opengl

// opengl.cpp : Defines the entry point for the console application.
//

#include "stdafx.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

HGLRC		hRC=NULL;							// Permanent Rendering Context
HDC		hDC=NULL;							// Private GDI Device 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

GLfloat	rtri;							// Angle For The Triangle ( NEW )
GLfloat	rquad;							// Angle For The Quad     ( NEW )


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);						// Enables Smooth Shading

	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);					// Black Background

	glClearDepth(1.0f);							// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);						// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);							// The Type Of Depth Test 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 The Screen And The Depth Buffer
	glLoadIdentity();							// Reset The Current Modelview Matrix
	glTranslatef(-1.5f,0.0f,-6.0f);					// Move Left 1.5 Units And Into The Screen 6.0

	glRotatef(rtri,0.0f,1.0f,0.0f);				// Rotate The Pyramid On It's Y Axis

	glBegin(GL_TRIANGLES);					// Start Drawing The Pyramid

	glColor3f(1.0f,0.0f,0.0f);			// Red
	glVertex3f( 0.0f, 1.0f, 0.0f);			// Top Of Triangle (Front)
	glColor3f(0.0f,1.0f,0.0f);			// Green
	glVertex3f(-1.0f,-1.0f, 1.0f);			// Left Of Triangle (Front)
	glColor3f(0.0f,0.0f,1.0f);			// Blue
	glVertex3f( 1.0f,-1.0f, 1.0f);			// Right Of Triangle (Front)

	glColor3f(1.0f,0.0f,0.0f);			// Red
	glVertex3f( 0.0f, 1.0f, 0.0f);			// Top Of Triangle (Right)
	glColor3f(0.0f,0.0f,1.0f);			// Blue
	glVertex3f( 1.0f,-1.0f, 1.0f);			// Left Of Triangle (Right)
	glColor3f(0.0f,1.0f,0.0f);			// Green
	glVertex3f( 1.0f,-1.0f, -1.0f);			// Right Of Triangle (Right)

	glColor3f(1.0f,0.0f,0.0f);			// Red
	glVertex3f( 0.0f, 1.0f, 0.0f);			// Top Of Triangle (Back)
	glColor3f(0.0f,1.0f,0.0f);			// Green
	glVertex3f( 1.0f,-1.0f, -1.0f);			// Left Of Triangle (Back)
	glColor3f(0.0f,0.0f,1.0f);			// Blue
	glVertex3f(-1.0f,-1.0f, -1.0f);			// Right Of Triangle (Back)

	glColor3f(1.0f,0.0f,0.0f);			// Red
	glVertex3f( 0.0f, 1.0f, 0.0f);			// Top Of Triangle (Left)
	glColor3f(0.0f,0.0f,1.0f);			// Blue
	glVertex3f(-1.0f,-1.0f,-1.0f);			// Left Of Triangle (Left)
	glColor3f(0.0f,1.0f,0.0f);			// Green
	glVertex3f(-1.0f,-1.0f, 1.0f);			// Right Of Triangle (Left)
	glEnd();						// Done Drawing The Pyramid

	glLoadIdentity();
	glTranslatef(1.5f,0.0f,-7.0f);				// Move Right And Into The Screen

	glRotatef(rquad,1.0f,1.0f,1.0f);			// Rotate The Cube On X, Y & Z

	glBegin(GL_QUADS);					// Start Drawing The Cube
	glColor3f(0.0f,1.0f,0.0f);			// Set The Color To Blue
	glVertex3f( 1.0f, 1.0f,-1.0f);			// Top Right Of The Quad (Top)
	glVertex3f(-1.0f, 1.0f,-1.0f);			// Top Left Of The Quad (Top)
	glVertex3f(-1.0f, 1.0f, 1.0f);			// Bottom Left Of The Quad (Top)
	glVertex3f( 1.0f, 1.0f, 1.0f);			// Bottom Right Of The Quad (Top)

	glColor3f(1.0f,0.5f,0.0f);			// Set The Color To Orange
	glVertex3f( 1.0f,-1.0f, 1.0f);			// Top Right Of The Quad (Bottom)
	glVertex3f(-1.0f,-1.0f, 1.0f);			// Top Left Of The Quad (Bottom)
	glVertex3f(-1.0f,-1.0f,-1.0f);			// Bottom Left Of The Quad (Bottom)
	glVertex3f( 1.0f,-1.0f,-1.0f);			// Bottom Right Of The Quad (Bottom)

	glColor3f(1.0f,0.0f,0.0f);			// Set The Color To Red
	glVertex3f( 1.0f, 1.0f, 1.0f);			// Top Right Of The Quad (Front)
	glVertex3f(-1.0f, 1.0f, 1.0f);			// Top Left Of The Quad (Front)
	glVertex3f(-1.0f,-1.0f, 1.0f);			// Bottom Left Of The Quad (Front)
	glVertex3f( 1.0f,-1.0f, 1.0f);			// Bottom Right Of The Quad (Front)

	glColor3f(1.0f,1.0f,0.0f);			// Set The Color To Yellow
	glVertex3f( 1.0f,-1.0f,-1.0f);			// Bottom Left Of The Quad (Back)
	glVertex3f(-1.0f,-1.0f,-1.0f);			// Bottom Right Of The Quad (Back)
	glVertex3f(-1.0f, 1.0f,-1.0f);			// Top Right Of The Quad (Back)
	glVertex3f( 1.0f, 1.0f,-1.0f);			// Top Left Of The Quad (Back)

	glColor3f(0.0f,0.0f,1.0f);			// Set The Color To Blue
	glVertex3f(-1.0f, 1.0f, 1.0f);			// Top Right Of The Quad (Left)
	glVertex3f(-1.0f, 1.0f,-1.0f);			// Top Left Of The Quad (Left)
	glVertex3f(-1.0f,-1.0f,-1.0f);			// Bottom Left Of The Quad (Left)
	glVertex3f(-1.0f,-1.0f, 1.0f);			// Bottom Right Of The Quad (Left)

	glColor3f(1.0f,0.0f,1.0f);			// Set The Color To Violet
	glVertex3f( 1.0f, 1.0f,-1.0f);			// Top Right Of The Quad (Right)
	glVertex3f( 1.0f, 1.0f, 1.0f);			// Top Left Of The Quad (Right)
	glVertex3f( 1.0f,-1.0f, 1.0f);			// Bottom Left Of The Quad (Right)
	glVertex3f( 1.0f,-1.0f,-1.0f);			// Bottom Right Of The Quad (Right)
	glEnd();						// Done Drawing The Quad

	rtri+=0.2f;						// Increase The Rotation Variable For The Triangle 
	rquad-=0.15f;						// Decrease The Rotation Variable For The Quad 
	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
	}
}

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 Move, 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;							// Exit And 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 Run In A Window.
			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;				// Select Windowed Mode (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;					// Exit And 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
	if (!(hWnd=CreateWindowEx(	dwExStyle,				// Extended Style For The Window
		"OpenGL",				// Class Name
		title,					// Window Title
		WS_CLIPSIBLINGS |			// Required Window Style
		WS_CLIPCHILDREN |			// Required Window Style
		dwStyle,				// Selected Window Style
		0, 0,					// Window Position
		WindowRect.right-WindowRect.left,	// Calculate Adjusted Window Width
		WindowRect.bottom-WindowRect.top,	// Calculate Adjusted Window Height
		NULL,					// No Parent Window
		NULL,					// No Menu
		hInstance,				// Instance
		NULL)))					// Don't 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 Until done=TRUE
	{
		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])	// Updating View Only If Active
			{
				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 OpenGL Framework",640,480,16,fullscreen))
				{
					return 0;				// Quit If Window Was Not Created
				}
			}
		}
	}
	// Shutdown
	KillGLWindow();								// Kill The Window
	return 0;
}

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