格
    RECT        WindowRect;                // 取得矩形的左上角和右下角的坐标值
    WindowRect.left=(long)0;            // 将Left   设为 0
    WindowRect.right=(long)width;        // 将Right  设为要求的宽度
    WindowRect.top=(long)0;                // 将Top    设为 0
    WindowRect.bottom=(long)height;        // 将Bottom 设为要求的高度

    fullscreen
=fullscreenflag;            // 设置全局全屏标志

    hInstance            
= GetModuleHandle(NULL);                // 取得我们窗口的实例
    wc.style            = CS_HREDRAW | CS_VREDRAW | 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    = "OpenG";                                // 设定类名字

    
if (!RegisterClass(&wc))                                    // 尝试注册窗口类
    {
        MessageBox(NULL,
"注册窗口失败","错误",MB_OK|MB_ICONEXCLAMATION);
        
return FALSE;                                    // 退出并返回FALSE
    }

    
    
if (fullscreen)                                            // 要尝试全屏模式吗?
    {
        DEVMODE dmScreenSettings;                                
// 设备模式
        memset(&dmScreenSettings,0,sizeof(dmScreenSettings));    // 确保内存清空为零
        dmScreenSettings.dmSize=sizeof(dmScreenSettings);        // Devmode 结构的大小
        dmScreenSettings.dmPelsWidth    = width;                // 所选屏幕宽度
        dmScreenSettings.dmPelsHeight    = height;                // 所选屏幕高度
        dmScreenSettings.dmBitsPerPel    = bits;                    // 每象素所选的色彩深度
        dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

        
// 尝试设置显示模式并返回结果。注: CDS_FULLSCREEN 移去了状态条
        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,"全屏模式在当前显卡上设置失败!使用窗口模式?","NeHe G",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
            
{
                
//如果用户选择窗口模式,变量fullscreen 的值变为FALSE,程序继续运行
                fullscreen=FALSE;        // 选择窗口模式(Fullscreen=FALSE)
            }

            
else
            
{
                
//如果用户选择退出,弹出消息窗口告知用户程序将结束。并返回FALSE告诉程序窗口未能成功创建。程序退出。
                MessageBox(NULL,"程序将被关闭","错误",MB_OK|MB_ICONSTOP);
                
return FALSE;                                    // 退出并返回 FALSE
            }

        }

    }


    
if (fullscreen)                                                // 仍处于全屏模式吗?
    {
        dwExStyle
=WS_EX_APPWINDOW;                                // 扩展窗体风格
        dwStyle=WS_POPUP;                                        // 窗体风格
        ShowCursor(FALSE);                                        // 隐藏鼠标指针
    }

    
else
    
{
        dwExStyle
=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;            // 扩展窗体风格
        dwStyle=WS_OVERLAPPEDWINDOW;                            // 窗体风格
    }


    AdjustWindowRectEx(
&WindowRect, dwStyle, FALSE, dwExStyle);        // 调整窗口达到真正要求的大小

    
// 创建窗口
    if (!(hWnd=CreateWindowEx(    dwExStyle,                            // 扩展窗体风格
                                "OpenG",                            // 类名字
                                title,                                // 窗口标题
                                dwStyle |                            // 必须的窗体风格属性
                                WS_CLIPSIBLINGS |                    // 必须的窗体风格属性
                                WS_CLIPCHILDREN,                    // 必须的窗体风格属性
                                00,                                // 窗口位置
                                WindowRect.right-WindowRect.left,    // 计算调整好的窗口宽度
                                WindowRect.bottom-WindowRect.top,    // 计算调整好的窗口高度
                                NULL,                                // 无父窗口
                                NULL,                                // 无菜单
                                hInstance,                            // 实例
                                NULL)))                                // 不向WM_CREATE传递任何东东
    {
        KillGLWindow();                                
// 重置显示区
        MessageBox(NULL,"窗口创建错误","错误",MB_OK|MB_ICONEXCLAMATION);
        
return FALSE;                                // 返回 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
        000000,                            // 忽略的色彩位
        0,                                            // 无Alpha缓存
        0,                                            // 忽略Shift Bit
        0,                                            // 无累加缓存
        0000,                                    // 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,                                            // 不使用重叠层
        000                                        // 忽略层遮罩
    }
;
    
    
if (!(hDC=GetDC(hWnd)))                            // 取得设备描述表了么?
    {
        KillGLWindow();                                
// 重置显示区
        MessageBox(NULL,"不能创建一个窗口设备描述表","错误",MB_OK|MB_ICONEXCLAMATION);
        
return FALSE;                                // 返回 FALSE
    }


    
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))    // Windows 找到相应的象素格式了吗?
    {
        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;                                // 返回 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)))                // 能否取得OpenGL渲染描述表?
    {
        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;                                // 返回 FALSE
    }


    
if(!wglMakeCurrent(hDC,hRC))                    // 尝试激活着色描述表
    {
        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;                                // 返回 FALSE
    }


    ShowWindow(hWnd,SW_SHOW);                        
// 显示窗口
    SetForegroundWindow(hWnd);                        // 略略提高优先级
    SetFocus(hWnd);                                    // 设置键盘的焦点至此窗口
    ReSizeGLScene(width, height);                    // 设置透视 GL 屏幕

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


    
return TRUE;                                    // 成功
}


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
        }

    }


    
// 向 DefWindowProc传递所有未处理的消息。
    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 OpenGL 程序框架",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
        {
            
// 绘制场景。监视ESC键和来自DrawGLScene()的退出消息
            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['L'&& !lp)                // L 键已按下并且松开了?
                    {
                        lp
=TRUE;                // lp 设为 TRUE
                        light=!light;                // 切换光源的 TRUE/FALSE
                        if (!light)                // 如果没有光源
                        {
                            glDisable(GL_LIGHTING);        
// 禁用光源
                        }

                        
else                    // 否则
                        {
                            glEnable(GL_LIGHTING);        
// 启用光源
                        }

                    }

                    
if (!keys['L'])                    // L键松开了么?
                    {
                        lp
=FALSE;                // 若是,则将lp设为FALSE
                    }

                }

            }


            
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 OpenGL 程序框架",640,480,16,fullscreen))
                
{
                    
return 0;                // 如果窗口未能创建,程序退出
                }

            }

        }

    }


    
// 关闭程序
    KillGLWindow();                                    // 销毁窗口
    return (msg.wParam);                            // 退出程序
}


 
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