• outdated: 14.Outline Fonts


    承接上一节,2D字体转换为3D字体,将wglUseFontBitmaps()换为wglUseFontOutlines(),再做一些简单的修改即可。

    因为在InitGL()函数内添加了

    glEnable(GL_LIGHT0);

    glEnable(GL_LIGHTING);

    glEnable(GL_COLOR_MATERIAL);

    所以字体看起来比较有质感。

    代码如下,同样修改部分位于双行星号内。

      1 #include <windows.h>
      2 #include <stdio.h>
      3 #include <math.h>
      4 #include <gl/glew.h>
      5 #include <gl/glut.h>
      6 #include <GL/GLUAX.H>
      7 #pragma comment(lib, "legacy_stdio_definitions.lib")
      8 /*
      9  *  Every OpenGL program is linked to a Rendering Context.
     10  *  A Rendering Context is what links OpenGL calls to the Device Context.
     11  *  In order for your program to draw to a Window you need to create a Device Context.
     12  *  The DC connects the Window to the GDI (Graphics Device Interface).
     13  */
     14 
     15 HGLRC     hRC = NULL;         // Permanent rendering context
     16 HDC       hDC = NULL;         // Private GDI device context
     17 HWND      hWnd = NULL;        // Holds our window handle
     18 HINSTANCE hInstance;          // Holds the instance of the application
     19 
     20 /*
     21  *  It's important to make this global so that each procedure knows if 
     22  *  the program is running in fullscreen mode or not.
     23  */
     24 
     25 bool keys[256];         // Array used for the keyboard routine
     26 bool active = TRUE;     // Window active flag set to TRUE by default
     27 bool fullscreen = TRUE; // Fullscreen flag set to fullscreen mode by default
     28 
     29 /******************************************************************************************************************************************/
     30 /******************************************************************************************************************************************/
     31 GLuint base;                         // Base display list for the font set
     32 GLfloat rot;                         // Used to  rotate the text
     33 
     34 GLYPHMETRICSFLOAT gmf[256];          // Storage for information about our font
     35 
     36 LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc
     37 
     38 GLvoid BuildFont(GLvoid)
     39 {
     40     HFONT font;                      // Windows font ID
     41 
     42     base = glGenLists(96);           // Storage for 95 characters
     43 
     44     // The CreateFont function creates a logical font with the specified characteristics. 
     45     // The logical font can subsequently be selected as the font for any device.
     46     font = CreateFont(-12,           // Height of font
     47         0,                           // Width of font 
     48         0,                           // Angle of escapement
     49         0,                           // Orientation angle
     50         FW_BOLD,                     // Font weight
     51         FALSE,                       // Italic
     52         FALSE,                       // Underline
     53         FALSE,                       // Strikeout
     54         ANSI_CHARSET,                // Character set identifier
     55         OUT_TT_PRECIS,               // Output precision
     56         CLIP_DEFAULT_PRECIS,         // Clipping precision
     57         ANTIALIASED_QUALITY,         // Output quality
     58         FF_DONTCARE | DEFAULT_PITCH, // Family and pitch
     59         "Comic Sans MS");            // Font name
     60 
     61     // The SelectObject function selects an object into the specified device context (DC). 
     62     // The new object replaces the previous object of the same type.
     63     SelectObject(hDC, font);
     64     
     65     wglUseFontOutlines(hDC,                           // Select the current DC
     66         0,                                            // Starting character
     67         255,                                          // Number of display lists of build
     68         base,                                         // Starting display lists
     69         0.0f,                                         // Deviation from the true outlines
     70         0.2f,                                         // font thickness in the Z direction
     71         WGL_FONT_POLYGONS,                            // Use polygons, not lines
     72         gmf);                                         // Address of buffer to recive data
     73 }
     74 
     75 GLvoid KillFont(GLvoid)
     76 {
     77     glDeleteLists(base, 256);                         // Delete all 96 characters
     78 }
     79 
     80 GLvoid glPrint(const char* fmt, ...)
     81 {
     82     float length = 0;                                 // Used to find the length of the text
     83     char text[256];                                   // Holds ours string
     84     va_list ap;                                       // Pointer to list of arguments
     85 
     86     if (fmt == NULL) {
     87         return;
     88     }
     89     va_start(ap, fmt);                                // Parses the string for variables
     90     vsprintf(text, fmt, ap);                          // And converts symbols to actual numbers
     91     va_end(ap);                                       // Results are stored in text
     92     
     93     for (unsigned int loop = 0; loop < strlen(text); ++loop) {
     94         length += gmf[text[loop]].gmfCellIncX;        // Increase length  by each character width
     95     }
     96     glTranslatef(-length/2, 0.0f, 0.0f);              // Center our text on the screen
     97 
     98     glPushAttrib(GL_LIST_BIT);                        // Pushes the display list bits
     99     glListBase(base - 32);                            // Sets th base charcter to 32
    100 
    101     glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);// Draws the display list text
    102     glPopAttrib();                                    // Pops the display list bits
    103 }
    104 /******************************************************************************************************************************************/
    105 /******************************************************************************************************************************************/
    106 
    107 GLvoid ReSizeGLScene(GLsizei width, GLsizei height)   // Resize and initialize the GL window
    108 {
    109     if (height == 0) {                                // Prevent a divide by zero by
    110         height = 1;                                   // Making height equal one
    111     }
    112     
    113     glViewport(0, 0, width, height);                  // Reset the current viewport
    114 
    115     /*
    116      *  The following lines set the screen up for a perspective view. 
    117      *  Meaning things in the distance get smaller. This creates a realistic looking scene. 
    118      *  The perspective is calculated with a 45 degree viewing angle based on 
    119      *  the windows width and height. The 0.1f, 100.0f is the starting point and 
    120      *  ending point for how deep we can draw into the screen.
    121      *
    122      *  The projection matrix is responsible for adding perspective to our scene.
    123      *  glLoadIdentity() restores the selected matrix to it's original state.
    124      *  The modelview matrix is where our object information is stored.
    125      *   Lastly we reset the modelview matrix.
    126      */
    127 
    128     glMatrixMode(GL_PROJECTION);                      // Select the projection matrix
    129     glLoadIdentity();                                 // Reset the projection matrix
    130     
    131                                                       // Calculate the aspect ratio of the window
    132     gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
    133 
    134     glMatrixMode(GL_MODELVIEW);                       // Seclet the modelview matrix
    135     glLoadIdentity();                                 // Reset the modelview matrix
    136 }
    137 /******************************************************************************************************************************************/
    138 /******************************************************************************************************************************************/
    139 int InitGL(GLvoid)                                    // All setup for OpenGL goes here
    140 {
    141     /*
    142      *  Smooth shading blends colors nicely across a polygon, and smoothes out lighting.
    143      */
    144 
    145     glShadeModel(GL_SMOOTH);                          // Enables smooth shading
    146     glClearColor(0.0f, 0.0f, 0.0f, 0.5f);             // Black background
    147 
    148     glClearDepth(1.0f);                               // Depth buffer setup
    149 
    150     glDepthFunc(GL_LEQUAL);
    151     glEnable(GL_DEPTH_TEST);
    152 
    153     glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);   // Really nice perspective calculations
    154     
    155     glEnable(GL_LIGHT0);                              // Enable default light (quick and dirty)
    156     glEnable(GL_LIGHTING);                            // Enable lighting
    157     glEnable(GL_COLOR_MATERIAL);                      // Enable coloring of material
    158 
    159     BuildFont();
    160     return TRUE;
    161 }
    162 /*
    163  *  For now all we will do is clear the screen to the color we previously decided on, 
    164  *  clear the depth buffer and reset the scene. We wont draw anything yet.
    165  */
    166 int DrawGLScene(GLvoid)                                  // Here's where we do all the drawing
    167 {
    168     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  // Clear the screen and the depth buffer
    169     glLoadIdentity();
    170     glTranslatef(0.0f, 0.0f, -20.0f);
    171 
    172     glRotatef(rot, 1.0f, 0.0f, 0.0f);
    173     glRotatef(rot * 1.5f, 0.0f, 1.0f, 0.0f);
    174     glRotatef(rot * 1.4f, 0.0f, 0.0f, 1.0f);
    175     // Pulsing colors based on text position
    176     glColor3f(1.0f * float(cos(rot / 20.0f)), 1.0f * float(sin(rot / 25.0f)), 
    177         1.0f - 0.5f * float(cos(rot / 17.0f)));
    178 
    179     glPrint("abcdefghijklmnopqrstuvwxyz");
    180 
    181     rot += 0.05f;
    182     return TRUE;                                         // everthing went OK
    183 }
    184 /******************************************************************************************************************************************/
    185 /******************************************************************************************************************************************/
    186 /*
    187  *  The job of KillGLWindow() is to release the Rendering Context, 
    188  *  the Device Context and finally the Window Handle. 
    189  */
    190 
    191 GLvoid KillGLWindow(GLvoid)                              // Properly kill the window
    192 {
    193     if (fullscreen) {                                    // Are we in fullscreen mode
    194         
    195         /*
    196          *  We use ChangeDisplaySettings(NULL,0) to return us to our original desktop.
    197          *  After we've switched back to the desktop we make the cursor visible again.
    198          */
    199 
    200         ChangeDisplaySettings(NULL, 0);                  // if so switch back to the desktop
    201         ShowCursor(TRUE);                                // Show mouse pointer
    202     }
    203 
    204     if (hRC) {                                           // Do we have a rendering context
    205         if (!wglMakeCurrent(NULL, NULL)) {                // Are we able to release the DC and RC contexts
    206             MessageBox(NULL, "Release of DC and RC failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
    207         }
    208 
    209         if (!wglDeleteContext(hRC)) {                     // Are we able to delete the RC
    210             MessageBox(NULL, "Release rendering context failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
    211             hRC = NULL;                                  // Set RC to NULL
    212         }
    213 
    214         if (hDC && !ReleaseDC(hWnd, hDC)) {              // Are we able to release the DC
    215             MessageBox(NULL, "Release device context failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
    216             hDC = NULL;                                  // Set DC to NULL
    217         }
    218         if (hWnd && !DestroyWindow(hWnd)) {              // Are we able to destroy the window
    219             MessageBox(NULL, "Could not release hWnd.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
    220             hWnd = NULL;                                 // Set hWnd to NULL
    221         }
    222 
    223         if (!UnregisterClass("OpenGL", hInstance)) {     // Are we able to unregister class
    224             MessageBox(NULL, "Could not register class.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
    225             hInstance = NULL;                            // Set hInstance to NULL
    226         }
    227     }
    228 }
    229 
    230 /*
    231  * The next section of code creates our OpenGL Window.
    232  */
    233 
    234 BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
    235 {
    236     /*
    237      * Find  a pixel format that matches the one we want
    238      */
    239     GLuint PixelFormat;                                  // Holds the result after serching for a match
    240     
    241     /*
    242      * Before you create a window, you MUST register a Class for the window
    243      */
    244     WNDCLASS wc;                                         // Windows class structure
    245 
    246     /*
    247      *  dwExStyle and dwStyle will store the Extended and normal Window Style Information.
    248     */
    249     DWORD dwExStyle;                                     // Window extend style
    250     DWORD dwStyle;                                       // Window style
    251 
    252     RECT WindowRect;                                     // Grabs rectangle upper left/lower right values
    253     WindowRect.left = (long)0;                           // Set left value to 0
    254     WindowRect.right = (long)width;                      // Set right value to requested width
    255     WindowRect.top = (long)0;                            // Set top value to 0
    256     WindowRect.bottom = (long)height;                    // Set bottom value to requested height
    257 
    258     fullscreen = fullscreenflag;                         // Set the global fullscreen flag
    259 
    260     /*
    261      *  The style CS_HREDRAW and CS_VREDRAW force the Window to redraw whenever it is resized. 
    262      *  CS_OWNDC creates a private DC for the Window. Meaning the DC is not shared across applications. 
    263      *  WndProc is the procedure that watches for messages in our program. 
    264      *  No extra Window data is used so we zero the two fields. Then we set the instance. 
    265      *  Next we set hIcon to NULL meaning we don't want an ICON in the Window, 
    266      *  and for a mouse pointer we use the standard arrow. The background color doesn't matter 
    267      *  (we set that in GL). We don't want a menu in this Window so we set it to NULL, 
    268      *  and the class name can be any name you want. I'll use "OpenGL" for simplicity.
    269      */
    270     hInstance = GetModuleHandle(NULL);                   // Grab an instance for our window
    271     wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;       // Redraw on move, and own DC for window
    272     wc.lpfnWndProc = (WNDPROC)WndProc;                   // WndProc handles message
    273     wc.cbClsExtra = 0;                                   // No extra window date
    274     wc.cbWndExtra = 0;                                   // No extra window date
    275     wc.hInstance = hInstance;                            // set the instance
    276     wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);              // Load the default icon
    277     wc.hCursor = LoadCursor(NULL, IDC_ARROW);            // Load the arrow pointer
    278     wc.hbrBackground = NULL;                             // No background requried for GL
    279     wc.lpszMenuName = NULL;                              // We don't want a menu
    280     wc.lpszClassName = "OpenGL";                         // set the class name
    281 
    282     if (!RegisterClass(&wc)) {                           // Attempt to register the window class
    283         MessageBox(NULL, "Failed to register the window class.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
    284         return FALSE;                                    // Exit and return false
    285     }
    286 
    287     if (fullscreen) {                                    // attempt fullsreen model
    288         
    289         /*
    290         T*  here are a few very important things you should keep in mind when switching to full screen mode.
    291          *  Make sure the width and height that you use in fullscreen mode is the same as 
    292          *  the width and height you plan to use for your window, and most importantly,
    293          *  set fullscreen mode BEFORE you create your window.
    294          */
    295         DEVMODE dmScreenSettings;                        // Device mode
    296         memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Make sure memory's cleared
    297         dmScreenSettings.dmSize = sizeof(dmScreenSettings);     // Size of devmode structure
    298         dmScreenSettings.dmPelsWidth = width;            // Select window width
    299         dmScreenSettings.dmPelsHeight = height;          // Select window height
    300         dmScreenSettings.dmBitsPerPel = bits;            // Select bits per pixel
    301         dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
    302         
    303         /*
    304          *  In the line below ChangeDisplaySettings tries to switch to a mode that matches 
    305          *  what we stored in dmScreenSettings. I use the parameter CDS_FULLSCREEN when switching modes, 
    306          *  because it's supposed to remove the start bar at the bottom of the screen, 
    307          *  plus it doesn't move or resize the windows on your desktop when you switch to 
    308          *  fullscreen mode and back.
    309          */
    310         //Try to set selected mode and get results. Note: CDS_FULLSCREEN gets rid of start bar
    311         if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) {
    312             //If the mode fails, offer two options. Quit or run in a window
    313             if (MessageBox(NULL, "The requested fullscreen mode is not supported by
     your video card. Use"
    314                 "windowed mode instead?", "GL", MB_YESNO | MB_ICONEXCLAMATION) == IDYES)
    315             {
    316                 fullscreen = FALSE;                       // Select windowed mode (fullscreen=FLASE)
    317             }
    318             else {
    319                 // Pop up a message box letting user know the programe is closing.
    320                 MessageBox(NULL, "Program will now close.", "ERROR", MB_OK | MB_ICONSTOP);
    321                 return FALSE;                             // Exit and return FALSE
    322             }
    323         }
    324     }
    325 
    326     if (fullscreen) {                                     // Are we still in fullscreen mode
    327         
    328         /*
    329          *  If we are still in fullscreen mode we'll set the extended style to WS_EX_APPWINDOW, 
    330          *  which force a top level window down to the taskbar once our window is visible. 
    331          *  For the window style we'll create a WS_POPUP window. 
    332          *  This type of window has no border around it, making it perfect for fullscreen mode.
    333 
    334          *  Finally, we disable the mouse pointer. If your program is not interactive, 
    335          *  it's usually nice to disable the mouse pointer when in fullscreen mode. It's up to you though.
    336          */
    337         dwExStyle = WS_EX_APPWINDOW;                      // Window extended style
    338         dwStyle = WS_POPUP;                               // Window style
    339         ShowCursor(FALSE);                                // Hide mosue pointer 
    340     }
    341     else {
    342 
    343         /*
    344          *  If we're using a window instead of fullscreen mode, 
    345          *  we'll add WS_EX_WINDOWEDGE to the extended style. This gives the window a more 3D look. 
    346          *  For style we'll use WS_OVERLAPPEDWINDOW instead of WS_POPUP. 
    347          *  WS_OVERLAPPEDWINDOW creates a window with a title bar, sizing border, 
    348          *  window menu, and minimize / maximize buttons.
    349          */
    350         dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;   // Window extended style
    351         dwStyle = WS_OVERLAPPEDWINDOW;                    // Window style
    352     }
    353 
    354     /*
    355      *  By using the AdjustWindowRectEx command none of our OpenGL scene will be covered up by the borders, 
    356      *  instead, the window will be made larger to account for the pixels needed to draw the window border. 
    357      *  In fullscreen mode, this command has no effect.
    358      */
    359     AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);  // Adjust window to true resqusted
    360     
    361     /*
    362      *  WS_CLIPSIBLINGS and WS_CLIPCHILDREN are both REQUIRED for OpenGL to work properly. 
    363      *  These styles prevent other windows from drawing over or into our OpenGL Window.
    364      */
    365     if (!(hWnd = CreateWindowEx(dwExStyle,                // Extended style for the window
    366         "OpenGL",                                         // Class name
    367         title,                                            // Window title
    368         WS_CLIPSIBLINGS |                                 // Requried window style
    369         WS_CLIPCHILDREN |                                 // Requried window style
    370         dwStyle,                                          // Select window style
    371         0, 0,                                             // Window position
    372         WindowRect.right - WindowRect.left,               // Calculate adjusted window width
    373         WindowRect.bottom - WindowRect.top,               // Calculate adjusted window height
    374         NULL,                                             // No parent window
    375         NULL,                                             // No menu
    376         hInstance,                                        // Instance
    377         NULL)))                                           // Don't pass anything to WM_CREATE
    378     {
    379         KillGLWindow();                                   //Reset the display
    380         MessageBox(NULL, "Window creation error.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
    381         return FALSE;                                     // Retrurn FALSE;
    382     }
    383 
    384     /*
    385      *  aside from the stencil buffer and the (slow) accumulation buffer
    386      */
    387     static PIXELFORMATDESCRIPTOR pfd =                    // pfd tells windows how we want things to be 
    388     {
    389         sizeof(PIXELFORMATDESCRIPTOR),                    // Size of this pixel format descriptor
    390         1,                                                // Version number
    391         PFD_DRAW_TO_WINDOW |                              // Format must support window
    392         PFD_SUPPORT_OPENGL |                              // Format must support OpenGL
    393         PFD_DOUBLEBUFFER,                                 // Must support double buffer
    394         PFD_TYPE_RGBA,                                    // Request an RGBA format
    395         bits,                                             // Select our color depth
    396         0, 0, 0, 0, 0, 0,                                 // Color bits ignored
    397         0,                                                // No alpha buffer
    398         0,                                                // shift bit ignored
    399         0,                                                // No accumulation buffer
    400         0, 0, 0, 0,                                       // Accumulation bits ignored
    401         16,                                               // 16Bits Z_Buffer (depth buffer)
    402         0,                                                // No stencil buffer
    403         0,                                                // No auxiliary buffer
    404         PFD_MAIN_PLANE,                                   // Main drawing layer
    405         0,                                                // Reserved
    406         0, 0, 0                                           // Layer makes ignored
    407     };
    408 
    409     if (!(hDC = GetDC(hWnd))) {                           // Did we get a device context
    410         KillGLWindow();                                   // Reset the display
    411         MessageBox(NULL, "Can't create a GL device context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
    412         return FALSE;                                     // Return FALSE
    413     }
    414 
    415     if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) {  // Did window find a matching pixel format
    416         KillGLWindow();                                   // Reset the display
    417         MessageBox(NULL, "Can't find a suitable pixelformat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
    418         return FALSE;                                     // Return FALSE;
    419     }
    420 
    421     if (!SetPixelFormat(hDC, PixelFormat, &pfd)) {        // Are we able to set the pixel format
    422         KillGLWindow();                                   // Reset the display
    423         MessageBox(NULL, "Can't set the pixelformat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
    424         return FALSE;                                     // Return FALSE;
    425     }
    426 
    427     if (!(hRC = wglCreateContext(hDC))) {                 // Are we able to rendering context
    428         KillGLWindow();                                   // Reset the display
    429         MessageBox(NULL, "Can't create a GL rendering context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
    430         return FALSE;                                     // Return FASLE;
    431     }
    432 
    433     if (!wglMakeCurrent(hDC, hRC)) {                      // Try to activate the rendering context
    434         KillGLWindow();                                   // Reset the display
    435         MessageBox(NULL, "Can't activate the GL rendering context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
    436         return FALSE;                                     // Return FALSE    
    437     }
    438 
    439     /*
    440      *  ReSizeGLScene passing the screen width and height to set up our perspective OpenGL screen.
    441      */
    442     ShowWindow(hWnd, SW_SHOW);                            // Show the window
    443     SetForegroundWindow(hWnd);                            // slightly higher priority
    444     SetFocus(hWnd);                                       // Sets keyboard focus to the window
    445     ReSizeGLScene(width, height);                         // Set up our perspective GL screen
    446 
    447 /*
    448  *  we can set up lighting, textures, and anything else that needs to be setup in InitGL().
    449  */
    450 if (!InitGL()) {                                      // Initialize our newly created GL window
    451     KillGLWindow();                                   // Reset the display
    452     MessageBox(NULL, "Initialize Failed.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
    453     return FALSE;                                     // Return FALSE
    454 }
    455 return TRUE;
    456 }
    457 
    458 LRESULT CALLBACK WndProc(HWND hWnd,                       // Handle for this window
    459     UINT uMsg,                                            // Message for this window
    460     WPARAM wParam,                                        // Additional message information
    461     LPARAM lParam)                                        // Additional message information
    462 {
    463     switch (uMsg) {                                       // Check for window message
    464     case WM_ACTIVATE: {                               // Check minimization state
    465         if (!HIWORD(wParam)) {
    466             active = TRUE;                            // Program is active
    467         }
    468         else {
    469             active = FALSE;                           // Program is no longer active
    470         }
    471         return 0;                                     // Return to the message loop
    472     }
    473     case WM_SYSCOMMAND: {                             // Intercept system commands
    474         switch (wParam) {                             // Check system calls
    475         case SC_SCREENSAVE:                       // Screensaver trying to start
    476         case SC_MONITORPOWER:                     // Monitor trying to enter powersave
    477             return 0;                                 // Prevent form happening
    478         }
    479         break;                                        // Exit
    480     }
    481     case WM_CLOSE: {                                  // Did we receive a close message
    482         PostQuitMessage(0);                           // Send a quit message
    483         return 0;
    484     }
    485     case WM_KEYDOWN: {                                // Is a key being held down
    486         keys[wParam] = TRUE;                          // if so, mark it as TRUE
    487         return 0;                                     // Jump back
    488     }
    489     case WM_KEYUP: {                                  // Has a key been released
    490         keys[wParam] = FALSE;                         // if so, mark it as FALSE
    491         return 0;                                     // Jump back
    492     }
    493     case WM_SIZE: {                                   // Resize the OpenGL window
    494         ReSizeGLScene(LOWORD(lParam), HIWORD(lParam));   // LoWord = width HiWord = height
    495         return 0;                                     // Jump back
    496     }
    497     }
    498     return DefWindowProc(hWnd, uMsg, wParam, lParam);     // Pass all unhandled message to DefWindwProc
    499 }
    500 
    501 int WINAPI WinMain(HINSTANCE hInstance,                   // Instance
    502     HINSTANCE hPrevInstance,                              // Previous instance
    503     LPSTR lpCmdLine,                                      // Command line parameters
    504     int nCmdShow)                                         // Window show state
    505 {
    506     MSG msg;                                              // Window message structure
    507     BOOL done = FALSE;                                    // Bool variable to exit loop
    508                                                           // Ask the user which screen mode they prefer
    509     if (MessageBox(NULL, "Would you like to run in fullscreen mode?",
    510         "Start fullscreen?", MB_YESNO | MB_ICONQUESTION) == IDNO)
    511     {
    512         fullscreen = FALSE;                               // Window mode
    513     }
    514     // Create our OpenGL window
    515     if (!CreateGLWindow("3D Shapes", 640, 480, 16, fullscreen)) {  // (Modified)
    516         return 0;                                         // Quit if window was not create
    517     }
    518 
    519     while (!done) {                                       // Loop that runs until donw = TRUE
    520         if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {   // Is there a message wating
    521             if (msg.message == WM_QUIT) {                 // Havw we received a quit message
    522                 done = TRUE;                              // if so done  = TRUE
    523             }
    524             else {                                        // If not, deal with window message
    525                 TranslateMessage(&msg);                   // Translate message
    526                 DispatchMessage(&msg);                    // Dispatch message
    527             }
    528         }
    529         else {
    530             // Draw the scene. Watch for ESC key and quit message from DrawGLScene()
    531             if (active) {                                 // Program active
    532                 if (keys[VK_ESCAPE]) {                    // Was ESC pressed
    533                     done = TRUE;                          // ESC signalled a quit
    534                 }
    535                 else {                                    // Not time to quit, update screen
    536                     DrawGLScene();                        // Draw scene
    537                     SwapBuffers(hDC);                     // Swap buffers (double buffering)
    538                 }
    539             }
    540 
    541             /*
    542              *  It allows us to press the F1 key to switch from fullscreen mode to
    543              *  windowed mode or windowed mode to fullscreen mode.
    544              */
    545 /******************************************************************************************************************************************/
    546 /******************************************************************************************************************************************/
    547 /******************************************************************************************************************************************/
    548 /******************************************************************************************************************************************/
    549             if (keys[VK_F1]) {                            // Is F1 being pressed
    550                 keys[VK_F1] = FALSE;                      // If so make key FASLE
    551                 KillGLWindow();                           // Kill our current window
    552                 fullscreen = !fullscreen;                 // Toggle fullscreen / window mode
    553                 //Recreate our OpenGL window(modified)
    554                 if (!CreateGLWindow("3D Shapes", 640, 480, 16, fullscreen)) {
    555                     return 0;                             // Quit if window was not create
    556                 }
    557             }
    558         }
    559     }
    560     // Shutdown
    561     KillGLWindow();                                       // Kill the window
    562     return (msg.wParam);                                  // Exit the program
    563 }

    Thanks for Nehe's tutorials, this is his home.

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  • 原文地址:https://www.cnblogs.com/clairvoyant/p/5658310.html
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