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