• NeHe_002004_画旋转的彩色三角形和矩形


    这是第二到第四课的内容。主要介绍了怎样画出一个三角形和矩形,为他们添加色彩,然后添加语句使这两个图形旋转。

    代码如下,在vs2008中调试通过。

    #include<windows.h>//vs2008,windows.h has glaut.h
    #include<tchar.h>
    #include <gl\gl.h>
    #include <gl\glu.h>
    #pragma comment(lib,"opengl32.lib")
    #pragma comment(lib,"glu32.lib")

    HGLRC hRC=NULL; // Permanent Rendering Context
    HDC hDC=NULL; // Private GDI Device 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=FALSE; // no 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
    }//end of ReSizeGLScene

    int InitGL(GLvoid) // All Setup For OpenGL Goes Here
    {
    glShadeModel(GL_SMOOTH); // Enables Smooth Shading
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
    glClearDepth(1.0f); // Depth Buffer Setup
    glEnable(GL_DEPTH_TEST); // Enables Depth Testing
    glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations

    return TRUE; // Initialization Went OK
    }//end of InitGL

    int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
    glLoadIdentity(); // Reset The Current Modelview Matrix

    //
    //TODO:the code of openGL
    //
    glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
    glBegin(GL_TRIANGLES); // Drawing Using Triangles
    glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
    glVertex3f( 0.0f, 1.0f, 0.0f); // Top
    glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
    glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
    glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
    glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
    glEnd();
    glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
    /*
    *By drawing in a clockwise order, the square will be drawn as a back face.
    *Meaning the side of the quad we see is actually the back.
    *Objects drawn in a counter clockwise order will be facing us.
    *Not important at the moment, but later on you will need to know this.
    */
    //glColor3f(0.5f,0.0f,0.5f); // Set The Color
    glBegin(GL_QUADS); // Draw A Quad
    glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
    glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
    glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
    glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
    glEnd(); // Done Drawing The Quad
    return TRUE; // Keep Going
    }//end of DrawGLScene

    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,_T("Release Of DC And RC Failed."),_T("SHUTDOWN ERROR"),MB_OK | MB_ICONINFORMATION);
    }
    if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
    {
    MessageBox(NULL,_T("Release Rendering Context Failed."),_T("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,_T("Release Device Context Failed."),_T("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,_T("Could Not Release hWnd."),_T("SHUTDOWN ERROR"),MB_OK | MB_ICONINFORMATION);
    hWnd=NULL; // Set hWnd To NULL
    }
    if (!UnregisterClass(_T("OpenGL"),hInstance)) // Are We Able To Unregister Class
    {
    MessageBox(NULL,_T("Could Not Unregister Class."),_T("SHUTDOWN ERROR"),MB_OK | MB_ICONINFORMATION);
    hInstance=NULL; // Set hInstance To NULL
    }
    }//end of KillGLWindow

    BOOL CreateGLWindow(TCHAR * 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 Move, 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 = _T("OpenGL"); // Set The Class Name
    if (!RegisterClass(&wc)) // Attempt To Register The Window Class
    {
    MessageBox(NULL,_T("Failed To Register The Window Class."),_T("ERROR"),MB_OK|MB_ICONEXCLAMATION);
    return FALSE; // Exit And 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 Run In A Window.
    if (MessageBox(NULL,_T("The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?"),_T("NeHe GL"),MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
    {
    fullscreen=FALSE; // Select Windowed Mode (Fullscreen=FALSE)
    }
    else
    {
    // Pop Up A Message Box Letting User Know The Program Is Closing.
    MessageBox(NULL,_T("Program Will Now Close."),_T("ERROR"),MB_OK|MB_ICONSTOP);
    return FALSE; // Exit And 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
    if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
    _T("OpenGL"), // Class Name
    title, // Window Title
    WS_CLIPSIBLINGS | // Required Window Style
    WS_CLIPCHILDREN | // Required Window Style
    dwStyle, // Selected Window Style
    0, 0, // Window Position
    WindowRect.right-WindowRect.left, // Calculate Adjusted Window Width
    WindowRect.bottom-WindowRect.top, // Calculate Adjusted Window Height
    NULL, // No Parent Window
    NULL, // No Menu
    hInstance, // Instance
    NULL))) // Don't Pass Anything To WM_CREATE
    {
    KillGLWindow(); // Reset The Display
    MessageBox(NULL,_T("Window Creation Error."),_T("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,_T("Can't Create A GL Device Context."),_T("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,_T("Can't Find A Suitable PixelFormat."),_T("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,_T("Can't Set The PixelFormat."),_T("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,_T("Can't Create A GL Rendering Context."),_T("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,_T("Can't Activate The GL Rendering Context."),_T("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,_T("Initialization Failed."),_T("ERROR"),MB_OK|MB_ICONEXCLAMATION);
    return FALSE; // Return FALSE
    }
    return TRUE; // Success
    }//end of CreateGLWindow

    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);
    }//end of WndProc

    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,_T("Would You Like To Run In Fullscreen Mode?"),_T( "Start FullScreen?"),MB_YESNO|MB_ICONQUESTION)==IDNO)
    {
    fullscreen=FALSE; // Windowed Mode
    }
    else
    {
    fullscreen=TRUE;
    }
    // Create Our OpenGL Window
    if (!CreateGLWindow(_T("NeHe's OpenGL Framework"),640,480,16,fullscreen))
    {
    return 0; // Quit If Window Was Not Created
    }
    while(!done) // Loop That Runs Until done=TRUE
    {
    if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
    {
    /*
    *The first thing we have to do is check to see if any window messages are waiting.
    *By using PeekMessage() we can check for messages without halting our program.
    *A lot of programs use GetMessage(). It works fine, but with GetMessage()
    *your program doesn't do anything until it receives a paint message or some other window message.
    */
    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(_T("NeHe's OpenGL Framework"),640,480,16,fullscreen))
    {
    return 0; // Quit If Window Was Not Created
    }
    }
    }//else
    }//while
    // Shutdown
    KillGLWindow(); // Kill The Window
    return (msg.wParam); // Exit The Program
    }//end of WinMain

    添加以下两段代码为这两个图形添加色彩,并使之绕某个坐标轴旋转。

    代码一

    GLfloat        rtri;         // Angle For The Triangle ( NEW )
    GLfloat rquad; // Angle For The Quad ( NEW )

    LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

    代码二
    int DrawGLScene(GLvoid)                   // Here's Where We Do All The Drawing
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
    glLoadIdentity(); // Reset The Current Modelview Matrix

    //
    //TODO:the code of openGL
    //
    glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0

    glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis ( NEW )
    glBegin(GL_TRIANGLES); // Drawing Using Triangles
    glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
    glVertex3f( 0.0f, 1.0f, 0.0f); // Top
    glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
    glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
    glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
    glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
    glEnd();

    glLoadIdentity(); // Reset The Current Modelview Matrix
    glTranslatef(1.5f,0.0f,-6.0f); // Move Right 1.5 Units And Into The Screen 6.0
    glRotatef(rquad,1.0f,0.0f,0.0f); // Rotate The Quad On The X axis ( NEW )
    //glColor3f(0.5f,0.5f,1.0f); // Set The Color To A Nice Blue Shade
    glBegin(GL_QUADS); // Start Drawing A Quad
    glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left Of The Quad
    glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right Of The Quad
    glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right Of The Quad
    glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left Of The Quad
    glEnd(); // Done Drawing The Quad

    rtri+=1.0f; // Increase The Rotation Variable For The Triangle ( NEW )
    rquad-=1.0f; // Decrease The Rotation Variable For The Quad ( NEW )

    if(rtri>=360.0f)rtri-=360.0f;
    if(rquad>=360.0f)rquad-=360.0f;

    return TRUE; // Keep Going
    }

    <全文完>

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  • 原文地址:https://www.cnblogs.com/afarmer/p/1610918.html
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