OpenGL入门笔记(十五)

本文介绍了一个使用OpenGL进行2D纹理映射和自定义字体显示的示例程序。该程序展示了如何加载和使用纹理,以及如何通过OpenGL指令来实现文本的屏幕输出。此外,还涉及了如何设置正交投影矩阵以便于2D绘制。

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None.gifGLvoidCOpenGLDemoView::glPrint(GLintx,GLinty,char*string,intset)//CustomGL"Print"Routine
ExpandedBlockStart.gifContractedBlock.gif
dot.gif{
InBlock.gif
if(set>1)
ExpandedSubBlockStart.gifContractedSubBlock.gif
dot.gif{
InBlock.gif
set=1;
ExpandedSubBlockEnd.gif}

InBlock.gifglBindTexture(GL_TEXTURE_2D,texture[
0]);//SelectOurFontTexture
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glDisable(GL_DEPTH_TEST);//DisablesDepthTesting
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glMatrixMode(GL_PROJECTION);//SelectTheProjectionMatrix
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glPushMatrix();//StoreTheProjectionMatrix
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glLoadIdentity();//ResetTheProjectionMatrix
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glOrtho(0,640,0,480,-1,1);//SetUpAnOrthoScreen
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glMatrixMode(GL_MODELVIEW);//SelectTheModelviewMatrix
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glPushMatrix();//StoreTheModelviewMatrix
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glLoadIdentity();//ResetTheModelviewMatrix
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glTranslated(x,y,0);//PositionTheText(0,0-BottomLeft)
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glListBase(base-32+(128*set));//ChooseTheFontSet(0or1)
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glCallLists(strlen(string),GL_UNSIGNED_BYTE,string);//WriteTheTextToTheScreen
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glMatrixMode(GL_PROJECTION);//SelectTheProjectionMatrix
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glPopMatrix();//RestoreTheOldProjectionMatrix
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glMatrixMode(GL_MODELVIEW);//SelectTheModelviewMatrix
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glPopMatrix();//RestoreTheOldProjectionMatrix
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glEnable(GL_DEPTH_TEST);//EnablesDepthTesting//PopsTheDisplayListBits
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}

None.gifGLvoidCOpenGLDemoView::BuildFont(GLvoid)
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dot.gif{
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floatcx;//HoldsOurXCharacterCoord
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floatcy;//HoldsOurYCharacterCoord
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base=glGenLists(256);//Creating256DisplayLists
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glBindTexture(GL_TEXTURE_2D,texture[0]);//SelectOurFontTexture
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for(inti=0;i<256;i++)//LoopThroughAll256Lists
ExpandedSubBlockStart.gifContractedSubBlock.gif
dot.gif{
InBlock.gifcx
=float(i%16)/16.0f;//XPositionOfCurrentCharacter
InBlock.gif
cy=float(i/16)/16.0f;//YPositionOfCurrentCharacter
InBlock.gif

InBlock.gifglNewList(
base+i,GL_COMPILE);//StartBuildingAList
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glBegin(GL_QUADS);//UseAQuadForEachCharacter
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glTexCoord2f(cx,1-cy-0.0625f);//TextureCoord(BottomLeft)
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glVertex2i(0,0);//VertexCoord(BottomLeft)
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glTexCoord2f(cx+0.0625f,1-cy-0.0625f);//TextureCoord(BottomRight)
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glVertex2i(16,0);//VertexCoord(BottomRight)
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glTexCoord2f(cx+0.0625f,1-cy);//TextureCoord(TopRight)
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glVertex2i(16,16);//VertexCoord(TopRight)
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glTexCoord2f(cx,1-cy);//TextureCoord(TopLeft)
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glVertex2i(0,16);//VertexCoord(TopLeft)
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glEnd();//DoneBuildingOurQuad(Character)
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glTranslated(10,0,0);//MoveToTheRightOfTheCharacter
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glEndList();//DoneBuildingTheDisplayList
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}
//LoopUntilAll256AreBuilt
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}

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intCOpenGLDemoView::DrawGLScene()
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dot.gif{//Here'sWhereWeDoAllTheDrawing
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);//ClearTheScreenAndTheDepthBuffer
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glLoadIdentity();//ResetTheModelviewMatrix
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glBindTexture(GL_TEXTURE_2D,texture[1]);//SelectOurSecondTexture
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glTranslatef(0.0f,0.0f,-5.0f);//MoveIntoTheScreen5Units
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glRotatef(45.0f,0.0f,0.0f,1.0f);//RotateOnTheZAxis45Degrees(Clockwise)
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glRotatef(cnt1*30.0f,1.0f,1.0f,0.0f);//RotateOnTheX&YAxisBycnt1(LeftToRight)
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glDisable(GL_BLEND);//DisableBlendingBeforeWeDrawIn3D
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glColor3f(1.0f,1.0f,1.0f);//BrightWhite
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glBegin(GL_QUADS);//DrawOurFirstTextureMappedQuad
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glTexCoord2d(0.0f,0.0f);//FirstTextureCoord
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glVertex2f(-1.0f,1.0f);//FirstVertex
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glTexCoord2d(1.0f,0.0f);//SecondTextureCoord
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glVertex2f(1.0f,1.0f);//SecondVertex
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glTexCoord2d(1.0f,1.0f);//ThirdTextureCoord
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glVertex2f(1.0f,-1.0f);//ThirdVertex
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glTexCoord2d(0.0f,1.0f);//FourthTextureCoord
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glVertex2f(-1.0f,-1.0f);//FourthVertex
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glEnd();//DoneDrawingTheFirstQuad
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glRotatef(90.0f,1.0f,1.0f,0.0f);//RotateOnTheX&YAxisBy90Degrees(LeftToRight)
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glBegin(GL_QUADS);//DrawOurSecondTextureMappedQuad
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glTexCoord2d(0.0f,0.0f);//FirstTextureCoord
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glVertex2f(-1.0f,1.0f);//FirstVertex
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glTexCoord2d(1.0f,0.0f);//SecondTextureCoord
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glVertex2f(1.0f,1.0f);//SecondVertex
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glTexCoord2d(1.0f,1.0f);//ThirdTextureCoord
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glVertex2f(1.0f,-1.0f);//ThirdVertex
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glTexCoord2d(0.0f,1.0f);//FourthTextureCoord
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glVertex2f(-1.0f,-1.0f);//FourthVertex
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glEnd();//DoneDrawingOurSecondQuad
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glEnable(GL_BLEND);//EnableBlending
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InBlock.gifglLoadIdentity();
//ResetTheView
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//PulsingColorsBasedOnTextPosition
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glColor3f(1.0f*float(cos(cnt1)),1.0f*float(sin(cnt2)),1.0f-0.5f*float(cos(cnt1+cnt2)));
InBlock.gifglPrint(
int((280+250*cos(cnt1))),int(235+200*sin(cnt2)),"China",0);//PrintGLTextToTheScreen
InBlock.gif

InBlock.gifglColor3f(
1.0f*float(sin(cnt2)),1.0f-0.5f*float(cos(cnt1+cnt2)),1.0f*float(cos(cnt1)));
InBlock.gifglPrint(
int((280+230*cos(cnt2))),int(235+200*sin(cnt1)),"OpenGL",1);//PrintGLTextToTheScreen
InBlock.gif

InBlock.gifglColor3f(
0.0f,0.0f,1.0f);//SetColorToBlue
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glPrint(int(240+200*cos((cnt2+cnt1)/5)),2,"phinecos",0);
InBlock.gif
InBlock.gifglColor3f(
1.0f,1.0f,1.0f);//SetColorToWhite
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glPrint(int(242+200*cos((cnt2+cnt1)/5)),2,"phinecos",0);
InBlock.gif
InBlock.gif
returnTRUE;//EverythingWentOK}
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}

None.gif
None.gifBOOLCOpenGLDemoView::InitGL(GLvoid)
//AllSetupForOpenGLGoesHere
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dot.gif{
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if(!LoadGLTextures())//JumpToTextureLoadingRoutine(NEW)
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dot.gif{
InBlock.gif
returnFALSE;//IfTextureDidn'tLoadReturnFALSE
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}

InBlock.gif
InBlock.gifBuildFont();
//BuildTheFont
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glClearColor(0.0f,0.0f,0.0f,0.0f);//ClearTheBackgroundColorToBlack
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glClearDepth(1.0);//EnablesClearingOfTheDepthBuffer
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glDepthFunc(GL_LEQUAL);//TheTypeOfDepthTestToDo
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glBlendFunc(GL_SRC_ALPHA,GL_ONE);//SelectTheTypeOfBlending
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glShadeModel(GL_SMOOTH);//EnablesSmoothColorShading
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glEnable(GL_TEXTURE_2D);//Enable2DTextureMapping
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InBlock.gif
returnTRUE;//InitializationWentOK
ExpandedBlockEnd.gif
}

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None.gif

200782705.jpg
/* * 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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