首先这个程序是建立的是Windows应用程序,建立控制台程序是不能运行的,另外,项目——项目属性——配置属性——常规-----使用多字节字符集,这样编译才能够通过的,否则如果选择使用 Unicode 字符集,编译会有错误提示:error C2440: “初始化”: 无法从“const char [8]”转换为“LPCTSTR”,另外,链接器----输入----附加依赖项要加入:“opengl32.lib glu32.lib”的lib库。。
cubemanage.h文件为:
#ifndef CUBEMANAGE_H
#define CUBEMANAGE_H
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <math.h>
#include "wcgcube.h"
#define CUBE_SIZE 3
#define ORIENTX 0
#define ORIENTY 0
#define ORIENTZ 0
class CubeManage {
public:
CubeManage();
~CubeManage();
void turn(int rotateType);
void turnByXShun(int x);
void turnByXNi(int x);
void turnByYShun(int y);
void turnByYNi(int y);
void turnByZShun(int z);
void turnByZNi(int z);
void output(int scr,int site);
void output();
void draw(int rotateType,GLfloat rotate);
private:
WcgCube *cubes[CUBE_SIZE][CUBE_SIZE][CUBE_SIZE];
void goStep(int *leftLeg,int *rightLeg,int *goDirection,int step,int leftEdge,int rightEdge);
};
#endif
wcgcube.h文件为:
#ifndef WCGCUBE_H
#define WCGCUBE_H
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <math.h>
#include "iostream"
using namespace std;
#define X 1
#define Y 2
#define Z 3
class WcgCube {
public:
WcgCube();
~WcgCube();
void turnByXShun(int x);
void turnByXNi(int x);
void turnByYShun(int y);
void turnByYNi(int y);
void turnByZShun(int z);
void turnByZNi(int z);
void output(int sign);
void output();
void draw(GLfloat x0,GLfloat y0,GLfloat z0);
private:
int direct[6];
GLfloat sideColor[6][3];
void turnByX(int x,int sign);
void turnByY(int y,int sign);
void turnByZ(int z,int sign);
};
#endif
CubeGame.cpp文件为:
#include <windows.h>
#include <winuser.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <math.h>
#include "iostream"
using namespace std;
#include "cubemanage.h"
#include "wcgcube.h"
static GLfloat PI=3.1415f;
// Rotation amounts
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
static GLfloat rotate=0.0f;
static int rotateType=0;
static int rotateOK=0;
static int rotateRate=100;
static GLfloat rotateStep=5*PI/180;
CubeManage cm;
HPALETTE hPalette = NULL;
// Keep track of windows changing width and height
GLfloat windowWidth;
GLfloat windowHeight;
static LPCTSTR lpszAppName = "WcgCube";
void exitGame(HWND hWnd,HDC hDC,HGLRC hRC);
// Declaration for Window procedure
LRESULT CALLBACK WndProc( HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
// Set Pixel Format function - forward declaration
void SetDCPixelFormat(HDC hDC);
void ChangeSize(GLsizei w, GLsizei h)
{
GLfloat nRange = 350.0f;
// Prevent a divide by zero
if(h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
// Reset coordinate system
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Establish clipping volume (left, right, bottom, top, near, far)
if (w <= h)
glOrtho (-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange);
else
glOrtho (-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// Called by timer routine to effect movement of the rectangle.
void IdleFunction(void)
{
if (rotate>=PI/2) {
cm.turn(rotateType);
rotateType=0;
rotateOK=0;
rotate=0.0f;
// Refresh the Window
// glutPostRedisplay();
return;
}
rotate+=rotateStep;
// Refresh the Window
// glutPostRedisplay();
}
// Called by AUX library to draw scene
void RenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
cm.draw(rotateType,rotate);
glPopMatrix();
// Show the graphics
// glutSwapBuffers();
}
// If necessary, creates a 3-3-2 palette for the device context listed.
HPALETTE GetOpenGLPalette(HDC hDC)
{
HPALETTE hRetPal = NULL; // Handle to palette to be created
PIXELFORMATDESCRIPTOR pfd; // Pixel Format Descriptor
LOGPALETTE *pPal; // Pointer to memory for logical palette
int nPixelFormat; // Pixel format index
int nColors; // Number of entries in palette
int i; // Counting variable
BYTE RedRange,GreenRange,BlueRange;
// Range for each color entry (7,7,and 3)
// Get the pixel format index and retrieve the pixel format description
nPixelFormat = GetPixelFormat(hDC);
DescribePixelFormat(hDC, nPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
// Does this pixel format require a palette? If not, do not create a
// palette and just return NULL
if(!(pfd.dwFlags & PFD_NEED_PALETTE))
return NULL;
// Number of entries in palette. 8 bits yeilds 256 entries
nColors = 1 << pfd.cColorBits;
// Allocate space for a logical palette structure plus all the palette entries
pPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE) +nColors*sizeof(PALETTEENTRY));
// Fill in palette header
pPal->palVersion = 0x300; // Windows 3.0
pPal->palNumEntries = nColors; // table size
// Build mask of all 1's. This creates a number represented by having
// the low order x bits set, where x = pfd.cRedBits, pfd.cGreenBits, and
// pfd.cBlueBits.
RedRange = (1 << pfd.cRedBits) -1;
GreenRange = (1 << pfd.cGreenBits) - 1;
BlueRange = (1 << pfd.cBlueBits) -1;
// Loop through all the palette entries
for(i = 0; i < nColors; i++)
{
// Fill in the 8-bit equivalents for each component
pPal->palPalEntry[i].peRed = (i >> pfd.cRedShift) & RedRange;
pPal->palPalEntry[i].peRed = (unsigned char)(
(double) pPal->palPalEntry[i].peRed * 255.0 / RedRange);
pPal->palPalEntry[i].peGreen = (i >> pfd.cGreenShift) & GreenRange;
pPal->palPalEntry[i].peGreen = (unsigned char)(
(double)pPal->palPalEntry[i].peGreen * 255.0 / GreenRange);
pPal->palPalEntry[i].peBlue = (i >> pfd.cBlueShift) & BlueRange;
pPal->palPalEntry[i].peBlue = (unsigned char)(
(double)pPal->palPalEntry[i].peBlue * 255.0 / BlueRange);
pPal->palPalEntry[i].peFlags = (unsigned char) NULL;
}
// Create the palette
hRetPal = CreatePalette(pPal);
// Go ahead and select and realize the palette for this device context
SelectPalette(hDC,hRetPal,FALSE);
RealizePalette(hDC);
// Free the memory used for the logical palette structure
free(pPal);
// Return the handle to the new palette
return hRetPal;
}
// Select the pixel format for a given device context
void SetDCPixelFormat(HDC hDC)
{
int nPixelFormat;
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size of this structure
1, // Version of this structure
PFD_DRAW_TO_WINDOW | // Draw to Window (not to bitmap)
PFD_SUPPORT_OPENGL | // Support OpenGL calls in window
PFD_DOUBLEBUFFER, // Double buffered mode
PFD_TYPE_RGBA, // RGBA Color mode