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OpenGL和D3D混合

其实,OpenGL和D3D混合起来是不太困难的,
看NeHe教程,并利用源代码,组合D3D即可.

/*
文件:ogld3dmain.cpp
日期:2006-06-07
修改人:microsoftxiao
目的:OpenGL和D3D混合例子
*/
#include "stdafx.h"

/*
 *  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
 */

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

TCHAR xTitle[] = "OpenGL和D3D9";

bool keys[256];   // Array Used For The Keyboard Routine
bool active = TRUE;  // Window Active Flag Set To TRUE By Default
bool fullscreen = false; // Fullscreen Flag Set To Fullscreen Mode By Default
bool    graphOglorD3D = true;   // OpenGL 或者 D3D
//D3D9
LPDIRECT3D9 lpd3d = NULL;
LPDIRECT3DDEVICE9 lpd3dDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 lpd3dVB = NULL;

//自定义结构
struct CUSTOMTRIANGLE{
 float x,y,z;
 DWORD color;
};
#define D3DFVF_CUSTOM (D3DFVF_XYZ|D3DFVF_DIFFUSE)

//OpenGL
GLfloat rtri = 10.0f;       //三角形旋转角度
GLfloat rquad = 10.0f;      //四边形旋转角度

HRESULT d3dSetupMatrix()
{
 D3DXMATRIX matWorld,matView,matProj;

    //摄影机和眼睛位置
 D3DXVECTOR3 eye(0.0f,0.0f,-5.0f);
 D3DXVECTOR3 Camera(0.0f,0.0f,0.0f);
 D3DXVECTOR3 Up(0.0f,1.0f,0.0f);
   
 //世界
 D3DXMatrixIdentity(&matWorld);
 lpd3dDevice->SetTransform(D3DTS_WORLD,&matWorld);

 //视图
 D3DXMatrixLookAtLH(&matView,&eye,&Camera,&Up);
    lpd3dDevice->SetTransform(D3DTS_VIEW,&matView);

 //投影
 D3DXMatrixPerspectiveFovLH(&matProj,D3DX_PI/4,1.0f,1.0f,100.0f);
 lpd3dDevice->SetTransform(D3DTS_PROJECTION,&matProj);

 return S_OK;
}

HRESULT d3dCleanup()
{
 if(lpd3dVB != NULL)
  lpd3dVB->Release();

 if(lpd3dDevice != NULL)
  lpd3dDevice->Release();
 if(lpd3d != NULL)
  lpd3d->Release();

 return S_OK;
}

HRESULT d3dInit(HWND hWnd)
{
    lpd3d = Direct3DCreate9(D3D_SDK_VERSION);

    D3DDISPLAYMODE d3ddm;
 ZeroMemory(&d3ddm,sizeof(d3ddm));
 lpd3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&d3ddm);

 D3DPRESENT_PARAMETERS d3dpp;
 ZeroMemory(&d3dpp,sizeof(d3dpp));
    d3dpp.Windowed = true;
 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
 d3dpp.BackBufferFormat = d3ddm.Format;

    //创建d3d设备
 lpd3d->CreateDevice(D3DADAPTER_DEFAULT, //默认显示设备
                  D3DDEVTYPE_HAL,      //模拟或硬件加速
      hWnd,                //窗口句柄
      D3DCREATE_SOFTWARE_VERTEXPROCESSING, //软件或硬件顶点处理方式
      &d3dpp,&lpd3dDevice);
 {
        if(lpd3dDevice !=NULL)
   MessageBox(NULL,"d3dDevice正常工作","Enb",0);
        
        //控制渲染管线
  lpd3dDevice->SetRenderState(D3DRS_LIGHTING,false);

  CUSTOMTRIANGLE g_Triangle[]={
  {-1.0f,-1.0f,0.0f,0x00ff0000},
  {0.0f,1.0f,0.0f,0x0000ff00},
  {1.0f,-1.0f,0.0f,0x000000ff},

  //背面
  {-1.0f,-1.0f,0.0f,0x00000000},
  {0.0f,1.0f,0.0f,0x00000000},
  {1.0f,-1.0f,0.0f,0x00000000},
 };
  lpd3dDevice->CreateVertexBuffer(6 * sizeof(CUSTOMTRIANGLE),0,D3DFVF_CUSTOM,
                              D3DPOOL_DEFAULT,
                              &lpd3dVB,NULL);

  void* pTriangle = NULL;
     lpd3dVB->Lock(0,sizeof(g_Triangle),(void**)&pTriangle,0);
  memcpy(pTriangle,g_Triangle,sizeof(g_Triangle));
  lpd3dVB->Unlock();
 }
 return S_OK;
}

//渲染场景
HRESULT d3dRender()
{
    if(lpd3dDevice == NULL)
  return E_FAIL;

 lpd3dDevice->Clear(0,0,D3DCLEAR_TARGET,0x000000ff,1.0f,0);
 lpd3dDevice->BeginScene();
 {
  d3dSetupMatrix(); //注意 世界 视图 投影顺序

  D3DXMATRIX matObj;
  D3DXMatrixRotationY(&matObj,timeGetTime()/1000.0f);
  lpd3dDevice->SetTransform(D3DTS_WORLD,&matObj);
       
  //绘制
  lpd3dDevice->SetStreamSource(0,lpd3dVB,0,sizeof(CUSTOMTRIANGLE));
  lpd3dDevice->SetFVF(D3DFVF_CUSTOM);
  lpd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);

 }
 lpd3dDevice->EndScene();
 lpd3dDevice->Present(0,0,0,0);
 Sleep(12);
 return S_OK;
}

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);      //设置为投影透视矩阵 相当于SetTransform

 glLoadIdentity();         //设置为单位矩阵 D3DXMatrixIdentity();

 // Calculate The Aspect Ratio Of The Window
 gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);  //D3DXMatrixPerspectiveFovLH();

 glMatrixMode(GL_MODELVIEW);       //设置为视图矩阵 相当于SetTransform

 glLoadIdentity();         //设置为单位矩阵
}

int InitGL(GLvoid)          // All Setup For OpenGL Goes Here
{
 //可以这么认为D3D照搬了OpenGL的概念和描述 - 也就是说 D3D和OpenGL可以一一对应

 glShadeModel(GL_SMOOTH);       // Enable Smooth Shading 设置阴影模式,相当于 SetRenderState(D3DRS_SHADEMODE,DWORD);

 //IDirect3DDevice9::Clear() - 将深度缓冲,清理颜色,设置模板缓冲通过一个函数解决

 glClearColor(0.0f, 0.0f, 1.0f, 0.0f);    // 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
}

//绘制场景
int glRender(GLvoid)         // Here's Where We Do All The Drawing
{
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer -  相当于IDirect3DDevice9::Clear()
 {
 
  //可以感受到OpenGL在概念上相当的清晰
        //这比通过顶点缓冲区创建 三角形容易得多,这也是造成新手学习 D3D吃力的原因之一
  glLoadIdentity(); 
        glTranslatef(-1.5f,0.0f,-6.0f);
  glRotatef(rtri,0.0f,1.0f,0.0f);//相当于D3DXMatrixRotationX();

        glBegin(GL_TRIANGLES);  //我们将要绘制三角形
    glColor3f(1.0f,0.0f,0.0f);
    glVertex3f(-1.0f,-1.0f,0.0f);
    glColor3f(0.0f,1.0f,0.0f);
    glVertex3f(0.0f,1.0f,0.0f);
    glColor3f(0.0f,0.0f,1.0f);
    glVertex3f(1.0f,-1.0f,0.0f);
  glEnd();


  
  //一切都可以在原点绘制,然后通过平移,旋转,缩放
  glLoadIdentity();
  glTranslatef(1.5f,0.0f,-6.0f);
  glRotatef(rquad,1.0f,0.0f,0.0f);   //相当于D3DXMatrixRotationX Y Z

  //在这里OpenGL可以通过一条语句控制绕X,Y,Z旋转,而D3D则分为3个语句
  //而有的D3D一条语句,OpenGL则拆成多个语句

  //四边形
  glBegin(GL_QUADS);
     glColor3f(1.0f,0.0f,0.0f);
           glVertex3f(-1.0f,1.0f,0.0f);
     glColor3f(0.0f,1.0f,0.0f);
     glVertex3f(1.0f,1.0f,0.0f);
     glColor3f(0.0f,0.0f,1.0f);
           glVertex3f(1.0f,-1.0f,0.0f);
     glColor3f(0.0f,0.0f,0.0f);
           glVertex3f(-1.0f,-1.0f,0.0f);
  glEnd();
 }

 rtri += 10.0f;
 rquad -= 0.15f;
 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
 }
}

//消息处理
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_DESTROY:
   {
    PostQuitMessage(0);
    return 0;
   }
       
  case WM_CLOSE:
   {
    PostQuitMessage(0);
    return 0;
   }
       
  //键盘按下
  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);
}

/* 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
 }
   
    //初始化D3D
 d3dInit(hWnd);

 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
}

 

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

 // Create Our OpenGL Window
 if (!CreateGLWindow(xTitle,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
    {
     if(graphOglorD3D){
        glRender();
        SwapBuffers(hDC);    // Swap Buffers (Double Buffering)
     }
       else
        d3dRender();

     
    }
   }

   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
    }
   }

   //F2 - OpenGL或D3D切换
   if(keys[VK_F2])
   {
    keys[VK_F2] = false;
    graphOglorD3D = !graphOglorD3D;

   }
  }
 }

 // Shutdown
 KillGLWindow();         // Kill The Window
 d3dCleanup();
 return 0;
}

posted on 2006-06-07 19:15  龙巢NET刀  阅读(1685)  评论(0)    收藏  举报