没有翻译第一章是因为第一章只介绍了如何设置IDE,这方面网上文章很多,我就没有翻译,直接从第二章开始。
下面是原文链接,翻译有不对的地方请朋友们指正。
////////////////////////////////////////////////////////////////////////////////
// Filename: main.cpp
////////////////////////////////////////////////////////////////////////////////
#include "systemclass.h"
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline, int iCmdshow)
{
SystemClass* System;
bool result;
// Create the system object.
// 创建system对象
System = new SystemClass;
if(!System)
{
return 0;
}
// Initialize and run the system object.
// 初始化并运行system对象
result = System->Initialize();
if(result)
{
System->Run();
}
// Shutdown and release the system object.
// 关闭并释放system对象
System->Shutdown();
delete System;
System = 0;
return 0;
}//////////////////////////////////////////////////////////////////////////////// // Filename: systemclass.h //////////////////////////////////////////////////////////////////////////////// #ifndef _SYSTEMCLASS_H_ #define _SYSTEMCLASS_H_
/////////////////////////////// // PRE-PROCESSING DIRECTIVES // /////////////////////////////// #define WIN32_LEAN_AND_MEAN
/////////////////////// // MY CLASS INCLUDES // /////////////////////// #include "openglclass.h" #include "inputclass.h" #include "graphicsclass.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: SystemClass
////////////////////////////////////////////////////////////////////////////////
class SystemClass
{
public:
SystemClass();
SystemClass(const SystemClass&);
~SystemClass();
bool Initialize();
void Shutdown();
void Run();
LRESULT CALLBACK MessageHandler(HWND, UINT, WPARAM, LPARAM);
private:
bool Frame();
bool InitializeWindows(OpenGLClass*, int&, int&);
void ShutdownWindows();
private:
LPCWSTR m_applicationName;
HINSTANCE m_hinstance;
HWND m_hwnd;
OpenGLClass* m_OpenGL;
InputClass* m_Input;
GraphicsClass* m_Graphics;
};
/////////////////////////
// FUNCTION PROTOTYPES //
/////////////////////////
static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
/////////////
// GLOBALS //
/////////////
static SystemClass* ApplicationHandle = 0;
#endif//////////////////////////////////////////////////////////////////////////////// // Filename: systemclass.cpp //////////////////////////////////////////////////////////////////////////////// #include "systemclass.h"
SystemClass::SystemClass(const SystemClass& other)
{
}
SystemClass::~SystemClass()
{
}bool SystemClass::Initialize()
{
int screenWidth, screenHeight;
bool result;
// Initialize the width and height of the screen to zero.
screenWidth = 0;
screenHeight = 0;
// Create the OpenGL object.
m_OpenGL = new OpenGLClass;
if(!m_OpenGL)
{
return false;
}
// Create the window the application will be using and also initialize OpenGL.
// 创建程序用的窗口并初始化OpenGL
result = InitializeWindows(m_OpenGL, screenWidth, screenHeight);
if(!result)
{
MessageBox(m_hwnd, L"Could not initialize the window.", L"Error", MB_OK);
return false;
}
// Create the input object. This object will be used to handle reading the input from the user.
m_Input = new InputClass;
if(!m_Input)
{
return false;
}
// Initialize the input object.
m_Input->Initialize();
// Create the graphics object. This object will handle rendering all the graphics for this application.
m_Graphics = new GraphicsClass;
if(!m_Graphics)
{
return false;
}
// Initialize the graphics object.
result = m_Graphics->Initialize(m_OpenGL, m_hwnd);
if(!result)
{
return false;
}
return true;
}void SystemClass::Shutdown()
{
// Release the graphics object.
if(m_Graphics)
{
m_Graphics->Shutdown();
delete m_Graphics;
m_Graphics = 0;
}
// Release the input object.
if(m_Input)
{
delete m_Input;
m_Input = 0;
}
// Release the OpenGL object.
if(m_OpenGL)
{
delete m_OpenGL;
m_OpenGL = 0;
}
// Shutdown the window.
ShutdownWindows();
return;
}void SystemClass::Run()
{
MSG msg;
bool done, result;
// Initialize the message structure.
ZeroMemory(&msg, sizeof(MSG));
// Loop until there is a quit message from the window or the user.
done = false;
while(!done)
{
// Handle the windows messages.
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// If windows signals to end the application then exit out.
if(msg.message == WM_QUIT)
{
done = true;
}
else
{
// Otherwise do the frame processing.
result = Frame();
if(!result)
{
done = true;
}
}
}
return;
}bool SystemClass::Frame()
{
bool result;
// Check if the user pressed escape and wants to exit the application.
if(m_Input->IsKeyDown(VK_ESCAPE))
{
return false;
}
// Do the frame processing for the graphics object.
result = m_Graphics->Frame();
if(!result)
{
return false;
}
return true;
}LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam, LPARAM lparam)
{
switch(umsg)
{
// Check if a key has been pressed on the keyboard.
case WM_KEYDOWN:
{
// If a key is pressed send it to the input object so it can record that state.
m_Input->KeyDown((unsigned int)wparam);
return 0;
}
// Check if a key has been released on the keyboard.
case WM_KEYUP:
{
// If a key is released then send it to the input object so it can unset the state for that key.
m_Input->KeyUp((unsigned int)wparam);
return 0;
}
// Any other messages send to the default message handler as our application won't make use of them.
default:
{
return DefWindowProc(hwnd, umsg, wparam, lparam);
}
}
}bool SystemClass::InitializeWindows(OpenGLClass* OpenGL, int& screenWidth, int& screenHeight)
{
WNDCLASSEX wc;
DEVMODE dmScreenSettings;
int posX, posY;
// Get an external pointer to this object.
ApplicationHandle = this;
// Get the instance of this application.
m_hinstance = GetModuleHandle(NULL);
// Give the application a name.
m_applicationName = L"Engine";
// Setup the windows class with default settings.
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = m_hinstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hIconSm = wc.hIcon;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = m_applicationName;
wc.cbSize = sizeof(WNDCLASSEX);
// Register the window class.
RegisterClassEx(&wc); // Create a temporary window for the OpenGL extension setup.
m_hwnd = CreateWindowEx(WS_EX_APPWINDOW, m_applicationName, m_applicationName, WS_POPUP,
0, 0, 640, 480, NULL, NULL, m_hinstance, NULL);
if(m_hwnd == NULL)
{
return false;
}
// Don't show the window.
ShowWindow(m_hwnd, SW_HIDE);
// Release the temporary window now that the extensions have been initialized.
DestroyWindow(m_hwnd);
m_hwnd = NULL;// Determine the resolution of the clients desktop screen.
screenWidth = GetSystemMetrics(SM_CXSCREEN);
screenHeight = GetSystemMetrics(SM_CYSCREEN);
// Setup the screen settings depending on whether it is running in full screen or in windowed mode.
if(FULL_SCREEN)
{
// If full screen set the screen to maximum size of the users desktop and 32bit.
memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));
dmScreenSettings.dmSize = sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = (unsigned long)screenWidth;
dmScreenSettings.dmPelsHeight = (unsigned long)screenHeight;
dmScreenSettings.dmBitsPerPel = 32;
dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
// Change the display settings to full screen.
ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN);
// Set the position of the window to the top left corner.
posX = posY = 0;
}
else
{
// If windowed then set it to 800x600 resolution.
screenWidth = 800;
screenHeight = 600;
// Place the window in the middle of the screen.
posX = (GetSystemMetrics(SM_CXSCREEN) - screenWidth) / 2;
posY = (GetSystemMetrics(SM_CYSCREEN) - screenHeight) / 2;
}
// Create the window with the screen settings and get the handle to it.
m_hwnd = CreateWindowEx(WS_EX_APPWINDOW, m_applicationName, m_applicationName, WS_POPUP,
posX, posY, screenWidth, screenHeight, NULL, NULL, m_hinstance, NULL);
if(m_hwnd == NULL)
{
return false;
}
// Bring the window up on the screen and set it as main focus.
ShowWindow(m_hwnd, SW_SHOW);
SetForegroundWindow(m_hwnd);
SetFocus(m_hwnd);
// Hide the mouse cursor.
ShowCursor(false);
return true;
}void SystemClass::ShutdownWindows()
{
// Show the mouse cursor.
ShowCursor(true);
// Fix the display settings if leaving full screen mode.
if(FULL_SCREEN)
{
ChangeDisplaySettings(NULL, 0);
}
// Remove the window.
DestroyWindow(m_hwnd);
m_hwnd = NULL;
// Remove the application instance.
UnregisterClass(m_applicationName, m_hinstance);
m_hinstance = NULL;
// Release the pointer to this class.
ApplicationHandle = NULL;
return;
}LRESULT CALLBACK WndProc(HWND hwnd, UINT umessage, WPARAM wparam, LPARAM lparam)
{
switch(umessage)
{
// Check if the window is being closed.
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}
// All other messages pass to the message handler in the system class.
default:
{
return ApplicationHandle->MessageHandler(hwnd, umessage, wparam, lparam);
}
}
}////////////////////////////////////////////////////////////////////////////////
// Filename: inputclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _INPUTCLASS_H_
#define _INPUTCLASS_H_
////////////////////////////////////////////////////////////////////////////////
// Class name: InputClass
////////////////////////////////////////////////////////////////////////////////
class InputClass
{
public:
InputClass();
InputClass(const InputClass&);
~InputClass();
void Initialize();
void KeyDown(unsigned int);
void KeyUp(unsigned int);
bool IsKeyDown(unsigned int);
private:
bool m_keys[256];
};
#endif////////////////////////////////////////////////////////////////////////////////
// Filename: inputclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "inputclass.h"
InputClass::InputClass()
{
}
InputClass::InputClass(const InputClass& other)
{
}
InputClass::~InputClass()
{
}
void InputClass::Initialize()
{
int i;
// Initialize all the keys to being released and not pressed.
for(i=0; i<256; i++)
{
m_keys[i] = false;
}
return;
}
void InputClass::KeyDown(unsigned int input)
{
// If a key is pressed then save that state in the key array.
m_keys[input] = true;
return;
}
void InputClass::KeyUp(unsigned int input)
{
// If a key is released then clear that state in the key array.
m_keys[input] = false;
return;
}
bool InputClass::IsKeyDown(unsigned int key)
{
// Return what state the key is in (pressed/not pressed).
return m_keys[key];
}//////////////////////////////////////////////////////////////////////////////// // Filename: graphicsclass.h //////////////////////////////////////////////////////////////////////////////// #ifndef _GRAPHICSCLASS_H_ #define _GRAPHICSCLASS_H_ /////////////////////// // MY CLASS INCLUDES // /////////////////////// #include "openglclass.h"
/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = false;
const bool VSYNC_ENABLED = true;
const float SCREEN_DEPTH = 1000.0f;
const float SCREEN_NEAR = 0.1f;
////////////////////////////////////////////////////////////////////////////////
// Class name: GraphicsClass
////////////////////////////////////////////////////////////////////////////////
class GraphicsClass
{
public:
GraphicsClass();
GraphicsClass(const GraphicsClass&);
~GraphicsClass();
bool Initialize(OpenGLClass*, HWND);
void Shutdown();
bool Frame();
private:
bool Render();
private:
};
#endif////////////////////////////////////////////////////////////////////////////////
// Filename: graphicsclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "graphicsclass.h"
GraphicsClass::GraphicsClass()
{
}
GraphicsClass::GraphicsClass(const GraphicsClass& other)
{
}
GraphicsClass::~GraphicsClass()
{
}
bool GraphicsClass::Initialize(OpenGLClass* OpenGL, HWND hwnd)
{
return true;
}
void GraphicsClass::Shutdown()
{
return;
}
bool GraphicsClass::Frame()
{
return true;
}
bool GraphicsClass::Render()
{
return true;
}////////////////////////////////////////////////////////////////////////////////
// Filename: openglclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _OPENGLCLASS_H_
#define _OPENGLCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <windows.h>
////////////////////////////////////////////////////////////////////////////////
// Class name: OpenGLClass
////////////////////////////////////////////////////////////////////////////////
class OpenGLClass
{
public:
OpenGLClass();
OpenGLClass(const OpenGLClass&);
~OpenGLClass();
private:
};
#endif////////////////////////////////////////////////////////////////////////////////
// Filename: openglclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "openglclass.h"
OpenGLClass::OpenGLClass()
{
}
OpenGLClass::OpenGLClass(const OpenGLClass& other)
{
}
OpenGLClass::~OpenGLClass()
{
}原文地址:http://blog.csdn.net/weyson/article/details/46755043