opengl学习笔记1:vs2013 nehe教程第一课 创建窗口

近来需要想学习一下opengl,但是小白没有任何基础,也非计算机专业出身,只能一步一步学习nehe的程序来学习了。这里实现了在WIN10 vs2013 opengl2.0 环境下跑通nehe教程第一课的程序。

1.系统配置

“工欲善其事,必先利其器”,所以先介绍一下环境配置,把器搞好了先。
vs2013 下载:http://pan.baidu.com/s/1hrk3tvm
opengl下载:http://pan.baidu.com/s/1nuajU1z
这里glut glew和 glaux 放一起了
这里写图片描述

新建vs2013 “win32项目” 工程
这里写图片描述

由于我把lib .h 和dll文件放在一个目录下了
属性->vc++目录->包含目录中添加D:\software_install\opengl
属性->vc++目录->库目录中添加D:\software_install\opengl
属性->链接器->输入->附加依赖项中添加
glew32.lib
glew32mx.lib
glew32mxs.lib
GLAUX.LIB
glew32s.lib

系统环境变量Path 增加 D:\software_install\opengl

2.窗口创建程序

nehe教程地址:http://www.yakergong.net/nehe/
但是直接把代码从copy下来是无法实现运行的,需要调整一下。

1:LPCWSTR 和 char*

需要把代码里面的char* 类型转换为 LPCWSTR类型。这类用TEXT 讲char* 型转化为LPCWSTR。

if (!RegisterClass(&wc))                                    // Attempt To Register The Window Class
    {
        MessageBox(NULL, TEXT("Failed To Register The Window Class."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
        return FALSE;                                           // Return FALSE
    }

采用MultiByteToWideChar 进行转化,把char* filename转为wszClaasName

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
    }
    fopen_s(&File, Filename, "r");                      // 尝试打开文件

    WCHAR wszClassName[256];
    memset(wszClassName, 0, sizeof(wszClassName));
    MultiByteToWideChar(CP_ACP, 0, Filename, strlen(Filename) + 1, wszClassName, sizeof(wszClassName) / sizeof(wszClassName[0]));

    if (File)                               // 文件存在么?
    {
        fclose(File);                           // 关闭句柄
        return auxDIBImageLoad(wszClassName);               // 载入位图并返回指针
    }
    return NULL;                                // 如果载入失败,返回 NULL
}

2:auxDIBImageLoad函数读取bmp图
当图片是jpg图片时。必须用画图工具”另存为“方式转为bmp图,而直接改后缀名字是无效的。
参考:http://blog.csdn.net/chenqiai0/article/details/8330280

结果

这里写图片描述

4 code

/*
*       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 "stdafx.h"
#include "cstring"
#include <windows.h>        // Windows的头文件
#include <glew.h>
#include <glaux.h>
#include <glut.h>
#include<stdio.h>//标准输入输出库的头文件

#pragma comment(lib, "glut32.lib")
#pragma comment(lib, "glut.lib")
#pragma comment(lib, "glew32.lib")
#pragma comment(lib, "glew32mx.lib")
#pragma comment(lib, "glew32mxs.lib")
#pragma comment(lib, "glaux.lib")

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    light;//光源的开关
bool    lp;
bool    fp;

GLfloat  xrot;//x旋转量
GLfloat  yrot;//y旋转量
GLfloat  xspeed;//x旋转速度
GLfloat  yspeed;//y旋转速度
GLfloat  z = -0.5f;//深入屏幕的距离

GLfloat LightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f };//环境光参系数
GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };//漫射光参系数
GLfloat LightPosition[] = { 0.0f, 0.0f, 2.0f, 1.0f };//光源位置

GLuint   filter;//滤波类型
GLuint   texture[3];//3种纹理的存储空间

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

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
    }

    fopen_s(&File, Filename, "r");                      // 尝试打开文件

    WCHAR wszClassName[256];
    memset(wszClassName, 0, sizeof(wszClassName));
    MultiByteToWideChar(CP_ACP, 0, Filename, strlen(Filename) + 1, wszClassName, sizeof(wszClassName) / sizeof(wszClassName[0]));

    if(File)                                // 文件存在么?
    {
        fclose(File);                           // 关闭句柄
        return auxDIBImageLoad(wszClassName);               // 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("sample_image.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, 0, 3, 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, 0, 3, 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)     // 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())                           // 调用纹理载入子例程
    {
        return FALSE;                           // 如果未能载入,返回FALSE
    }

    glEnable(GL_TEXTURE_2D);                        // 启用纹理映射
    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

    glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);             // 设置环境光
    glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);             // 设置漫射光
    glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);           // 设置光源位置

    glEnable(GL_LIGHT1);                            // 启用一号光源

    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
    glTranslatef(0.0f, 0.0f, z);//并移入屏幕z个单位
    glRotatef(xrot, 1.0f, 0.0f, 0.0f);//绕x轴旋转
    glRotatef(yrot, 0.0f, 1.0f, 0.0f);//绕y轴旋转
    glBindTexture(GL_TEXTURE_2D, texture[filter]);

    glBegin(GL_QUADS);
    // 前面
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(-1.0f, -1.0f, 1.0f); // 纹理和四边形的左下
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(1.0f, -1.0f, 1.0f);  // 纹理和四边形的右下
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, 1.0f);   // 纹理和四边形的右上
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(-1.0f, 1.0f, 1.0f);  // 纹理和四边形的左上
    // 后面
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(-1.0f, -1.0f, -1.0f);    // 纹理和四边形的右下
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(-1.0f, 1.0f, -1.0f); // 纹理和四边形的右上
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, -1.0f);  // 纹理和四边形的左上
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(1.0f, -1.0f, -1.0f); // 纹理和四边形的左下
    // 顶面
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(-1.0f, 1.0f, -1.0f); // 纹理和四边形的左上
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(-1.0f, 1.0f, 1.0f);  // 纹理和四边形的左下
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(1.0f, 1.0f, 1.0f);   // 纹理和四边形的右下
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, -1.0f);  // 纹理和四边形的右上
    // 底面
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(-1.0f, -1.0f, -1.0f);    // 纹理和四边形的右上
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(1.0f, -1.0f, -1.0f); // 纹理和四边形的左上
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(1.0f, -1.0f, 1.0f);  // 纹理和四边形的左下
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(-1.0f, -1.0f, 1.0f); // 纹理和四边形的右下
    // 右面
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(1.0f, -1.0f, -1.0f); // 纹理和四边形的右下
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, -1.0f);  // 纹理和四边形的右上
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, 1.0f);   // 纹理和四边形的左上
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(1.0f, -1.0f, 1.0f);  // 纹理和四边形的左下
    // 左面
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(-1.0f, -1.0f, -1.0f);    // 纹理和四边形的左下
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(-1.0f, -1.0f, 1.0f); // 纹理和四边形的右下
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(-1.0f, 1.0f, 1.0f);  // 纹理和四边形的右上
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(-1.0f, 1.0f, -1.0f); // 纹理和四边形的左上
    glEnd();

    xrot += 0.3f;                               // X 轴旋转
    yrot += 0.2f;                               // Y 轴旋转

    return true;                                // 继续运行
}



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, TEXT("Release Of DC And RC Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
        }

        if(!wglDeleteContext(hRC))                      // Are We Able To Delete The RC?
        {
            MessageBox(NULL, TEXT("Release Rendering Context Failed."), TEXT("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, TEXT("Release Device Context Failed."), TEXT("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, TEXT("Could Not Release hWnd."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
        hWnd = NULL;                                        // Set hWnd To NULL
    }

    if(!UnregisterClass((LPCTSTR)"OpenGL", hInstance))          // Are We Able To Unregister Class
    {
        MessageBox(NULL, TEXT("Could Not Unregister Class."), TEXT("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(LPCWSTR 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 = TEXT("OpenGL");                              // Set The Class Name

    if(!RegisterClass(&wc))                                 // Attempt To Register The Window Class
    {
        MessageBox(NULL, TEXT("Failed To Register The Window Class."), TEXT("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, TEXT("The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?"), TEXT("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, TEXT("Program Will Now Close."), TEXT("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
    LPCWSTR cn = TEXT("OpenGL");
    // Create The Window
    hWnd = CreateWindowEx(dwExStyle,                            // Extended Style For The Window
                          cn,                       // 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);

    if(!hWnd)                               // Dont Pass Anything To WM_CREATE
    {
        KillGLWindow();                             // Reset The Display
        MessageBox(NULL, TEXT("Window Creation Error."), TEXT("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, TEXT("Can't Create A GL Device Context."), TEXT("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, TEXT("Can't Find A Suitable PixelFormat."), TEXT("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, TEXT("Can't Set The PixelFormat."), TEXT("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, TEXT("Can't Create A GL Rendering Context."), TEXT("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, TEXT("Can't Activate The GL Rendering Context."), TEXT("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, TEXT("Initialization Failed."), TEXT("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
        }

        return 0;                               // 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?
            return 0;                           // Prevent From Happening
        }

        break;                                  // Exit
    }

    case WM_CLOSE:                              // Did We Receive A Close Message?
    {
        PostQuitMessage(0);                     // Send A Quit Message
        return 0;                               // Jump Back
    }

    case WM_KEYDOWN:                            // Is A Key Being Held Down?
    {
        keys[wParam] = TRUE;                    // If So, Mark It As TRUE
        return 0;                               // Jump Back
    }

    case WM_KEYUP:                              // Has A Key Been Released?
    {
        keys[wParam] = FALSE;                   // If So, Mark It As FALSE
        return 0;                               // Jump Back
    }

    case WM_SIZE:                               // Resize The OpenGL Window
    {
        ReSizeGLScene(LOWORD(lParam), HIWORD(lParam));  // LoWord=Width, HiWord=Height
        return 0;                               // 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, TEXT("Would You Like To Run In Fullscreen Mode?"), TEXT("Start FullScreen?"), MB_YESNO | MB_ICONQUESTION) == IDNO)
    {
        fullscreen = FALSE;                         // Windowed Mode
    }

    // Create Our OpenGL Window
    if(!CreateGLWindow(TEXT("NeHe's 3D空间"), 640, 480, 16, fullscreen))
    {
        return 0;                                   // 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)                              // Program Active?
            {
                if(keys[VK_ESCAPE])             // Was ESC Pressed?
                {
                    done = TRUE;                        // ESC Signalled A Quit
                }
                else                                // Not Time To Quit, Update Screen
                {
                    DrawGLScene();                  // Draw The Scene
                    SwapBuffers(hDC);               // Swap Buffers (Double Buffering)
                }
            }

            if(keys[VK_F1])                     // 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(TEXT("NeHe's 3D空间"), 640, 480, 16, fullscreen))
                {
                    return 0;                       // Quit If Window Was Not Created
                }
            }
        }
    }

    // Shutdown
    KillGLWindow();                                 // Kill The Window
    return (msg.wParam);                            // Exit The Program
}
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NeHe OpenGL教程中文版PDF [教程说明] 整个教程nehe制作 程内容由dancingwind(周炜)以及gamedev和csdn的志愿者翻译 最早的翻译应该是由CKER完成的(1~12章) 注:本教程经dancingwind授权发布于http://www.yakergong.com dancingwind获得Nehe授权 [dancingwind的版权声明] 版权与使用声明: 我是个对学习和生活充满激情的普通男孩,在网络上我以DancingWind为昵 称,我的联系方式是zhouwei02@mails.tsinghua.edu.cn,如果你有任何问 题,都可以联系我。 引子 网络是一个共享的资源,但我在自己的学习生涯中浪费大量的时间去搜索 可用的资料,在现实生活中花费了大量的金钱和时间在书店中寻找资料, 于是我给自己起了个昵称DancingWind,其意义是想风一样从各个知识的站 点中吸取成长的养料。在飘荡了多年之后,我决定把自己收集的资料整理 为一个统一的资源库。 版权声明 所有DancingWind发表的内容,大多都来自共享的资源,所以我没有资格把 它们据为己有,或声称自己为这些资源作出了一点贡献。故任何人都可以 复制,修改,重新发表,甚至以自己的名义发表,我都不会追究,但你在 做以上事情的时候必须保证内容的完整性,给后来的人一个完整的教程。 最后,任何人不能以这些资料的任何部分,谋取任何形式的报酬。 发展计划 在国外,很多资料都是很多人花费几年的时间慢慢积累起来的。如果任何 人有兴趣与别人共享你的知识,我很欢迎你与我联系,但你必须同意我上 面的声明。 感谢 感谢我的母亲一直以来对我的支持和在生活上的照顾。 感谢我深爱的女友田芹,一直以来默默的在精神上和生活中对我的支持, 她甚至把买衣服的钱都用来给我买书了,她真的是我见过的最好的女孩, 希望我能带给她幸福。

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