#pragma once
#include "stdafx.h"
#include "template.h"
float angle = 0.0;
float red=1.0, blue=1.0, green=1.0;
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
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);
//gluOrtho2D(0.0, width, 0.0,height);// to be explained
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 The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,-5.0f);
glRotatef(angle,0.0,1.0,0.0);
glColor3f(red,green,blue);
glBegin(GL_TRIANGLES);
glVertex3f(-0.5,-0.5,0.0);
glVertex3f(0.5,0.0,0.0);
glVertex3f(0.0,0.5,0.0);
glEnd();
angle++;
return TRUE;
}
VOID Cleanup()
{
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
static POINT ptLastMousePosit;
static POINT ptCurrentMousePosit;
static bool bMousing;
switch( msg )
{
case WM_COMMAND:
int wmId, wmEvent;
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case ID_COLOR_RED:
red = 1.0; green = 0.0; blue = 0.0;
break;
case ID_COLOR_BLUE:
red = 0.0; green = 0.0; blue = 1.0;
break;
case ID_COLOR_GREEN:
red = 0.0; green = 1.0; blue = 0.0;
break;
case ID_COLOR_WHITE:
red = 1.0; green = 1.0; blue = 1.0;
break;
default:
return DefWindowProc(hWnd, msg, wParam, lParam);
}
break;
case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
break; // Jump Back
}
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
break;
case WM_PAINT:
DrawGLScene();
ValidateRect( hWnd, NULL );
break;
case WM_RBUTTONDOWN:
{
POINT point;
point.x=LOWORD(lParam);
point.y=HIWORD(lParam);
ClientToScreen(hWnd,&point);
HINSTANCE hInstance=GetModuleHandle(NULL);
HMENU hMenu = LoadMenu (hInstance, MAKEINTRESOURCE (IDR_COLOR)) ;
HMENU hMenuTrackPopup = GetSubMenu(hMenu,0);
TrackPopupMenu(hMenuTrackPopup,TPM_RIGHTBUTTON,point.x,point.y,0,hWnd,NULL);
}
break;
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Desc: 程序入口
//-----------------------------------------------------------------------------
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
WNDCLASSEX winClass;
MSG uMsg;
memset(&uMsg,0,sizeof(uMsg));
winClass.lpszClassName = L"MY_WINDOWS_CLASS";
winClass.cbSize = sizeof(WNDCLASSEX);
winClass.style = CS_HREDRAW | CS_VREDRAW;
winClass.lpfnWndProc = MsgProc;
winClass.hInstance = hInstance;
winClass.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_DIRECTX_ICON);
winClass.hIconSm = LoadIcon(hInstance, (LPCTSTR)IDI_DIRECTX_ICON);
winClass.hCursor = LoadCursor(NULL, IDC_ARROW);
winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winClass.lpszMenuName = NULL;
winClass.cbClsExtra = 0;
winClass.cbWndExtra = 0;
if( !RegisterClassEx(&winClass) )
return E_FAIL;
HWND hWnd = CreateWindowEx( NULL, L"MY_WINDOWS_CLASS",
L"OpenGL - Initialization",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT , CW_USEDEFAULT , NULL, NULL, hInstance, NULL );
SetWindowPos(hWnd,NULL,0,0,640,480,SWP_NOMOVE);
HDC hDC=GetDC(hWnd);
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
16, // 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
};
GLuint PixelFormat; // Holds The Results After Searching For A Match
PixelFormat=ChoosePixelFormat(hDC,&pfd);
SetPixelFormat(hDC,PixelFormat,&pfd);
HGLRC hRC=wglCreateContext(hDC);
wglMakeCurrent(hDC,hRC);
RECT clientrc;
GetClientRect(hWnd,&clientrc);
ReSizeGLScene(clientrc.right-clientrc.left, clientrc.bottom-clientrc.top);
//初始化Direct3D
if(SUCCEEDED(InitGL()))
{
//if( SUCCEEDED(InitGeometry()))
{
//显示主窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
//进入消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC);
}
}
}
}
UnregisterClass( L"ClassName", hInstance);
return 0;
}
opengl菜单的使用
最新推荐文章于 2022-04-26 22:41:07 发布