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修改部分位于双行星号内。

  1 #include <windows.h>
  2 #include <gl/glew.h>
  3 #include <gl/glut.h>
  4 #include <GL/GLAUX.H>
  5 
  6 /*
  7  *  Every OpenGL program is linked to a Rendering Context.
  8  *  A Rendering Context is what links OpenGL calls to the Device Context.
  9  *  In order for your program to draw to a Window you need to create a Device Context.
 10  *  The DC connects the Window to the GDI (Graphics Device Interface).
 11  */
 12 
 13 HGLRC     hRC = NULL;         // Permanent rendering context
 14 HDC       hDC = NULL;         // Private GDI device context
 15 HWND      hWnd = NULL;        // Holds our window handle
 16 HINSTANCE hInstance;          // Holds the instance of the application
 17 
 18 /*
 19  *  It‘s important to make this global so that each procedure knows if 
 20  *  the program is running in fullscreen mode or not.
 21  */
 22 
 23 bool keys[256];         // Array used for the keyboard routine
 24 bool active = TRUE;     // Window active flag set to TRUE by default
 25 bool fullscreen = TRUE; // Fullscreen flag set to fullscreen mode by default
 26 /******************************************************************************************************************************************/
 27 /******************************************************************************************************************************************/
 28 GLfloat rtri;           // Angle for the triangle (new)
 29 GLfloat rquad;          // Angle for the quad (new)
 30 /******************************************************************************************************************************************/
 31 /******************************************************************************************************************************************/
 32 
 33 
 34 /*
 35  *  CreateGLWindow() has a reference to WndProc() but WndProc() comes after CreateGLWindow().
 36  */
 37 
 38 LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc
 39 
 40 /*
 41  *  The job of the next section of code is to resize the OpenGL scene 
 42  *  whenever the window (assuming you are using a Window rather than fullscreen mode) has been resized.
 43  */
 44 
 45 GLvoid ReSizeGLScene(GLsizei width, GLsizei height)   // Resize and initialize the GL window
 46 {
 47     if (height == 0) {                                // Prevent a divide by zero by
 48         height = 1;                                   // Making height equal one
 49     }
 50     
 51     glViewport(0, 0, width, height);                  // Reset the current viewport
 52 
 53     /*
 54      *  The following lines set the screen up for a perspective view. 
 55      *  Meaning things in the distance get smaller. This creates a realistic looking scene. 
 56      *  The perspective is calculated with a 45 degree viewing angle based on 
 57      *  the windows width and height. The 0.1f, 100.0f is the starting point and 
 58      *  ending point for how deep we can draw into the screen.
 59      *
 60      *  The projection matrix is responsible for adding perspective to our scene.
 61      *  glLoadIdentity() restores the selected matrix to it‘s original state.
 62      *  The modelview matrix is where our object information is stored.
 63      *   Lastly we reset the modelview matrix.
 64      */
 65 
 66     glMatrixMode(GL_PROJECTION);                      // Select the projection matrix
 67     glLoadIdentity();                                 // Reset the projection matrix
 68     
 69                                                       // Calculate the aspect ratio of the window
 70     gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
 71 
 72     glMatrixMode(GL_MODELVIEW);                       // Seclet the modelview matrix
 73     glLoadIdentity();                                 // Reset the modelview matrix
 74 }
 75 
 76 int InitGL(GLvoid)                                    // All setup for OpenGL goes here
 77 {
 78     /*
 79      *  Smooth shading blends colors nicely across a polygon, and smoothes out lighting.
 80      */
 81 
 82     glShadeModel(GL_SMOOTH);                          // Enables smooth shading
 83 
 84     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);             // Black background
 85 
 86     /*
 87      *  Think of the depth buffer as layers into the screen. 
 88      *  The depth buffer keeps track of how deep objects are into the screen.
 89      */
 90 
 91     glClearDepth(1.0f);                               // Depth buffer setup
 92     glEnable(GL_DEPTH_TEST);                          // Enable depth testing
 93     glDepthFunc(GL_LEQUAL);                           // The typr of depth test to do
 94 
 95     /*
 96      *  Next we tell OpenGL we want the best perspective correction to be done. 
 97      *  This causes a very tiny performance hit, but makes the perspective view look a bit better.
 98      */
 99 
100     glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);   // Really nice perspective calculations
101 
102     return TRUE;
103 }
104 
105 /*
106  *  For now all we will do is clear the screen to the color we previously decided on, 
107  *  clear the depth buffer and reset the scene. We wont draw anything yet.
108  */
109 /******************************************************************************************************************************************/
110 /******************************************************************************************************************************************/
111 int DrawGLScene(GLvoid)                                  // Here‘s where we do all the drawing
112 {
113     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  // Clear the screen and the depth buffer
114     glLoadIdentity();                                    // Reset the current modelview matrix
115     
116     /*
117      *  When you do a glLoadIdentity() what you are doing is moving back to 
118      *  the center of the screen with the X axis(轴) running left to right, 
119      *  the Y axis moving up and down, and the Z axis moving into, and out of the screen.
120      */
121     /*
122      *  glTranslatef(x, y, z) moves along the X, Y and Z axis, in that order.
123      *  When you translate, you are not moving a set amount from the center of the screen, 
124      *  you are moving a set amount from wherever you currently were on the screen.
125      */
126     glTranslatef(-1.5f, 0.0f, -6.0f);                    // Move left 1.5 units and into the screen 6.0
127     
128     glRotatef(rtri, 0.9f, 0.6f, 0.9f);                   // Rotate the triangle on the Y axis (new)
129 
130 //    glColor3f(0.5f, 0.5f, 1.0f);                         // Set the color to a nice blue shade
131     glBegin(GL_TRIANGLES);                               // Drawing using traingles
132         glColor3f(1.0, 0.0, 0.0);                        // Set the color to red
133         glVertex3f(0.0f, 1.0f, 0.0f);                    // Top
134         glColor3f(0.0, 1.0, 0.0);                        // Set the color to green
135         glVertex3f(-1.0f, -1.0f, 0.0f);                  // Bottom left
136         glColor3f(0.0, 0.0, 1.0);                        // Set the color to blue
137         glVertex3f(1.0f, -1.0f, 0.0f);                   // Bottom right
138     glEnd();                                             // Finished drawing the traingles
139     
140     /*
141      *  By drawing in a clockwise order, the square will be drawn as a back face. 
142      *  Meaning the side of the quad we see is actually the back. 
143      *  Objects drawn in a counter clockwise order will be facing us.
144      */
145 
146     glLoadIdentity();                                    // Reset (new)
147     glTranslatef(1.5f, 0.0f, -6.0f);                      // Move left 3 units
148     glRotatef(rquad, 0.5f, 0.5f, 0.5f);                  // Rotate the quad on the x axis (new)
149 
150     glBegin(GL_QUADS);                                   // Draw a quad
151         glColor3f(0.75, 0.0, 0.0);
152         glVertex3f(-1.0f, 1.0f, 0.0f);                   // Top left
153         glColor3f(1.0, 0.5, 0.0);
154         glVertex3f(1.0f, 1.0f, 0.0f);                    // Top right
155         glColor3f(1.0, 1.0, 0.25);
156         glVertex3f(1.0f, -1.0f, 0.0f);                   // Bottom right
157         glColor3f(1.0, 0.0, 1.0);
158         glVertex3f(-1.0f, -1.0f, 0.0f);                  // Bottom left
159     glEnd();                                             // Done drawing the quad
160 
161     rtri += 0.2f;                                        // Increase the rotation variable for the triangle (new)
162     rquad += 0.15f;                                      // Decrease the rotation variable for the quad (new)
163     return TRUE;                                         // everthing went OK
164 }
165 /******************************************************************************************************************************************/
166 /******************************************************************************************************************************************/
167 /*
168  *  The job of KillGLWindow() is to release the Rendering Context, 
169  *  the Device Context and finally the Window Handle. 
170  */
171 
172 GLvoid KillGLWindow(GLvoid)                              // Properly kill the window
173 {
174     if (fullscreen) {                                    // Are we in fullscreen mode
175         
176         /*
177          *  We use ChangeDisplaySettings(NULL,0) to return us to our original desktop.
178          *  After we‘ve switched back to the desktop we make the cursor visible again.
179          */
180 
181         ChangeDisplaySettings(NULL, 0);                  // if so switch back to the desktop
182         ShowCursor(TRUE);                                // Show mouse pointer
183     }
184 
185     if (hRC) {                                           // Do we have a rendering context
186         if (!wglMakeCurrent(NULL, NULL)) {                // Are we able to release the DC and RC contexts
187             MessageBox(NULL, "Release of DC and RC failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
188         }
189 
190         if (!wglDeleteContext(hRC)) {                     // Are we able to delete the RC
191             MessageBox(NULL, "Release rendering context failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
192             hRC = NULL;                                  // Set RC to NULL
193         }
194 
195         if (hDC && !ReleaseDC(hWnd, hDC)) {              // Are we able to release the DC
196             MessageBox(NULL, "Release device context failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
197             hDC = NULL;                                  // Set DC to NULL
198         }
199         if (hWnd && !DestroyWindow(hWnd)) {              // Are we able to destroy the window
200             MessageBox(NULL, "Could not release hWnd.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
201             hWnd = NULL;                                 // Set hWnd to NULL
202         }
203 
204         if (!UnregisterClass("OpenGL", hInstance)) {     // Are we able to unregister class
205             MessageBox(NULL, "Could not register class.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
206             hInstance = NULL;                            // Set hInstance to NULL
207         }
208     }
209 }
210 
211 /*
212  * The next section of code creates our OpenGL Window.
213  */
214 
215 BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
216 {
217     /*
218      * Find  a pixel format that matches the one we want
219      */
220     GLuint PixelFormat;                                  // Holds the result after serching for a match
221     
222     /*
223      * Before you create a window, you MUST register a Class for the window
224      */
225     WNDCLASS wc;                                         // Windows class structure
226 
227     /*
228      *  dwExStyle and dwStyle will store the Extended and normal Window Style Information.
229     */
230     DWORD dwExStyle;                                     // Window extend style
231     DWORD dwStyle;                                       // Window style
232 
233     RECT WindowRect;                                     // Grabs rectangle upper left/lower right values
234     WindowRect.left = (long)0;                           // Set left value to 0
235     WindowRect.right = (long)width;                      // Set right value to requested width
236     WindowRect.top = (long)0;                            // Set top value to 0
237     WindowRect.bottom = (long)height;                    // Set bottom value to requested height
238 
239     fullscreen = fullscreenflag;                         // Set the global fullscreen flag
240 
241     /*
242      *  The style CS_HREDRAW and CS_VREDRAW force the Window to redraw whenever it is resized. 
243      *  CS_OWNDC creates a private DC for the Window. Meaning the DC is not shared across applications. 
244      *  WndProc is the procedure that watches for messages in our program. 
245      *  No extra Window data is used so we zero the two fields. Then we set the instance. 
246      *  Next we set hIcon to NULL meaning we don‘t want an ICON in the Window, 
247      *  and for a mouse pointer we use the standard arrow. The background color doesn‘t matter 
248      *  (we set that in GL). We don‘t want a menu in this Window so we set it to NULL, 
249      *  and the class name can be any name you want. I‘ll use "OpenGL" for simplicity.
250      */
251     hInstance = GetModuleHandle(NULL);                   // Grab an instance for our window
252     wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;       // Redraw on move, and own DC for window
253     wc.lpfnWndProc = (WNDPROC)WndProc;                   // WndProc handles message
254     wc.cbClsExtra = 0;                                   // No extra window date
255     wc.cbWndExtra = 0;                                   // No extra window date
256     wc.hInstance = hInstance;                            // set the instance
257     wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);              // Load the default icon
258     wc.hCursor = LoadCursor(NULL, IDC_ARROW);            // Load the arrow pointer
259     wc.hbrBackground = NULL;                             // No background requried for GL
260     wc.lpszMenuName = NULL;                              // We don‘t want a menu
261     wc.lpszClassName = "OpenGL";                         // set the class name
262 
263     if (!RegisterClass(&wc)) {                           // Attempt to register the window class
264         MessageBox(NULL, "Failed to register the window class.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
265         return FALSE;                                    // Exit and return false
266     }
267 
268     if (fullscreen) {                                    // attempt fullsreen model
269         
270         /*
271         T*  here are a few very important things you should keep in mind when switching to full screen mode.
272          *  Make sure the width and height that you use in fullscreen mode is the same as 
273          *  the width and height you plan to use for your window, and most importantly,
274          *  set fullscreen mode BEFORE you create your window.
275          */
276         DEVMODE dmScreenSettings;                        // Device mode
277         memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Make sure memory‘s cleared
278         dmScreenSettings.dmSize = sizeof(dmScreenSettings);     // Size of devmode structure
279         dmScreenSettings.dmPelsWidth = width;            // Select window width
280         dmScreenSettings.dmPelsHeight = height;          // Select window height
281         dmScreenSettings.dmBitsPerPel = bits;            // Select bits per pixel
282         dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
283         
284         /*
285          *  In the line below ChangeDisplaySettings tries to switch to a mode that matches 
286          *  what we stored in dmScreenSettings. I use the parameter CDS_FULLSCREEN when switching modes, 
287          *  because it‘s supposed to remove the start bar at the bottom of the screen, 
288          *  plus it doesn‘t move or resize the windows on your desktop when you switch to 
289          *  fullscreen mode and back.
290          */
291         //Try to set selected mode and get results. Note: CDS_FULLSCREEN gets rid of start bar
292         if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) {
293             //If the mode fails, offer two options. Quit or run in a window
294             if (MessageBox(NULL, "The requested fullscreen mode is not supported by\n your video card. Use"
295                 "windowed mode instead?", "GL", MB_YESNO | MB_ICONEXCLAMATION) == IDYES)
296             {
297                 fullscreen = FALSE;                       // Select windowed mode (fullscreen=FLASE)
298             }
299             else {
300                 // Pop up a message box letting user know the programe is closing.
301                 MessageBox(NULL, "Program will now close.", "ERROR", MB_OK | MB_ICONSTOP);
302                 return FALSE;                             // Exit and return FALSE
303             }
304         }
305     }
306 
307     if (fullscreen) {                                     // Are we still in fullscreen mode
308         
309         /*
310          *  If we are still in fullscreen mode we‘ll set the extended style to WS_EX_APPWINDOW, 
311          *  which force a top level window down to the taskbar once our window is visible. 
312          *  For the window style we‘ll create a WS_POPUP window. 
313          *  This type of window has no border around it, making it perfect for fullscreen mode.
314 
315          *  Finally, we disable the mouse pointer. If your program is not interactive, 
316          *  it‘s usually nice to disable the mouse pointer when in fullscreen mode. It‘s up to you though.
317          */
318         dwExStyle = WS_EX_APPWINDOW;                      // Window extended style
319         dwStyle = WS_POPUP;                               // Window style
320         ShowCursor(FALSE);                                // Hide mosue pointer 
321     }
322     else {
323 
324         /*
325          *  If we‘re using a window instead of fullscreen mode, 
326          *  we‘ll add WS_EX_WINDOWEDGE to the extended style. This gives the window a more 3D look. 
327          *  For style we‘ll use WS_OVERLAPPEDWINDOW instead of WS_POPUP. 
328          *  WS_OVERLAPPEDWINDOW creates a window with a title bar, sizing border, 
329          *  window menu, and minimize / maximize buttons.
330          */
331         dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;   // Window extended style
332         dwStyle = WS_OVERLAPPEDWINDOW;                    // Window style
333     }
334 
335     /*
336      *  By using the AdjustWindowRectEx command none of our OpenGL scene will be covered up by the borders, 
337      *  instead, the window will be made larger to account for the pixels needed to draw the window border. 
338      *  In fullscreen mode, this command has no effect.
339      */
340     AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);  // Adjust window to true resqusted
341     
342     /*
343      *  WS_CLIPSIBLINGS and WS_CLIPCHILDREN are both REQUIRED for OpenGL to work properly. 
344      *  These styles prevent other windows from drawing over or into our OpenGL Window.
345      */
346     if (!(hWnd = CreateWindowEx(dwExStyle,                // Extended style for the window
347         "OpenGL",                                         // Class name
348         title,                                            // Window title
349         WS_CLIPSIBLINGS |                                 // Requried window style
350         WS_CLIPCHILDREN |                                 // Requried window style
351         dwStyle,                                          // Select window style
352         0, 0,                                             // Window position
353         WindowRect.right - WindowRect.left,               // Calculate adjusted window width
354         WindowRect.bottom - WindowRect.top,               // Calculate adjusted window height
355         NULL,                                             // No parent window
356         NULL,                                             // No menu
357         hInstance,                                        // Instance
358         NULL)))                                           // Don‘t pass anything to WM_CREATE
359     {
360         KillGLWindow();                                   //Reset the display
361         MessageBox(NULL, "Window creation error.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
362         return FALSE;                                     // Retrurn FALSE;
363     }
364 
365     /*
366      *  aside from the stencil buffer and the (slow) accumulation buffer
367      */
368     static PIXELFORMATDESCRIPTOR pfd =                    // pfd tells windows how we want things to be 
369     {
370         sizeof(PIXELFORMATDESCRIPTOR),                    // Size of this pixel format descriptor
371         1,                                                // Version number
372         PFD_DRAW_TO_WINDOW |                              // Format must support window
373         PFD_SUPPORT_OPENGL |                              // Format must support OpenGL
374         PFD_DOUBLEBUFFER,                                 // Must support double buffer
375         PFD_TYPE_RGBA,                                    // Request an RGBA format
376         bits,                                             // Select our color depth
377         0, 0, 0, 0, 0, 0,                                 // Color bits ignored
378         0,                                                // No alpha buffer
379         0,                                                // shift bit ignored
380         0,                                                // No accumulation buffer
381         0, 0, 0, 0,                                       // Accumulation bits ignored
382         16,                                               // 16Bits Z_Buffer (depth buffer)
383         0,                                                // No stencil buffer
384         0,                                                // No auxiliary buffer
385         PFD_MAIN_PLANE,                                   // Main drawing layer
386         0,                                                // Reserved
387         0, 0, 0                                           // Layer makes ignored
388     };
389 
390     if (!(hDC = GetDC(hWnd))) {                           // Did we get a device context
391         KillGLWindow();                                   // Reset the display
392         MessageBox(NULL, "Can‘t create a GL device context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
393         return FALSE;                                     // Return FALSE
394     }
395 
396     if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) {  // Did window find a matching pixel format
397         KillGLWindow();                                   // Reset the display
398         MessageBox(NULL, "Can‘t find a suitable pixelformat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
399         return FALSE;                                     // Return FALSE;
400     }
401 
402     if (!SetPixelFormat(hDC, PixelFormat, &pfd)) {        // Are we able to set the pixel format
403         KillGLWindow();                                   // Reset the display
404         MessageBox(NULL, "Can‘t set the pixelformat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
405         return FALSE;                                     // Return FALSE;
406     }
407 
408     if (!(hRC = wglCreateContext(hDC))) {                 // Are we able to rendering context
409         KillGLWindow();                                   // Reset the display
410         MessageBox(NULL, "Can‘t create a GL rendering context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
411         return FALSE;                                     // Return FASLE;
412     }
413 
414     if (!wglMakeCurrent(hDC, hRC)) {                      // Try to activate the rendering context
415         KillGLWindow();                                   // Reset the display
416         MessageBox(NULL, "Can‘t activate the GL rendering context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
417         return FALSE;                                     // Return FALSE    
418     }
419 
420     /*
421      *  ReSizeGLScene passing the screen width and height to set up our perspective OpenGL screen.
422      */
423     ShowWindow(hWnd, SW_SHOW);                            // Show the window
424     SetForegroundWindow(hWnd);                            // slightly higher priority
425     SetFocus(hWnd);                                       // Sets keyboard focus to the window
426     ReSizeGLScene(width, height);                         // Set up our perspective GL screen
427 
428     /*
429      *  we can set up lighting, textures, and anything else that needs to be setup in InitGL().
430      */
431     if (!InitGL()) {                                      // Initialize our newly created GL window
432         KillGLWindow();                                   // Reset the display
433         MessageBox(NULL, "Initialize Failed.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
434         return FALSE;                                     // Return FALSE
435     }
436     return TRUE;
437 }
438     
439 LRESULT CALLBACK WndProc(HWND hWnd,                       // Handle for this window
440     UINT uMsg,                                            // Message for this window
441     WPARAM wParam,                                        // Additional message information
442     LPARAM lParam)                                        // Additional message information
443 {
444     switch (uMsg) {                                       // Check for window message
445         case WM_ACTIVATE: {                               // Check minimization state
446             if (!HIWORD(wParam)) {
447                 active = TRUE;                            // Program is active
448             }
449             else {
450                 active = FALSE;                           // Program is no longer active
451             }
452             return 0;                                     // Return to the message loop
453         }
454         case WM_SYSCOMMAND: {                             // Intercept system commands
455             switch (wParam) {                             // Check system calls
456                 case SC_SCREENSAVE:                       // Screensaver trying to start
457                 case SC_MONITORPOWER:                     // Monitor trying to enter powersave
458                 return 0;                                 // Prevent form happening
459             }
460             break;                                        // Exit
461         }
462         case WM_CLOSE: {                                  // Did we receive a close message
463             PostQuitMessage(0);                           // Send a quit message
464             return 0;
465         }
466         case WM_KEYDOWN: {                                // Is a key being held down
467             keys[wParam] = TRUE;                          // if so, mark it as TRUE
468             return 0;                                     // Jump back
469         }
470         case WM_KEYUP: {                                  // Has a key been released
471             keys[wParam] = FALSE;                         // if so, mark it as FALSE
472             return 0;                                     // Jump back
473         }
474         case WM_SIZE: {                                   // Resize the OpenGL window
475             ReSizeGLScene(LOWORD(lParam), HIWORD(lParam));   // LoWord = width HiWord = height
476             return 0;                                     // Jump back
477         }
478     }
479     return DefWindowProc(hWnd, uMsg, wParam, lParam);     // Pass all unhandled message to DefWindwProc
480 }
481 
482 int WINAPI WinMain(HINSTANCE hInstance,                   // Instance
483     HINSTANCE hPrevInstance,                              // Previous instance
484     LPSTR lpCmdLine,                                      // Command line parameters
485     int nCmdShow)                                         // Window show state
486 {
487     MSG msg;                                              // Window message structure
488     BOOL done = FALSE;                                    // Bool variable to exit loop
489                                                           // Ask the user which screen mode they prefer
490     if (MessageBox(NULL, "Would you like to run in fullscreen mode?",
491         "Start fullscreen?", MB_YESNO | MB_ICONQUESTION) == IDNO)
492     {
493         fullscreen = FALSE;                               // Window mode
494     }
495                                                           // Create our OpenGL window
496     if (!CreateGLWindow("Rotation", 640, 480, 16, fullscreen)) {  // (Modified)
497         return 0;                                         // Quit if window was not create
498     }
499 
500     while (!done) {                                       // Loop that runs until donw = TRUE
501         if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {   // Is there a message wating
502             if (msg.message == WM_QUIT) {                 // Havw we received a quit message
503                 done = TRUE;                              // if so done  = TRUE
504             }
505             else {                                        // If not, deal with window message
506                 TranslateMessage(&msg);                   // Translate message
507                 DispatchMessage(&msg);                    // Dispatch message
508             }
509         }
510         else {
511             // Draw the scene. Watch for ESC key and quit message from DrawGLScene()
512             if (active) {                                 // Program active
513                 if (keys[VK_ESCAPE]) {                    // Was ESC pressed
514                     done = TRUE;                          // ESC signalled a quit
515                 }
516                 else {                                    // Not time to quit, update screen
517                     DrawGLScene();                        // Draw scene
518                     SwapBuffers(hDC);                     // Swap buffers (double buffering)
519                 }
520             }
521 
522             /*
523              *  It allows us to press the F1 key to switch from fullscreen mode to 
524              *  windowed mode or windowed mode to fullscreen mode.
525              */
526             if (keys[VK_F1]) {                            // Is F1 being pressed
527                 keys[VK_F1] = FALSE;                      // If so make key FASLE
528                 KillGLWindow();                           // Kill our current window
529                 fullscreen = !fullscreen;                 // Toggle fullscreen / window mode
530                 //Recreate our OpenGL window(modified)
531                 if (!CreateGLWindow("Rotation", 640, 480, 16, fullscreen)) {
532                     return 0;                             // Quit if window was not create
533                 }
534             }
535         }
536     }
537     // Shutdown
538     KillGLWindow();                                       // Kill the window
539     return (msg.wParam);                                  // Exit the program
540 }

图是动态旋转的。

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outdated: 4.Rotation

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原文地址:http://www.cnblogs.com/clairvoyant/p/5634555.html

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