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Posted on 2008-10-25 10:56 千张 阅读(1183) 评论(0) 编辑 收藏 引用 所属分类: 图形学
下面,我将NEHE的LESSON1中的代码改成C++版的。 代码如下: 第一部分是Opengl.h
#pragma once
#include "OpenGLModel.h"
class COpengl { public: COpengl(void); ~COpengl(void); int InitGL(GLvoid); int DrawGLScene(GLvoid); GLvoid ReSizeGLScene(GLsizei,GLsizei); GLvoid KillGLWindow(GLvoid); BOOL CreateGLWindow(char*,int,int,int,bool); private: HDC hDC; //设备描述表(Device Context) HGLRC hRC; //着色描述表(Rendering Context) HWND hWnd; //保存窗口句柄 HINSTANCE hInstance; //保存程序的实例 public: bool keys[256]; //用于监控键盘动作的数组 bool active; //窗口是否处于最小化状态 bool fullscreen; //是否全屏显示 };
第二部分是Opengl.cpp
#include"Opengl.h"
extern LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
COpengl::COpengl() { hDC=NULL; hRC=NULL; hWnd=NULL; active=TRUE; fullscreen=TRUE; }
COpengl::~COpengl(void) { }
//初始化OpenGL int COpengl::InitGL(GLvoid) { glClearColor(0.0f,0.0f,1.0f,0.0f); //把颜色设置为蓝色 return TRUE; // 初始化成功 }
//视口设置、投影变换 GLvoid COpengl::ReSizeGLScene(GLsizei width, GLsizei height) { //防止被0所除 if(height==0) { height=1; } //把视口设置为窗口的大小 glViewport(0,0,width,height); //透视投影(重置坐标系统) glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); //模型视图变换设置(重置坐标系统) glMatrixMode(GL_MODELVIEW); // 选择模型观察矩阵 glLoadIdentity(); // 重置模型观察矩阵 }
int COpengl::DrawGLScene(GLvoid) { glClear(GL_COLOR_BUFFER_BIT); //用当前的清除色清除窗口(蓝色) SwapBuffers(hDC); return TRUE; }
GLvoid COpengl::KillGLWindow(GLvoid) { if(fullscreen) { ChangeDisplaySettings(NULL,0); ShowCursor(TRUE); } if(hRC) { if(!wglMakeCurrent(NULL,NULL)) { MessageBox(NULL,"Release of DC And RC Failed.","SHUTDOWN ERROR",MB_OK|MB_ICONINFORMATION); } if(!wglDeleteContext(hRC)) { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK|MB_ICONINFORMATION); } hRC=NULL; } if(hDC && !ReleaseDC(hWnd,hDC)) { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK|MB_ICONINFORMATION); hDC=NULL; }
if(hWnd && !DestroyWindow(hWnd)) { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK|MB_ICONINFORMATION); hWnd=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 }
}
BOOL COpengl::CreateGLWindow(char *title, int width, int height, int bits, bool fullscreenflag) { GLuint PixelFormat; // 保存查找匹配的结果 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 //定义窗口类 WNDCLASS wc; // Windows Class Structure 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; }
第三部分是OpenGLModel.h
#ifndef OPENGLMODEL_H #define OPENGLMODEL_H
#include <windows.h>
#include <gl/gl.h> #include <gl/glu.h>
#endif OPENGLMODEL_H
第四部分是OpenGLModel.cpp
#include"OpenGLModel.h" #include "Opengl.h"
COpengl theOpengl;
LRESULT CALLBACK WndProc(HWND, UINT, 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) { theOpengl.fullscreen=FALSE; // Windowed Mode }
// Create Our OpenGL Window if (!theOpengl.CreateGLWindow("NeHe's OpenGL Framework",640,480,16,theOpengl.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 ((theOpengl.active && !theOpengl.DrawGLScene()) || theOpengl.keys[VK_ESCAPE]) // Active? Was There A Quit Received? { done=TRUE; // ESC or DrawGLScene Signalled A Quit } if (theOpengl.keys[VK_F1]) // Is F1 Being Pressed? { theOpengl.keys[VK_F1]=FALSE; // If So Make Key FALSE theOpengl.KillGLWindow(); // Kill Our Current Window theOpengl.fullscreen=!theOpengl.fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if (!theOpengl.CreateGLWindow("NeHe's OpenGL Framework",640,480,32,theOpengl.fullscreen)) { return 0; // Quit If Window Was Not Created } } } }
// Shutdown theOpengl.KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program }
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 { switch (uMsg) // Check For Windows Messages { case WM_ACTIVATE: // Watch For Window Activate Message { if (!HIWORD(wParam)) // Check Minimization State { theOpengl.active=TRUE; // Program Is Active } else { theOpengl.active=FALSE; // Program Is No Longer Active }
return 0; // Return To The Message Loop }
case WM_SYSCOMMAND: // Intercept System Commands { switch (wParam) // Check System Calls { case SC_SCREENSAVE: // Screensaver Trying To Start? case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return 0; // Prevent From Happening } break; // Exit }
case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back }
case WM_KEYDOWN: // Is A Key Being Held Down? { theOpengl.keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back }
case WM_KEYUP: // Has A Key Been Released? { theOpengl.keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back }
case WM_SIZE: // Resize The OpenGL Window { theOpengl.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); }
函数调用流程: WinMain函数为入口函数,该函数调用CreateGLWindow函数。 CreateGLWindow函数中,定义窗口类,并注册窗口,然后调用CreateWindowEx函数创建窗口。之后设置像素格式,获得DC,并激活RC,然后显示窗口,再调用ReSizeGLScene函数设置OpenGL透视窗口,之后调用InitGL函数,对OpenGL窗口进行初始化。 OpenGL窗口创建成功并初始化后,进入消息循环。用PeekMessage函数检查是否有新的消息,若 没有消息,则调用DrawGLScene函数绘制我们的OpenGL场景。
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