一个有关全局变量引发的错误。

上周写一个程序,出了问题,查来查去,最后才知道是一个变量名称错了,

但是很明显这是一个compile error,可是vs2005却没有报错,而且vc6

也没有报错。:-(,想不到compiler居然会出现这种bug!

现在贴在这里:

正确代码:

错误的代码:

/*
 *  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 <windows.h>  // Header File For Windows
#include <gl/gl.h>   // Header File For The OpenGL32 Library
#include <gl/glu.h>   // Header File For The GLu32 Library
#include <gl/glaux.h>  // Header File For The Glaux Library

#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.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

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

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
{
 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
 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
 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/nYour 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
   }

   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,"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("NeHe's OpenGL Framework",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("NeHe's OpenGL Framework",640,480,16,fullscreen))
    {
     return 0;      // Quit If Window Was Not Created
    }
   }
  }
 }

 // Shutdown
 KillGLWindow();         // Kill The Window
 return (msg.wParam);       // Exit The Program
}

 

最后发现是一个hwnd变量名称错了,又有一个全局变量的同名,导致了问题出现。

/* * This Code Was Created By Jeff Molofee 2000 * A HUGE Thanks To Fredric Echols For Cleaning Up * And Optimizing The Base Code, Making It More Flexible! * If You've Found This Code Useful, Please Let Me Know. * Visit My Site At nehe.gamedev.net */ #include <stdio.h>> #include <windows.h> // Header File For Windows #include <gl\gl.h> // Header File For The OpenGL32 Library #include <gl\glu.h> // Header File For The GLu32 Library #include <gl\glaux.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 int ax[10000]; 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 int a=0; int b=0; int c=0; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc 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,1000.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix } int InitGL(GLvoid) // All Setup For OpenGL Goes Here { int axa,axb,axc; axa=axb=axc=0; while(axa<=9999) { ax[axa]=1; axa++; } 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 return TRUE; // Initialization Went OK } int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { int ba,bb,bc,bd; 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,-300.0f); // Move Left 1.5 Units And Into The Screen 6.0 bc=bb=ba=0; glColor3f(0.0,1.0,0.0); while(bc<=9999) { if(ax[bc]==1) { ba=bc%100; bb=(bc-ba)/100; glBegin(GL_QUADS); // Draw A Quad glVertex3f(-0.5f+ba, -0.5f+bb, -1.0f); // Top Left glVertex3f( -0.5f+ba, 0.5f+bb, -1.0f); // Top Right glVertex3f( 0.5f+ba,0.5f+bb, -1.0f); // Bottom Right glVertex3f(0.5f+ba,-0.5f+bb, -1.0f); // Bottom Left glEnd(); // Done Drawing The Quad } bc++; } return TRUE; // Keep Going } 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\nYour 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 { FILE *F; 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: { switch (wParam) { case SC_SCREENSAVE: case SC_MONITORPOWER: return 0; } break; } case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } case WM_CHAR: // Is A Key Being Held Down? { switch (wParam) { case 'w': { F=fopen("e:/a.gertt","rb"); fread(ax,sizeof(int),10000,F); fclose(F); break; } } return 0; } case WM_KEYUP: // Has A Key Been Released? { 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,"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("NeHe's First Polygon Tutorial",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 && !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[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("NeHe's First Polygon Tutorial",800,600,32,fullscreen)) { return 0; // Quit If Window Was Not Created } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program }
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