首先 需要建立win32 Application 应用空工程
添加 两个文件 opengl.h lission.cpp
opengl.h的源码如下
#include"gl/glut.h"
int InitGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0,1.0,0.0,1.0);
// glShadeModel(GL_SMOOTH);
GLfloat light_ambient[]={0.0,0.0,0.0,1.0}; //环境强度
GLfloat light_diffuse[]={0.5,0.5,0.0,1.0}; //散射强度
GLfloat light_specular[]={0.0,0.0,0.0,1.0}; //镜面强度
GLfloat light_position[]={-10.0,0.0,10.0,1.0}; //位置 z=1是为方向光源
GLfloat spot_direction[]={0.0,0.0,-1.0}; //聚光灯方向向量
glLightfv(GL_LIGHT1,GL_AMBIENT,light_ambient); //光的环境强度
glLightfv(GL_LIGHT1,GL_DIFFUSE,light_diffuse); //光的散射强度
glLightfv(GL_LIGHT1,GL_SPECULAR,light_specular);//都安的镜面强度
glLightfv(GL_LIGHT1,GL_POSITION,light_position);//光的位置
glLightf(GL_LIGHT1,GL_CONSTANT_ATTENUATION,1.0);//光的常量衰减因子
glLightf(GL_LIGHT1,GL_LINEAR_ATTENUATION,0.001); //光的线性衰减因子
glLightf(GL_LIGHT1,GL_QUADRATIC_ATTENUATION,0.0001);//光的二次衰减因子
glLightf(GL_LIGHT1,GL_SPOT_CUTOFF,180);
glLightfv(GL_LIGHT1,GL_SPOT_DIRECTION,spot_direction);
glLightf(GL_LIGHT1,GL_SPOT_EXPONENT,2.0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT1);
glEnable(GL_DEPTH_TEST);
return true;
}
int ReSizeGLScene(GLsizei w,GLsizei h)
{
if(h==0)
h=1;
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0,(GLdouble)w/(GLdouble)h,1.0,100.0);
gluLookAt(-10.0,10.0,20.0,
0.0,0.0,0.0,
0.0,1.0,0.0);
return true;
}
GLdouble rtri=0;
GLdouble ytri=0;
GLdouble ztri=0;
GLdouble ytri_=0;
int DrawGLScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//glPushMatrix();
glPushMatrix();
glTranslatef(0.0,0.0,0.0);
glutSolidSphere(2.0,30,20);
glPopMatrix();
glPushMatrix();
glRotatef(rtri,0.0,1.0,0.0);
glTranslatef(5.0,0.0,0.0);
glutSolidSphere(1.0,30,20);
glPushMatrix();
glRotatef(ytri,1.0,0.0,0.0);
glTranslatef(0,1.5,0.0);
glutSolidSphere(0.3,30,20);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glRotatef(ztri,0.0,1.0,0.0);
glTranslatef(10.0,0.0,0.0);
glutSolidSphere(1.0,20,20);
glPushMatrix();
glRotatef(ytri_,0.0,0.0,1.0);
glTranslatef(2.0,0.0,0.0);
glutSolidSphere(0.4,20,20);
glPopMatrix();
glPopMatrix();
glPushMatrix();
//glutSolidTorus(0.1,0.8,50,50);
glPopMatrix();
//if(rtri<=300)
rtri+=1.0;
ytri+=5.0;
ytri_+=2.0;
ztri+=0.8;
return true;
}
lession.cpp的源码如下
#include <windows.h>
//#include<gl/glut.h>
#include"opengl.h"
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 active=TRUE; // Window Active Flag Set To TRUE By Default
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (hRC) // Do We Have A Rendering Context?
{
wglMakeCurrent(NULL,NULL); // Are We Able To Release The DC And RC Contexts?
wglDeleteContext(hRC); // Are We Able To Delete The RC
ReleaseDC(hWnd,hDC); // Are We Able To Release The DC
DestroyWindow(hWnd); // Are We Able To Destroy The Window?
UnregisterClass("OpenGL",hInstance); // Are We Able To Unregister Class
}
}
/* 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)
{
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
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
}
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
};
hDC=GetDC(hWnd); // Did We Get A Device Context?
PixelFormat=ChoosePixelFormat(hDC,&pfd);
SetPixelFormat(hDC,PixelFormat,&pfd);
hRC=wglCreateContext(hDC);
wglMakeCurrent(hDC,hRC);
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
InitGL(); // Initialize Our Newly Created GL Window
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_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
int done=0; // Bool Variable To Exit Loop
// Create Our OpenGL Window
if (!CreateGLWindow("NeHe's Rotation Tutorial",640,480,16))
{
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 && !DrawGLScene()) ) // Active? Was There A Quit Received?
DrawGLScene();
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
// Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("NeHe's Rotation Tutorial",640,480,16))
{
return 0; // Quit If Window Was Not Created
}
} */
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
最终效果如下 注意他是在转动的