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【原】OpenGL C++版

Posted on 2008-10-25 10:56 千张 阅读(1181) 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
                                00,                                // 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
        000000,                            // Color Bits Ignored
        0,                                            // No Alpha Buffer
        0,                                            // Shift Bit Ignored
        0,                                            // No Accumulation Buffer
        0000,                                    // 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
        000                                        // 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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