[OpenGL]点阵显示生日快乐小程序

刚工作没多久的时候,业余学习了OGL的知识(这是写不好的借口吧),

在某个异性生日的时候写了这个程序。

 

编译平台: MinGW GCC

gcc -o happOK happyOK.c -lglut32 -lglu32 -lopengl32

 

效果图(不太会转gif,好粗糙……):

不太完整

 

代码、exe、glut32.dll opengl32.dll打包

http://files.cnblogs.com/paktc/HappyBirthday%E5%B0%8F%E6%95%88%E6%9E%9C.rar

 

代码:

#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
#include <math.h>

#define winwidth 500
#define winheight 500
#define ww winwidth/2
#define wh winheight/2
#define nbox 150
#define SLP  300

int winid;
float anga=0.0;
float boxsize=12.0;
static struct {
    float x,y,z;
    float xmax,ymax,zmax;
    float xadd,yadd,zadd;
    float delta;
} ang={0,0,0,  0,0,0, 0,0,0, 0.5};


static struct {
    float x,xnext,xadd;
    float y,ynext,yadd;
    float z,znext,zadd;
    float ang,angnext;
} box[nbox];

int arr[36]={18,31,37,44,49,53,56,57,58,61,65,68,73,77,80,85,
    86,87,88,89,90,91,92,93,94,97,101,104,109,113,116,
    121,125,128,133,140};
int brr[27]={50,51,52,53,54,55,56,57,58,62,66,70,74,78,82,86,
    90,94,98,99,100,101,102,103,104,105,106};
int crr[42]={18,31,36,37,38,39,40,41,42,43,44,45,46,54,55,60,
    65,66,73,78,80,86,87,90,92,99,100,101,102,103,104,105,
    106,110,114,116,121,126,127,128,132,138};
int drr[32]={26,29,37,41,42,43,50,53,55,63,65,68,73,77,80,84,
    85,86,87,88,89,90,91,93,101,105,111,113,118,122,125,134};
int err[14]={8,21,34,45,51,56,63,75,87,92,105,118,129,140};


void drawbox(float px,float py,float pz,float ang) {
    glPushMatrix();
    glTranslatef(px,py,pz);
    glRotatef(ang,1.0,0.0,0.0);
    glColor3f(px/winwidth,py/winwidth,0.5);
    glBegin(GL_POLYGON);
        glVertex3f(-boxsize,-boxsize,0.0);
        glVertex3f(-boxsize,boxsize,0.0);
        glVertex3f(boxsize,boxsize,0.0);
        glVertex3f(boxsize,-boxsize,0.0);
    glEnd();
/*
    glBegin(GL_POLYGON);
        glVertex3f(px-boxsize,py-boxsize,0.0);
        glVertex3f(px-boxsize,py+boxsize,0.0);
        glVertex3f(px+boxsize,py+boxsize,0.0);
        glVertex3f(px+boxsize,py-boxsize,0.0);
    glEnd();
*/
    glPopMatrix();
}

void display(void) {
    int i;
    glClearColor(0.0,0.0,0.0,1.0);
    glClear(GL_COLOR_BUFFER_BIT);
    glPolygonMode(GL_BACK,GL_LINE);
    //glRotatef(0.05,1.0,1.0,0.0);
    
    if (ang.ymax>0.0) {glRotatef(ang.delta,1.0,0.0,0.0);ang.ymax-=ang.delta;}
    if (ang.xmax>0.0) {glRotatef(ang.delta,0.0,1.0,0.0);ang.xmax-=ang.delta;}
    glPushMatrix();

    glTranslatef(-125.0,-200.0,0.0);

    for (i=0;i<144;i++) {
        if (box[i].ang<box[i].angnext) {box[i].ang+=2.0;}
        if (box[i].z<box[i].znext) {box[i].z+=box[i].zadd;}
        if (box[i].z>box[i].znext) {box[i].z+=box[i].zadd;}
        drawbox(box[i].x,box[i].y,box[i].z,box[i].ang);
    }
    glPopMatrix();
    glutSwapBuffers();
}


void empty(void) {
    static int here=0;
    int steper(int level);
    int steper1(int level);
    int steper2(int level);
    int steper3(int level);
    int steper4(int level);

    if (here==0) {here=steper(0);}
    if (here==1) {here=changeall(1);}
    if (here==2) {here=steper1(2);}
    if (here==3) {here=changeall(3);}
    if (here==4) {here=steper2(4);}
    if (here==5) {here=changeall(5);}
    if (here==6) {here=steper3(6);}
    if (here==7) {here=changeall(7);}
    if (here==8) {here=steper4(8);}
    glutPostRedisplay();
}

void sometest(int whoi) {
    float i,tempx;
    tempx=box[whoi].ang;
    for (i=tempx;i<=tempx+200;i+=0.4) {
        box[whoi].ang=i;
        display();
    }
}

void mouse(int button,int state,int mousex,int mousey) {
    printf("button=%d  state=%d  mousex=%d mousey=%d\n",
        button,state,mousex,mousey);
    int whoi;
    if (button==0) {
        if (state==0) {
            whoi=who(mousex,winheight-mousey);
            if (whoi != -1) {
                printf("ang=%f\n",box[whoi].ang);
                sometest(whoi);
                // beep -> system("nircmd beep 2340" " 300");
            }
        }
    }
}

void reshape(int x,int y) {
    printf("%d %d\n",x,y);
    glViewport(0,0,x,y);
    /* GLint startx, GLint starty, GLsizei width, GLsizei height */
    glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        //glOrtho(0.0,500.0, 0.0,500.0, 100.0,200.0);
        gluPerspective(80.0,1.0,10,800);
    glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        gluLookAt(0.0,0.0,300.0, 0.0,0.0,0.0, 0.0,1.0,300.0);
}

void hitkey(unsigned char key,int mousex,int mousey) {
    switch (key) {
        case 'q':
            glutDestroyWindow(winid);
            exit(0);
            break;
        case 'a':
            ang.yadd=ang.delta;
            ang.ymax=90.0;
            glutPostRedisplay();
            break;
        case 'd':
            ang.yadd=-ang.delta;
            ang.ymax=90.0;
            glutPostRedisplay();
            break;
        case 'w':
            ang.xadd=ang.delta;
            ang.xmax=90.0;
            glutPostRedisplay();
            break;
        case 's':
            ang.xadd=-ang.delta;
            ang.xmax=90.0;
            glutPostRedisplay();
            break;
    }
}

void init(void) {
    int i;
    srand(time(NULL));
    for (i=0;i<nbox;i++) {
        box[i].x=(int)(i/12)*30.0+10.0;
        box[i].y=(i%12)*30.0+10.0;
        box[i].z=0.0;
        box[i].ang=180.0;
        printf("%f %f %f\n",box[i].x,box[i].y,box[i].ang);
    }
}

int main(int argc,char *argv[]) {
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA);
    glutInitWindowPosition(0,0);
    glutInitWindowSize(500,500);
    winid=glutCreateWindow("test");
    init();
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutKeyboardFunc(hitkey);
    glutMouseFunc(mouse);
    glutIdleFunc(empty);
    glutMainLoop();
    return 0;
}

/*===================================================*/
int who(int x,int y) {
    int i,result=-1;
    float left,right;
    float up,down;
    for (i=0;i<nbox;i++) {
        left=box[i].x-boxsize;
        right=box[i].x+boxsize;
        up=box[i].y+boxsize;    
        down=box[i].y-boxsize;
        if (left<x && x<right) {
            if (down<y && y<up) {
                result=i;
            }
        }
    }
    return result;
}

/*=====================================================*/
int steper(int level) {
    static int i;
    static float j;
    int fo,no=0;
    usleep(SLP);
    if (i==0) {ang.xmax=ang.x+20.0;}
    j+=0.5;
    if (j==1.0) {
        j=0.0;
        for (fo=0;fo<36;fo++) {
            if (arr[fo] == i) {no=1;}
        }
        if (no==0) {box[i].angnext=box[i].ang+180.0;}
        i++;
    }
    if (i==nbox) {i=0;return level+1;} else {return level;}
}



int steper1(int level) {
    static int i;
    static float j;
    int fo,no=0;
    usleep(SLP);
    if (i==0) {
        ang.xmax=180.0;
    }
    j+=0.5;
    if (j==1.0) {
        j=0.0;
        for (fo=0;fo<36;fo++) {
            if (arr[fo] == i) {no=1;}
        }
        if (no==1) {box[i].angnext=box[i].ang+180.0;}
        no=0;
        for (fo=0;fo<27;fo++) {
            if (brr[fo] == i) {no=1;}
        }
        if (no==0) {box[i].angnext=box[i].angnext+180.0;}
        box[i].znext=box[i].z+80.0;
        box[i].zadd=1.0;
        i++;
    }
    if (i==nbox) {i=0;return level+1;} else {return level;}
}

int steper2(int level) {
    static int i;
    static float j;
    int fo,no=0;
    usleep(SLP);
    if (i==0) {
        ang.xmax=150.0;
    }
    j+=0.5;
    if (j==1.0) {
        j=0.0;
        for (fo=0;fo<27;fo++) {
            if (brr[fo] == i) {no=1;}
        }
        if (no==1) {box[i].angnext=box[i].ang+180.0;}
        no=0;
        for (fo=0;fo<42;fo++) {
            if (crr[fo] == i) {no=1;}
        }
        if (no==0) {box[i].angnext=box[i].angnext+180.0;}
        box[i].znext=box[i].z-80.0;
        box[i].zadd=-1.0;
        i++;
    }
    if (i==nbox) {i=0;return level+1;} else {return level;}
}

int steper3(int level) {
    static int i;
    static float j;
    int fo,no=0;
    usleep(SLP);
    if (i==0) {
        ang.xmax=30.0;
    }
    j+=0.5;
    if (j==1.0) {
        j=0.0;
        for (fo=0;fo<42;fo++) {
            if (crr[fo] == i) {no=1;}
        }
        if (no==1) {box[i].angnext=box[i].ang+180.0;}
        no=0;
        for (fo=0;fo<32;fo++) {
            if (drr[fo] == i) {no=1;}
        }
        if (no==0) {box[i].angnext=box[i].angnext+180.0;}
        i++;
    }
    if (i==nbox) {i=0;return level+1;} else {return level;}
}

int steper4(int level) {
    static int i;
    static float j;
    int fo,no=0;
    usleep(SLP);
    j+=0.5;
    if (j==1.0) {
        j=0.0;
        for (fo=0;fo<32;fo++) {
            if (drr[fo] == i) {no=1;}
        }
        if (no==1) {box[i].angnext=box[i].ang+180.0;}
        no=0;
        for (fo=0;fo<14;fo++) {
            if (err[fo] == i) {no=1;}
        }
        if (no==0) {box[i].angnext=box[i].angnext+180.0;}
        if (no==0) {box[i].z=1000.0;}
        i++;
    }
    if (i==nbox) {i=0;return level+1;} else {return level;}
}

int changeall(int level) {
    static int i;
    usleep(SLP);
    box[i].angnext=box[i].ang+180.0;
    i++;
    if (i==nbox) {i=0;return level+1;} else {return level;}
}

 

转载于:https://www.cnblogs.com/paktc/p/3430287.html

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/* * 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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