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为什么我复制OPENGL教程的代码到VC后可以运行..
然后运行的却是花屏~~为什么...
这是原代码:
#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h> // Windows的头文件
HGLRC hRC=NULL;
HDC hDC=NULL;
HWND hWnd=NULL;
HINSTANCE hInstance; // 永久着色描述表
bool keys[256];
bool active=TRUE;
bool fullscreen=TRUE; // 用于键盘例程的数组
GLfloat rtri; // 用于三角形的角度 ( 新增 )
GLfloat rquad; // 用于四边形的角度 ( 新增 )
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // WndProc的定义
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height==0)
{
height=1;
}
glViewport(0, 0, width, height); // 重置并初始化GL窗口大小
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
} // 选择投影矩阵
int InitGL(GLvoid)
{ // 此处开始对OpenGL进行所有设置
glShadeModel(GL_SMOOTH); // 启用阴影平滑
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // 黑色背景
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL); // 设置深度缓存
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // 真正精细的透视修正
return TRUE;
} // 初始化 OK
int DrawGLScene(GLvoid) // 此过程中包括所有的绘制代码
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 清除屏幕及深度缓存
glLoadIdentity(); // 重置模型观察矩阵
glTranslatef(-1.5f,0.0f,-6.0f); // 左移 1.5 单位,并移入屏幕 6.0
glRotatef(rtri,0.0f,1.0f,0.0f); // 绕Y轴旋转金字塔
glBegin(GL_TRIANGLES); // 开始绘制金字塔的各个面
glColor3f(1.0f,0.0f,0.0f); // 红色
glVertex3f( 0.0f, 1.0f, 0.0f); // 三角形的上顶点 (前侧面)
glColor3f(0.0f,1.0f,0.0f); // 绿色
glVertex3f(-1.0f,-1.0f, 1.0f); // 三角形的左下顶点 (前侧面)
glColor3f(0.0f,0.0f,1.0f); // 蓝色
glVertex3f( 1.0f,-1.0f, 1.0f); // 三角形的右下顶点 (前侧面)
glColor3f(1.0f,0.0f,0.0f); // 红色
glVertex3f( 0.0f, 1.0f, 0.0f); // 三角形的上顶点 (右侧面)
glColor3f(0.0f,0.0f,1.0f); // 蓝色
glVertex3f( 1.0f,-1.0f, 1.0f); // 三角形的左下顶点 (右侧面)
glColor3f(0.0f,1.0f,0.0f); // 绿色
glVertex3f( 1.0f,-1.0f, -1.0f); // 三角形的右下顶点 (右侧面)
glColor3f(1.0f,0.0f,0.0f); // 红色
glVertex3f( 0.0f, 1.0f, 0.0f); // 三角形的上顶点 (后侧面)
glColor3f(0.0f,1.0f,0.0f); // 绿色
glVertex3f( 1.0f,-1.0f, -1.0f); // 三角形的左下顶点 (后侧面)
glColor3f(0.0f,0.0f,1.0f); // 蓝色
glVertex3f(-1.0f,-1.0f, -1.0f); // 三角形的右下顶点 (后侧面)
glColor3f(1.0f,0.0f,0.0f); // 红色
glVertex3f( 0.0f, 1.0f, 0.0f); // 三角形的上顶点 (左侧面)
glColor3f(0.0f,0.0f,1.0f);// 蓝色
glVertex3f(-1.0f,-1.0f,-1.0f); // 三角形的左下顶点 (左侧面)
glColor3f(0.0f,1.0f,0.0f); // 绿色
glVertex3f(-1.0f,-1.0f, 1.0f); // 三角形的右下顶点 (左侧面)
glEnd(); file://金字塔绘制结束
glLoadIdentity();
glTranslatef(1.5f,0.0f,-7.0f); // 先右移再移入屏幕
glRotatef(rquad,1.0f,1.0f,1.0f); // 在XYZ轴上旋转立方体
glBegin(GL_QUADS); // 开始绘制立方体
glColor3f(0.0f,1.0f,0.0f); // 颜色改为蓝色
glVertex3f( 1.0f, 1.0f,-1.0f); // 四边形的右上顶点 (顶面)
glVertex3f(-1.0f, 1.0f,-1.0f); // 四边形的左上顶点 (顶面)
glVertex3f(-1.0f, 1.0f, 1.0f); // 四边形的左下顶点 (顶面)
glVertex3f( 1.0f, 1.0f, 1.0f); // 四边形的右下顶点 (顶面)
glColor3f(1.0f,0.5f,0.0f); // 颜色改成橙色
glVertex3f( 1.0f,-1.0f, 1.0f); // 四边形的右上顶点(底面)
glVertex3f(-1.0f,-1.0f, 1.0f); // 四边形的左上顶点(底面)
glVertex3f(-1.0f,-1.0f,-1.0f); // 四边形的左下顶点(底面)
glVertex3f( 1.0f,-1.0f,-1.0f); // 四边形的右下顶点(底面)
glColor3f(1.0f,0.0f,0.0f); // 颜色改成红色
glVertex3f( 1.0f, 1.0f, 1.0f); // 四边形的右上顶点(前面)
glVertex3f(-1.0f, 1.0f, 1.0f); // 四边形的左上顶点(前面)
glVertex3f(-1.0f,-1.0f, 1.0f); // 四边形的左下顶点(前面)
glVertex3f( 1.0f,-1.0f, 1.0f); // 四边形的右下顶点(前面)
glColor3f(1.0f,1.0f,0.0f); // 颜色改成黄色
glVertex3f( 1.0f,-1.0f,-1.0f); // 四边形的右上顶点(后面)
glVertex3f(-1.0f,-1.0f,-1.0f); // 四边形的左上顶点(后面)
glVertex3f(-1.0f, 1.0f,-1.0f); // 四边形的左下顶点(后面)
glVertex3f( 1.0f, 1.0f,-1.0f); // 四边形的右下顶点(后面)
glColor3f(0.0f,0.0f,1.0f); // 颜色改成蓝色
glVertex3f(-1.0f, 1.0f, 1.0f); // 四边形的右上顶点(左面)
glVertex3f(-1.0f, 1.0f,-1.0f); // 四边形的左上顶点(左面)
glVertex3f(-1.0f,-1.0f,-1.0f); // 四边形的左下顶点(左面)
glVertex3f(-1.0f,-1.0f, 1.0f); // 四边形的右下顶点(左面)
glColor3f(1.0f,0.0f,1.0f); // 颜色改成紫罗兰色
glVertex3f( 1.0f, 1.0f,-1.0f); // 四边形的右上顶点(右面)
glVertex3f( 1.0f, 1.0f, 1.0f); // 四边形的左上顶点(右面)
glVertex3f( 1.0f,-1.0f, 1.0f); // 四边形的左下顶点(右面)
glVertex3f( 1.0f,-1.0f,-1.0f); // 四边形的右下顶点(右面)
glEnd(); // 立方体绘制结束
rtri+=0.2f; // 增加三角形的旋转变量(新增)
rquad-=0.15f; // 减少四边形的旋转变量(新增)
return TRUE; // 继续运行
}
GLvoid KillGLWindow(GLvoid)
{ // 正常销毁窗口
if (fullscreen)
{ // 我们处于全屏模式吗?
ChangeDisplaySettings(NULL,0);
ShowCursor(TRUE);
} // 是的话,切换回桌面
if (hRC)
{ // 我们拥有着色描述表吗?
if (!wglMakeCurrent(NULL,NULL))
{ // 我们能否释放DC和RC描述表?
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC))
{ // 我们能否删除RC?
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // 将RC设为 NULL
}
if (hDC && !ReleaseDC(hWnd,hDC)) // 我们能否释放 DC?
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // 将 DC 设为 NULL
}
if (hWnd && !DestroyWindow(hWnd)) // 能否销毁窗口?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // 将 hWnd 设为 NULL
}
if (!UnregisterClass("OpenGL",hInstance)) // 能否注销类?
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // 将 hInstance 设为 NULL
}
}
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // 保存查找匹配的结果
WNDCLASS wc; // 窗口类结构
DWORD dwExStyle;
DWORD dwStyle; // 扩展窗口风格
RECT WindowRect;
WindowRect.left=(long)0;
WindowRect.right=(long)width;
WindowRect.top=(long)0;
WindowRect.bottom=(long)height; // 取得矩形的左上角和右下角的坐标值
fullscreen=fullscreenflag; // 设置全局全屏标志
hInstance = GetModuleHandle(NULL);
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = "OpenGL"; // 取得我们窗口的实例
if (!RegisterClass(&wc)) // 尝试注册窗口类
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
if (fullscreen)
{ // 要尝试全屏模式吗?
DEVMODE dmScreenSettings;
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettings.dmSize=sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = width;
dmScreenSettings.dmPelsHeight = height;
dmScreenSettings.dmBitsPerPel = bits;
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // 设备模式
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
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;
}
else
{ // 选择窗口模式(Fullscreen=FALSE)
MessageBox(NULL," rogram Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; //退出并返回 FALSE
}
}
}
if (fullscreen)
{ // 仍处于全屏模式吗?
dwExStyle=WS_EX_APPWINDOW;
dwStyle=WS_POPUP;
ShowCursor(FALSE);
}
else
{ // 扩展窗体风格
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
dwStyle=WS_OVERLAPPEDWINDOW;
} // 扩展窗体风格
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // 调整窗口达到真正要求的大小
if (!(hWnd=CreateWindowEx( dwExStyle,
"OpenGL",
title,
WS_CLIPSIBLINGS |
WS_CLIPCHILDREN |
dwStyle,
0, 0,
WindowRect.right-WindowRect.left,
WindowRect.bottom-WindowRect.top,
NULL,
NULL,
hInstance,
NULL))) // 扩展窗体风格
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // 返回 FALSE
}
static PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
bits,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
}; //pfd 告诉窗口我们所希望的东东
if (!(hDC=GetDC(hWnd))) //取得设备描述表了么?
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // 返回 FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Windows 找到相应的象素格式了吗?
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // 返回 FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // 能够设置象素格式么?
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // 返回 FALSE
}
if (!(hRC=wglCreateContext(hDC))) // 能否取得着色描述表?
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // 返回 FALSE
}
if(!wglMakeCurrent(hDC,hRC)) // 尝试激活着色描述表
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // 返回 FALSE
}
ShowWindow(hWnd,SW_SHOW);
SetForegroundWindow(hWnd);
SetFocus(hWnd);
ReSizeGLScene(width, height); // 显示窗口
if (!InitGL()) // 初始化新建的GL窗口
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // 返回 FALSE
}
return TRUE; // 成功
}
LRESULT CALLBACK WndProc( HWND hWnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam)
{ // 窗口的句柄
switch (uMsg)
{ // 检查Windows消息
case WM_ACTIVATE:
{
if (!HIWORD(wParam))
{
active=TRUE;
}
else
{
active=FALSE;
}
return 0;
} // 监视窗口激活消息
case WM_SYSCOMMAND:
{
switch (wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
return 0;
}
break;
} // 中断系统命令Intercept System Commands
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
} //收到Close消息?
case WM_KEYDOWN:
{
keys[wParam] = TRUE;
return 0;
} // 有键按下么?
case WM_KEYUP:
{
keys[wParam] = FALSE;
return 0;
} // 有键放开么?
case WM_SIZE:
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));
return 0;
}
} // 调整OpenGL窗口大小
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{ //实例
MSG msg;
BOOL done=FALSE; // Windowsx消息结构
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE;
}
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
{
return 0; // 失败退出
}
//下面是循环的开始。只要done保持FALSE,循环一直进行。
while(!done) // 保持循环直到 done=TRUE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{ //有消息在等待吗?
//下面的代码查看是否出现退出消息。如果当前的消息是由PostQuitMessage(0)引起的WM_QUIT,done变量被设为TRUE,程序将退出。
if (msg.message==WM_QUIT)
{
done=TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
if (active)
{
if (keys[VK_ESCAPE])
{
done=true;
}
else
{
SwapBuffers(hDC);
}
} // 绘制场景
if (keys[VK_F1])
{
keys[VK_F1]=FALSE;
KillGLWindow();
fullscreen=!fullscreen;
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
{
return 0;
}
}
}
} // F1键按下了么?
KillGLWindow();
return (msg.wParam);
}
复制的.^_^~ |
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