/**
* function:动态3D立方体
* author:顾博君
* time:2013-1-19
* 编译器:codeblocks
* 本程序为OpenGL代码,需要OpenGL的类库
*/
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
char *className = "OpenGL";
char *windowName = "OpenGL Cube";
int winX = 0, winY = 0;
int winWidth = 300, winHeight = 300;
HDC hDC;
HGLRC hGLRC;
HPALETTE hPalette;
void init(void){
//设置视图投影
glMatrixMode(GL_PROJECTION);
glFrustum(-0.5F,0.5F,-0.5F,0.5F,1.0F,3.0F);
//视区定位
glMatrixMode(GL_MODELVIEW);
glTranslatef(0.0F,0.0F,-2.0F);
//物体定位
glRotatef(30.0F,1.0F,0.0F,0.0F);
glRotatef(30.0F,0.0F,1.0F,0.0F);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void redraw(HDC hDC){
//清除颜色和深度缓冲区
//glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
//glClearDepth(2.0);
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
//画立方体的6个面
glBegin(GL_QUADS);
glNormal3f( 0.0F, 0.0F, 1.0F);
glVertex3f( 0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f,-0.5f, 0.5f);
glVertex3f( 0.5f,-0.5f, 0.5f);
//1----------------------------
glNormal3f( 0.0F, 0.0F,-1.0F);
glVertex3f(-0.1f,-0.5f,-0.5f);
glVertex3f(-0.5f, 0.5f,-0.5f);
glVertex3f( 0.5f, 0.5f,-0.5f);
glVertex3f( 0.5f,-0.5f,-0.5f);
//2----------------------------
glNormal3f( 0.0F, 1.0F, 0.0F);
glVertex3f( 0.5f, 0.5f, 0.5f);
glVertex3f( 0.5f, 0.5f,-0.5f);
glVertex3f(-0.5f, 0.5f,-0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f);
//3----------------------------
glNormal3f( 0.0F,-1.0F, 0.0F);
glVertex3f(-0.5f,-0.5f,-0.5f);
glVertex3f( 0.5f,-0.5f,-0.5f);
glVertex3f( 0.5f,-0.5f, 0.5f);
glVertex3f(-0.5f,-0.5f, 0.5f);
//4----------------------------
glNormal3f( 1.0F, 0.0F, 0.0F);
glVertex3f( 0.5f, 0.5f, 0.5f);
glVertex3f( 0.5f,-0.5f, 0.5f);
glVertex3f( 0.5f,-0.5f,-0.5f);
glVertex3f( 0.5f, 0.5f,-0.5f);
//5----------------------------
glNormal3f(-1.0F, 0.0F, 0.0F);
glVertex3f(-0.5f,-0.5f,-0.5f);
glVertex3f(-0.5f,-0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f,-0.5f);
//6----------------------------*/
glEnd();
SwapBuffers(hDC);
}
void resize(void){
//设置视区,使之覆盖整个窗口
glViewport(0,0,winWidth,winHeight);
}
void setupPixelFormat(HWND hwnd, HDC* hDC, HGLRC* hRC){
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
/* get the device context (DC) */
*hDC = GetDC(hwnd);
/* set the pixel format for the DC */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);//结构的大小
pfd.nVersion = 1;//版本
pfd.dwFlags = PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;//支持双缓存
pfd.iPixelType = PFD_TYPE_RGBA;//颜色模式
pfd.cColorBits = 24;
pfd.cDepthBits = 16;//颜色深度
pfd.iLayerType = PFD_MAIN_PLANE;//主层
iFormat = ChoosePixelFormat(*hDC, &pfd);//确定pfd结构是否存在
SetPixelFormat(*hDC, iFormat, &pfd);
/* create and enable the render context (RC) */
*hRC = wglCreateContext(*hDC);
wglMakeCurrent(*hDC, *hRC);
/*if(iFormat == 0){
MessageBox(WindowFromDC(hDC),"ChoosePixelFormat failed.",
"Error",MB_ICONERROR|MB_OK);
exit(1);
}
if(SetPixelFormat(hDC,iFormat,&pfd)!=TRUE){
MessageBox(WindowFromDC(hDC),"SetPixelFormat failed.",
"Error",MB_ICONERROR|MB_OK);
exit(1);
}*/
}
void setupPalette(HDC hDC){
int pixelFormat = GetPixelFormat(hDC);
PIXELFORMATDESCRIPTOR pfd;
LOGPALETTE* pPal;
int paletteSize;
DescribePixelFormat(hDC,pixelFormat,
sizeof(PIXELFORMATDESCRIPTOR),&pfd);
if(pfd.dwFlags & PFD_NEED_PALETTE){
paletteSize = 1 << pfd.cColorBits;
}
else{
return ;
}
pPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE)+paletteSize*sizeof(PALETTEENTRY));
pPal->palVersion=0x300;
pPal->palNumEntries = paletteSize;
//建一个简单的RGB调色板
{
int redMask = (1 << pfd.cRedBits) - 1;
int greemMask = (1 << pfd.cGreenBits) - 1;
int blueMask = (1 << pfd.cBlueBits) - 1;
int i;
for(i=0;i<paletteSize;i++){
pPal->palPalEntry[i].peRed =
(((i >> pfd.cRedShift) & redMask) * 255)/redMask;
//pPal->palPalEntry[i]-peGreen =
}
}
}
LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM);
void EnableOpenGL(HWND hwnd, HDC*, HGLRC*);
void DisableOpenGL(HWND, HDC, HGLRC);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
WNDCLASSEX wcex;
HWND hwnd;
HDC hDC;
HGLRC hRC;
MSG msg;
BOOL bQuit = FALSE;
float theta = 0.0f;
/* register window class */
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW|CS_VREDRAW;//CS_OWNDC;
wcex.lpfnWndProc = WindowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "GLSample";
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);;
if (!RegisterClassEx(&wcex))
return 0;
/* create main window */
hwnd = CreateWindowEx(0,
"GLSample",
windowName,//"OpenGL Sample",
WS_OVERLAPPEDWINDOW/*后面是后来加的*/|WS_CLIPCHILDREN|WS_CLIPSIBLINGS,
winX,//CW_USEDEFAULT,
winY,//CW_USEDEFAULT,
winWidth,//256,
winHeight,//256,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hwnd, nCmdShow);
/* enable OpenGL for the window */
//setupPixelFormat(hwnd, &hDC, &hRC);
EnableOpenGL(hwnd, &hDC, &hRC);
init();
/* program main loop */
while (!bQuit)
{
/* check for messages */
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
/* handle or dispatch messages */
if (msg.message == WM_QUIT)
{
bQuit = TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else if(0)
{
/* OpenGL animation code goes here */
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glRotatef(theta, 0.0f, 0.0f, 1.0f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(0.0f, 1.0f);
glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(0.87f, -0.5f);
glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(-0.87f, -0.5f);
glEnd();
glPopMatrix();
SwapBuffers(hDC);
theta += 1.0f;
//Sleep (1);
}
else{
glPushMatrix();
glRotatef(theta, 0.0f, 0.0f, 1.0f);
redraw(hDC);//立方体 需要初始化init()函数
glPopMatrix();
theta += 1.0f;
}
}
/* shutdown OpenGL */
DisableOpenGL(hwnd, hDC, hRC);
/* destroy the window explicitly */
DestroyWindow(hwnd);
return msg.wParam;
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
/*case WM_CREATE:
hDC = GetDC(hwnd);
setupPalette(hDC);
hGLRC=wglCreateContext(hDC);
wglMakeCurrent(hDC,hGLRC);
init();
return 0;*/
case WM_CLOSE:
PostQuitMessage(0);
break;
case WM_DESTROY:
/*//------------------
if(hGLRC){
wglMakeCurrent(NULL,NULL);
wglDeleteContext(hGLRC);
}
if(hPalette){
DeleteObject(hPalette);
}
ReleaseDC(hwnd,hDC);
PostQuitMessage(0);
//====================*/
return 0;
//------------------------
case WM_SIZE:
//跟踪窗口大小改变
hGLRC=1;
if(hGLRC){
winWidth=(int)LOWORD(lParam);
winHeight=(int)LOWORD(lParam);
resize();
return 0;
}
case WM_PALETTECHANGED:
//如果它不是当前窗口,则实现调色板与hDC的对应
if(hGLRC && hPalette && (HWND) wParam != hwnd){
UnrealizeObject(hPalette);
SelectPalette(hDC,hPalette,FALSE);
//ReadlizePalette(hDC);
redraw(hDC);
break;
}
break;
//=========================
case WM_KEYDOWN:
{
switch (wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
}
break;
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
return 0;
}
void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC)
{
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
/* get the device context (DC) */
*hDC = GetDC(hwnd);
/* set the pixel format for the DC */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
iFormat = ChoosePixelFormat(*hDC, &pfd);
SetPixelFormat(*hDC, iFormat, &pfd);
/* create and enable the render context (RC) */
*hRC = wglCreateContext(*hDC);
wglMakeCurrent(*hDC, *hRC);
}
void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
ReleaseDC(hwnd, hDC);
}