OPENGL WIN32 框架
2010-12-01 16:10 bingcaihuang 阅读(479) 评论(0) 收藏 举报为方便opengl程序的编写,特总结了网上的几种win32下框架,还有NEHE,QT环境下框架等。VS2005设置如下图所示:
1.建立win32工程

2.选择空工程

3.代码拷贝上以后修改字符集


经过测试以下两种字符集都可以用,有什么分别待测试以后才能下结论。
 /*
*        This Code Was Created By Jeff Molofee 2000
*        A HUGE Thanks To Fredric Echols For Cleaning Up
*        And Optimizing This Code, Making It More Flexible!
*        If You've Found This Code Useful, Please Let Me Know.
*        Visit My Site At nehe.gamedev.net
*/
#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
#pragma comment( lib, "opengl32.lib" )
#pragma comment( lib, "glu32.lib" )
#pragma comment( lib, "glaux.lib" )
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
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
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,100.0f);
 glMatrixMode(GL_MODELVIEW);                            // Select The Modelview Matrix
 glLoadIdentity();                                    // Reset The Modelview Matrix
}
int InitGL(GLvoid)                                        // All Setup For OpenGL Goes Here
{
 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
{
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    // Clear Screen And Depth Buffer
 glLoadIdentity();                                    // Reset The Current Modelview Matrix
 return TRUE;                                        // Everything Went OK
}
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
{
 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:                            // 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?
  {
   keys[wParam] = TRUE;                    // If So, Mark It As TRUE
   return 0;                                // Jump Back
  }
 case WM_KEYUP:                                // Has A Key Been Released?
  {
   keys[wParam] = FALSE;                    // If So, Mark It As FALSE
   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 OpenGL Framework",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)                                // Program Active?
   {
    if (keys[VK_ESCAPE])                // Was ESC Pressed?
    {
     done=TRUE;                        // ESC Signalled A Quit
    }
    else                                // Not Time To Quit, Update Screen
    {
     DrawGLScene();                    // Draw The Scene
     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 OpenGL Framework",640,480,16,fullscreen))
    {
     return 0;                        // Quit If Window Was Not Created
    }
   }
  }
 }
 // Shutdown
 KillGLWindow();                                    // Kill The Window
 return (msg.wParam);                            // Exit The Program
}
 
                    
                 
                
            
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浙公网安备 33010602011771号