展开全部
你既可以建立Win32项目使用API,也可以建立MFC工程
(一般不用MFC框架直接用API)
我给你一个例子吧,建立Win32空项目,添加一个cpp文件,编译则模孙执行就行了码禅
(这是孙链一个经典的opengl框架了)代码如下:
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glu32.lib")
#pragma comment(lib,"glaux.lib")
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glaux.h>
HDC hDC=NULL;
HGLRC hRC=NULL;
HWND hWnd=NULL;
HINSTANCE hInstance;
BOOL keys[256];
BOOL active=TRUE;
BOOL fullscreen=TRUE;
GLfloat rtri;
GLfloat rquad;
LRESULT CALLBACK WndProc(HWND,UINT,WPARAM,LPARAM);
GLvoid ResizeGLScene(GLsizei width,GLsizei height)
{
if(height==0)
height=1;
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int InitGL(GLvoid)
{
glShadeModel(GL_SMOOTH);
glClearColor(0.0f,0.0f,0.0f,0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
return TRUE;
}
int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(-1.5f,0.0f,-6.0f);
glRotatef(rtri,0.0f,1.0f,0.0f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glEnd();
glLoadIdentity();
glTranslatef(1.5f,0.0f,-7.0f);
glRotatef(rquad,1.0f,1.0f,1.0f);
glBegin(GL_QUADS);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glColor3f(1.0f,0.5f,0.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,1.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(1.0f,1.0f,0.0f);
//glVertex3f(1.0f,-1.0f,-1.0f);
//glVertex3f(-1.0f,-1.0f,-1.0f);
//glVertex3f(-1.0f,1.0f,-1.0f);
//glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(1.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glEnd();
rtri+=0.2f;
rquad-=0.15f;
return TRUE;
}
GLvoid KillGLWindow(GLvoid)
{
if(fullscreen)
{
ChangeDisplaySettings(NULL,0);
ShowCursor(TRUE);
}
if(hRC)
{
if(!wglMakeCurrent(NULL,NULL))
MessageBox(NULL,"释放DC或RC失败","关闭错误",MB_OK|MB_ICONINFORMATION);
if(!wglDeleteContext(hRC))
MessageBox(NULL,"释放RC失败","关闭错误",MB_OK|MB_ICONINFORMATION);
hRC=NULL;
}
if(hDC && !ReleaseDC(hWnd,hDC))
{
MessageBox(NULL,"释放DC失败","关闭错误",MB_OK|MB_ICONINFORMATION);
hDC=NULL;
}
if(hWnd && !DestroyWindow(hWnd))
{
MessageBox(NULL,"释放窗口句柄失败","关闭错误",MB_OK|MB_ICONINFORMATION);
hWnd=NULL;
}
if(!UnregisterClass("OpenG",hInstance))
{
MessageBox(NULL,"不能注销窗口类","关闭错误",MB_OK|MB_ICONINFORMATION);
hInstance=NULL;
}
}
BOOL CreateGLWindow(char* title,int width,int height,int bits,BOOL fullscreenflag)
{
GLuint PixelFormat;
WNDCLASS wc;
DWORD dwExStyle;
DWORD dwStyle;
RECT WindowRect;
WindowRect.left=(long)0;
WindowRect.right=(long)width;
WindowRect.top=(long)0;
WindowRect.bottom=(long)height;
fullscreen=fullscreenflag;
hInstance=GetModuleHandle(NULL);
wc.style=CS_HREDRAW|CS_VREDRAW|CS_OWNDC;
wc.lpfnWndProc=(WNDPROC)WndProc;
wc.cbClsExtra=0;
wc.cbWndExtra=0;
wc.hInstance=hInstance;
wc.hIcon=LoadIcon(NULL,IDI_WINLOGO);
wc.hCursor=LoadCursor(NULL,IDC_ARROW);
wc.hbrBackground=NULL;
wc.lpszMenuName=NULL;
wc.lpszClassName="OpenG";
if(!RegisterClass(&wc))
{
MessageBox(NULL,"注册窗口失败","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(fullscreen)
{
DEVMODE dmScreenSettings;
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettings.dmSize=sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth=width;
dmScreenSettings.dmPelsHeight=height;
dmScreenSettings.dmBitsPerPel=bits;
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
if(ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
if(MessageBox(NULL,"全屏模式设置失败!\n使用窗口模式?","OpenGL 3D游戏编程",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE;
}
else
{
MessageBox(NULL,"程序将被关闭","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
}
}
if(fullscreen)
{
dwExStyle=WS_EX_APPWINDOW;
dwStyle=WS_POPUP;
ShowCursor(FALSE);
}
else
{
dwExStyle=WS_EX_APPWINDOW|WS_EX_WINDOWEDGE;
dwStyle=WS_OVERLAPPEDWINDOW;
}
AdjustWindowRectEx(&WindowRect,dwStyle,FALSE,dwExStyle);
if(!(hWnd=CreateWindowEx(dwExStyle,"OpenG",title,
dwStyle|WS_CLIPSIBLINGS|WS_CLIPCHILDREN,0,0,
WindowRect.right-WindowRect.left,WindowRect.bottom-WindowRect.top,
NULL,NULL,hInstance,NULL)))
{
KillGLWindow();
MessageBox(NULL,"窗口创建失败","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
static PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),1,
PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,bits,
0,0,0,0,0,0,
0,
0,
0,
0,0,0,0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0,0,0
};
if(!(hDC=GetDC(hWnd)))
{
KillGLWindow();
MessageBox(NULL,"不能创建一个窗口设备描述表","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))
{
KillGLWindow();
MessageBox(NULL,"不能创建一个匹配的像素格式","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd))
{
KillGLWindow();
MessageBox(NULL,"不能设置像素格式","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(!(hRC=wglCreateContext(hDC)))
{
KillGLWindow();
MessageBox(NULL,"不能创建OpenGL渲染描述表","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(!wglMakeCurrent(hDC,hRC))
{
KillGLWindow();
MessageBox(NULL,"不能激活当前的OpenGL渲染描述表","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
ShowWindow(hWnd,SW_SHOW);
SetForegroundWindow(hWnd);
SetFocus(hWnd);
ResizeGLScene(width,height);
if(!InitGL())
{
KillGLWindow();
MessageBox(NULL,"初始化失败","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
return TRUE;
}
LRESULT CALLBACK WndProc(HWND hWnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
switch(uMsg)
{
case WM_ACTIVATE:
{
if(!HIWORD(wParam))
active=TRUE;
else
active=FALSE;
return 0;
}
case WM_SYSCOMMAND:
{
switch(wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
return 0;
}
break;
}
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}
case WM_KEYDOWN:
{
keys[wParam]=TRUE;
return 0;
}
case WM_KEYUP:
{
keys[wParam]=FALSE;
return 0;
}
case WM_SIZE:
{
ResizeGLScene(LOWORD(lParam),HIWORD(lParam));
return 0;
}
}
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
MSG msg;
BOOL done=FALSE;
if(MessageBox(NULL,"你想在全屏模式下运行吗?","设置全屏模式",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE;
}
if(!CreateGLWindow("Win32 SDK风格 OpenGL程序框架",640,480,16,fullscreen))
return 0;
while(!done)
{
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
if(msg.message==WM_QUIT)
done=TRUE;
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
if(active)
{
if(keys[VK_ESCAPE])
done=TRUE;
else
{
DrawGLScene();
SwapBuffers(hDC);
}
}
if(keys[VK_F1])
{
keys[VK_F1]=FALSE;
KillGLWindow();
fullscreen=!fullscreen;
if(!CreateGLWindow("Win32 SDK风格 OpenGL程序框架",640,480,16,fullscreen))
return 0;
}
}
}
KillGLWindow();
return msg.wParam;
}
(一般不用MFC框架直接用API)
我给你一个例子吧,建立Win32空项目,添加一个cpp文件,编译则模孙执行就行了码禅
(这是孙链一个经典的opengl框架了)代码如下:
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glu32.lib")
#pragma comment(lib,"glaux.lib")
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glaux.h>
HDC hDC=NULL;
HGLRC hRC=NULL;
HWND hWnd=NULL;
HINSTANCE hInstance;
BOOL keys[256];
BOOL active=TRUE;
BOOL fullscreen=TRUE;
GLfloat rtri;
GLfloat rquad;
LRESULT CALLBACK WndProc(HWND,UINT,WPARAM,LPARAM);
GLvoid ResizeGLScene(GLsizei width,GLsizei height)
{
if(height==0)
height=1;
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int InitGL(GLvoid)
{
glShadeModel(GL_SMOOTH);
glClearColor(0.0f,0.0f,0.0f,0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
return TRUE;
}
int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(-1.5f,0.0f,-6.0f);
glRotatef(rtri,0.0f,1.0f,0.0f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glEnd();
glLoadIdentity();
glTranslatef(1.5f,0.0f,-7.0f);
glRotatef(rquad,1.0f,1.0f,1.0f);
glBegin(GL_QUADS);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glColor3f(1.0f,0.5f,0.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,1.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(1.0f,1.0f,0.0f);
//glVertex3f(1.0f,-1.0f,-1.0f);
//glVertex3f(-1.0f,-1.0f,-1.0f);
//glVertex3f(-1.0f,1.0f,-1.0f);
//glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(1.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glEnd();
rtri+=0.2f;
rquad-=0.15f;
return TRUE;
}
GLvoid KillGLWindow(GLvoid)
{
if(fullscreen)
{
ChangeDisplaySettings(NULL,0);
ShowCursor(TRUE);
}
if(hRC)
{
if(!wglMakeCurrent(NULL,NULL))
MessageBox(NULL,"释放DC或RC失败","关闭错误",MB_OK|MB_ICONINFORMATION);
if(!wglDeleteContext(hRC))
MessageBox(NULL,"释放RC失败","关闭错误",MB_OK|MB_ICONINFORMATION);
hRC=NULL;
}
if(hDC && !ReleaseDC(hWnd,hDC))
{
MessageBox(NULL,"释放DC失败","关闭错误",MB_OK|MB_ICONINFORMATION);
hDC=NULL;
}
if(hWnd && !DestroyWindow(hWnd))
{
MessageBox(NULL,"释放窗口句柄失败","关闭错误",MB_OK|MB_ICONINFORMATION);
hWnd=NULL;
}
if(!UnregisterClass("OpenG",hInstance))
{
MessageBox(NULL,"不能注销窗口类","关闭错误",MB_OK|MB_ICONINFORMATION);
hInstance=NULL;
}
}
BOOL CreateGLWindow(char* title,int width,int height,int bits,BOOL fullscreenflag)
{
GLuint PixelFormat;
WNDCLASS wc;
DWORD dwExStyle;
DWORD dwStyle;
RECT WindowRect;
WindowRect.left=(long)0;
WindowRect.right=(long)width;
WindowRect.top=(long)0;
WindowRect.bottom=(long)height;
fullscreen=fullscreenflag;
hInstance=GetModuleHandle(NULL);
wc.style=CS_HREDRAW|CS_VREDRAW|CS_OWNDC;
wc.lpfnWndProc=(WNDPROC)WndProc;
wc.cbClsExtra=0;
wc.cbWndExtra=0;
wc.hInstance=hInstance;
wc.hIcon=LoadIcon(NULL,IDI_WINLOGO);
wc.hCursor=LoadCursor(NULL,IDC_ARROW);
wc.hbrBackground=NULL;
wc.lpszMenuName=NULL;
wc.lpszClassName="OpenG";
if(!RegisterClass(&wc))
{
MessageBox(NULL,"注册窗口失败","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(fullscreen)
{
DEVMODE dmScreenSettings;
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettings.dmSize=sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth=width;
dmScreenSettings.dmPelsHeight=height;
dmScreenSettings.dmBitsPerPel=bits;
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
if(ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
if(MessageBox(NULL,"全屏模式设置失败!\n使用窗口模式?","OpenGL 3D游戏编程",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE;
}
else
{
MessageBox(NULL,"程序将被关闭","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
}
}
if(fullscreen)
{
dwExStyle=WS_EX_APPWINDOW;
dwStyle=WS_POPUP;
ShowCursor(FALSE);
}
else
{
dwExStyle=WS_EX_APPWINDOW|WS_EX_WINDOWEDGE;
dwStyle=WS_OVERLAPPEDWINDOW;
}
AdjustWindowRectEx(&WindowRect,dwStyle,FALSE,dwExStyle);
if(!(hWnd=CreateWindowEx(dwExStyle,"OpenG",title,
dwStyle|WS_CLIPSIBLINGS|WS_CLIPCHILDREN,0,0,
WindowRect.right-WindowRect.left,WindowRect.bottom-WindowRect.top,
NULL,NULL,hInstance,NULL)))
{
KillGLWindow();
MessageBox(NULL,"窗口创建失败","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
static PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),1,
PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,bits,
0,0,0,0,0,0,
0,
0,
0,
0,0,0,0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0,0,0
};
if(!(hDC=GetDC(hWnd)))
{
KillGLWindow();
MessageBox(NULL,"不能创建一个窗口设备描述表","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))
{
KillGLWindow();
MessageBox(NULL,"不能创建一个匹配的像素格式","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd))
{
KillGLWindow();
MessageBox(NULL,"不能设置像素格式","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(!(hRC=wglCreateContext(hDC)))
{
KillGLWindow();
MessageBox(NULL,"不能创建OpenGL渲染描述表","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(!wglMakeCurrent(hDC,hRC))
{
KillGLWindow();
MessageBox(NULL,"不能激活当前的OpenGL渲染描述表","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
ShowWindow(hWnd,SW_SHOW);
SetForegroundWindow(hWnd);
SetFocus(hWnd);
ResizeGLScene(width,height);
if(!InitGL())
{
KillGLWindow();
MessageBox(NULL,"初始化失败","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
return TRUE;
}
LRESULT CALLBACK WndProc(HWND hWnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
switch(uMsg)
{
case WM_ACTIVATE:
{
if(!HIWORD(wParam))
active=TRUE;
else
active=FALSE;
return 0;
}
case WM_SYSCOMMAND:
{
switch(wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
return 0;
}
break;
}
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}
case WM_KEYDOWN:
{
keys[wParam]=TRUE;
return 0;
}
case WM_KEYUP:
{
keys[wParam]=FALSE;
return 0;
}
case WM_SIZE:
{
ResizeGLScene(LOWORD(lParam),HIWORD(lParam));
return 0;
}
}
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
MSG msg;
BOOL done=FALSE;
if(MessageBox(NULL,"你想在全屏模式下运行吗?","设置全屏模式",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE;
}
if(!CreateGLWindow("Win32 SDK风格 OpenGL程序框架",640,480,16,fullscreen))
return 0;
while(!done)
{
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
if(msg.message==WM_QUIT)
done=TRUE;
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
if(active)
{
if(keys[VK_ESCAPE])
done=TRUE;
else
{
DrawGLScene();
SwapBuffers(hDC);
}
}
if(keys[VK_F1])
{
keys[VK_F1]=FALSE;
KillGLWindow();
fullscreen=!fullscreen;
if(!CreateGLWindow("Win32 SDK风格 OpenGL程序框架",640,480,16,fullscreen))
return 0;
}
}
}
KillGLWindow();
return msg.wParam;
}
本回答被提问者采纳
已赞过
已踩过<
评论
收起
你对这个回答的评价是?
2009-04-16
展开全部
look book,study.
已赞过
已踩过<
评论
收起
你对这个回答的评价是?
展开全部
请看蠢昌下面带枣扒的例子岩锋
http://blog.chinaunix.net/u/15586/showart_206394.html
http://blog.chinaunix.net/u/15586/showart_206394.html
已赞过
已踩过<
评论
收起
你对这个回答的评价是?
推荐律师服务:
若未解决您的问题,请您详细描述您的问题,通过百度律临进行免费专业咨询