//#include <GL/gl.h> #include <GL/glaux.h> #include <glut.h> //glaux.lib glut32.lib namespace Test9 ...{ #include <windows.h>// Header File For Windows #include <math.h>// Math Library Header File #include <stdio.h>// Header File For Standard Input/Output #include <glgl.h>// Header File For The OpenGL32 Library #include <glglu.h>// Header File For The GLu32 Library #include <glglaux.h>// Header File For The Glaux Library 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 bool blend; // Blending ON/OFF bool bp; // B Pressed? bool fp; // F Pressed? constfloat piover180 =0.0174532925f; GLfloat walkbias =0; GLfloat walkbiasangle =0; GLfloat rot_x =0.0f; GLfloat rot_y=0; // Y Rotation GLfloat rot_z=0; GLfloat g_z=-5.0f; // Depth Into The Screen GLfloat x=0.0f; // Depth Into The Screen GLfloat y=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;//3D坐标 float u, v;//纹理坐标 } VERTEX; typedef struct tagTRIANGLE ...{//Triangle三角形结构 VERTEX vertex[3]; } TRIANGLE; typedef struct tagSECTOR ...{ int numtriangles;// Sector中的三角形个数 TRIANGLE* triangle;// 指向三角数组的指针 } SECTOR; SECTOR sector1; // Our Model Goes Here: typedef struct...{ int numPoints; VERTEX *vertex; }MYPOINTS; MYPOINTS g_pts; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc void readstr(FILE *f,char*string) ...{// 读入一个字符串 do ...{ fgets(string, 255, f); int i1=0,i2=strlen(string),i; while (string[i1] && (string[i1]==''||string[i1]==''))i1++; // printf("i1=%d ",i1); // printf(string); // while (string[i2]==' ' || string[i2]==' ')i1--; if(i1>=i2) continue; elseif(i1>0) ...{ for (i=i1;i<i2;i++) ...{ string[i-i1]=string[i]; } string[i2-i1]=0; // printf(string); } }while ((string[0] =='/') || (string[0] =='')); return; } void SetupWorld() ...{// 设置我们的世界 float x, y, z, u, v; int numtriangles; FILE *filein; char oneline[255]; filein = fopen("world.txt", "rt"); // File To Load World Data From CHECK(filein); readstr(filein,oneline); //printf(oneline); sscanf(oneline, "NUMPOLLIES %d ", &numtriangles); CHECK(numtriangles>0); sector1.triangle =new TRIANGLE[numtriangles]; sector1.numtriangles = numtriangles; for (int loop =0; loop < numtriangles; loop++) ...{ for (int vert =0; vert <3; vert++) ...{ readstr(filein,oneline); sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v); sector1.triangle[loop].vertex[vert].x = x; sector1.triangle[loop].vertex[vert].y = y; sector1.triangle[loop].vertex[vert].z = z; sector1.triangle[loop].vertex[vert].u = u; sector1.triangle[loop].vertex[vert].v = v; } } fclose(filein); return; } //支持定义点和面(三角和四边形) void SetupWorld2() ...{// 设置我们的世界 float x, y, z, u, v; int numpoints; FILE *filein; char oneline[255]; filein = fopen("world2.txt", "rt"); // File To Load World Data From CHECK(filein); //读入点 readstr(filein,oneline); CHECK(1==sscanf(oneline, "NUMPOINTS %d ", &numpoints)); CHECK(numpoints>0); g_pts.numPoints=numpoints; g_pts.vertex=new VERTEX[numpoints]; for (int loop =0; loop < numpoints; loop++) ...{ readstr(filein,oneline); CHECK(5==sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v)); g_pts.vertex[loop].x=x; g_pts.vertex[loop].y=y; g_pts.vertex[loop].z=z; g_pts.vertex[loop].u=u; g_pts.vertex[loop].v=v; } //读入面 int numtriangles=0; readstr(filein,oneline); CHECK(1==sscanf(oneline, "NUMPTRIANGLES %d ", &numtriangles)); CHECK(numtriangles>0); sector1.triangle =new TRIANGLE[numtriangles]; sector1.numtriangles = numtriangles; for ( loop =0; loop < numtriangles; loop++) ...{ int index[3]; readstr(filein,oneline); CHECK(3==sscanf(oneline, "%d %d %d",index,index+1,index+2)); CHECK(index[0]>=0&& index[0]<g_pts.numPoints); CHECK(index[1]>=0&& index[1]<g_pts.numPoints); CHECK(index[2]>=0&& index[2]<g_pts.numPoints); for (int vert =0; vert <3; vert++) ...{ sector1.triangle[loop].vertex[vert]= g_pts.vertex[index[vert]]; } } 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("1.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) // 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 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); // Enables Depth Testing glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations SetupWorld2();//建立世界 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 The Screen And The Depth Buffer glLoadIdentity(); // Reset The View GLfloat x_m, y_m, z_m, u_m, v_m; static DWORD tickCnt=GetTickCount(); int numtriangles; glTranslatef(x, y, g_z); #if 1 glRotatef(rot_x,1.0f,0,0); glRotatef(rot_y,0,1.0f,0); glRotatef(rot_z,0,0,1.0f); #else int norm=sqrt(rot_x*rot_x+rot_y*rot_y+rot_z*rot_z); int ang_x=0; int ang_y=0; int ang_z=0; if(norm>10) ...{ ang_x=rot_x/norm; ang_y=rot_y/norm; ang_z=rot_z/norm; } else norm=0; glRotatef(norm,rot_x,rot_y,rot_z); #endif if(GetTickCount()-tickCnt>1000) ...{ printf("Trans %8g %8g %8g ",x,y,g_z); printf("Rot %8g %8g %8g ",rot_x,rot_y,rot_z); tickCnt=GetTickCount(); } glBindTexture(GL_TEXTURE_2D, texture[filter]); numtriangles = sector1.numtriangles; // Process Each Triangle 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; // 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 Your 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 ...{ if (!HIWORD(wParam)) // Check Minimization State ...{ active=TRUE; // Program Is Active } else ...{ active=FALSE; // Program Is No Longer Active } return0; // Return To The Message Loop } case WM_SYSCOMMAND: // Intercept System Commands ...{ switch (wParam) // Check System Calls ...{ case SC_SCREENSAVE: // Screensaver Trying To Start? case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return0; // Prevent From Happening } break; // Exit } case WM_CLOSE: // Did We Receive A Close Message? ...{ PostQuitMessage(0); // Send A Quit Message return0; // Jump Back } case WM_KEYDOWN: // Is A Key Being Held Down? ...{ keys[wParam] = TRUE; // If So, Mark It As TRUE return0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? ...{ keys[wParam] = FALSE; // If So, Mark It As FALSE return0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window ...{ ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return0; // Jump Back } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); } int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State ...{ MSG msg; // Windows Message Structure BOOL done=FALSE; // Bool Variable To Exit Loop // Ask The User Which Screen Mode They Prefer if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) ...{ fullscreen=FALSE; // Windowed Mode } // Create Our OpenGL Window if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen)) ...{ return0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE ...{ if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? ...{ if (msg.message==WM_QUIT) // Have We Received A Quit Message? ...{ done=TRUE; // If So done=TRUE } else// If Not, Deal With Window Messages ...{ TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else// If There Are No Messages ...{ // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if ((active &&!DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received? ...{ done=TRUE; // ESC or DrawGLScene Signalled A Quit } else// Not Time To Quit, Update Screen ...{ SwapBuffers(hDC); // Swap Buffers (Double Buffering) 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['R'])//Reset totation matrix ...{ rot_x=rot_y=rot_z=0; } if (keys['T'])//Reset totation matrix ...{ x=y=0; g_z=-5; } if (keys[VK_F1])//pgup ...{ x-=0.01f; } if (keys[VK_F2]) ...{ x+=0.01f; } if (keys[VK_F3])//pgup ...{ y-=0.01f; } if (keys[VK_F4]) ...{ y+=0.01f; } if (keys[VK_F5])//pgup ...{ g_z-=0.01f; } if (keys[VK_F6]) ...{ g_z+=0.01f; } if (keys[VK_PRIOR])//pgup ...{ rot_z-=1.0f; } if (keys[VK_NEXT]) ...{ rot_z+=1.0f; } if (keys[VK_RIGHT]) ...{ rot_y -=1.0f; } if (keys[VK_LEFT]) ...{ rot_y +=1.0f; } if (keys[VK_UP]) ...{ rot_x-=1.0f; } if (keys[VK_DOWN]) ...{ rot_x+=1.0f; } // if (keys[VK_ESCAPE]) // Is F1 Being Pressed? // { // keys[VK_F1]=FALSE; // If So Make Key FALSE // KillGLWindow(); // Kill Our Current Window // fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode //// Recreate Our OpenGL Window // if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen)) // { // return 0; // Quit If Window Was Not Created // } // } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program } } int _tmain(int argc, TCHAR* argv[], TCHAR* envp[]) ...{ int nRetCode =0; // initialize MFC and print and error on failure if (!AfxWinInit(::GetModuleHandle(NULL), NULL, ::GetCommandLine(), 0)) ...{ // TODO: change error code to suit your needs cerr << _T("Fatal Error: MFC initialization failed") << endl; nRetCode =1; } else ...{ // TODO: code your application's behavior here. CString strHello; strHello.LoadString(IDS_HELLO); cout << (LPCTSTR)strHello << endl; } //Test1::main2(); Test9::WinMain(0,0,0,SW_SHOWNORMAL); return nRetCode; }