opengl 搭建opengl渲染环境

#include <Windows.h>
#include <gl/GL.h>
#include <gl/GLU.h>

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

LRESULT CALLBACK GLWindowProc(HWND hwnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
	switch (msg)
	{
	case WM_CLOSE:
		PostQuitMessage(0);
		break;
	default:
		break;
	}

	return DefWindowProc(hwnd,msg,wParam,lParam);
}


INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance,_In_ LPSTR lpCmdLine, _In_ int nShowCmd)
{
	//register class
	WNDCLASSEX wndclass;
	wndclass.cbClsExtra = 0;
	wndclass.cbSize = sizeof(WNDCLASSEX);
	wndclass.cbWndExtra = 0;
	wndclass.hbrBackground = NULL;
	wndclass.hCursor = LoadCursor(NULL,IDC_ARROW);
	wndclass.hIcon = NULL;
	wndclass.hIconSm = NULL;
	wndclass.hInstance = hInstance;
	wndclass.lpfnWndProc = GLWindowProc;
	wndclass.lpszClassName = L"GLWindow";
	wndclass.lpszMenuName = NULL;
	wndclass.style = CS_VREDRAW | CS_HREDRAW;

	ATOM atom = RegisterClassEx(&wndclass);
	if (!atom)
		return 0;

	//create window
	HWND hwnd = CreateWindowEx(NULL,L"GLWindow",L"OpwnGL Window",WS_OVERLAPPEDWINDOW,100,100,800,600,NULL,NULL,hInstance,NULL);
	
	//create opengl render context
	HDC dc = GetDC(hwnd);
	PIXELFORMATDESCRIPTOR pfd;  //像素格式描述符
	memset(&pfd,0,sizeof(PIXELFORMATDESCRIPTOR));
	pfd.nVersion = 1;
	pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
	pfd.cColorBits = 32;
	pfd.cDepthBits = 24;
	pfd.cStencilBits = 8;
	pfd.iPixelType = PFD_TYPE_RGBA;
	pfd.iLayerType = PFD_MAIN_PLANE;
	pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;

	int pixelFormat = ChoosePixelFormat(dc,&pfd);
	SetPixelFormat(dc,pixelFormat,&pfd);

	HGLRC rc = wglCreateContext(dc);
	wglMakeCurrent(dc,rc);   //set up opengl context complete

	//opengl init

	//glClearColor(0.1,0.4,0.6,1.0); //set "clear color for background"

	//show Window
	ShowWindow(hwnd,SW_SHOW);
	UpdateWindow(hwnd);

	MSG msg;
	while (true)
	{
		if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE))
		{
			if (msg.message == WM_QUIT)
				break;
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		//draw scene
		//glClear(GL_COLOR_BUFFER_BIT);
		//present scene
		SwapBuffers(dc);
	}

	return 0;
}

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