程序源码如下:
ggl.h
#pragma once
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
scene.h
agma once
#include "ggl.h"
void Init(); //初始化3D场景
void Draw(); //3D绘画
main.cpp
#include "ggl.h"
#include "scene.h"
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glu32.lib")
LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg) {
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
INT WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevlnstance, LPSTR lpCmdLine, int nShowCmd) {
WNDCLASSEX wndclass;
wndclass.cbClsExtra = 0;
wndclass.cbSize = sizeof(WNDCLASSEX);
wndclass.cbWndExtra = 0;
wndclass.hbrBackground = NULL;
wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndclass.hIcon = NULL;
wndclass.hIconSm = NULL;
wndclass.hInstance = hInstance;
wndclass.lpfnWndProc = GLWindowProc;
wndclass.lpszClassName = L"GLWindow";
wndclass.lpszMenuName = NULL;
wndclass.style = CS_VREDRAW | CS_HREDRAW;
ATOM atam = RegisterClassEx(&wndclass);
if (!atam) {
MessageBox(NULL, L"Notice", L"Error", MB_OK);
return 0;
}
RECT rect;
rect.left = 0;
rect.right = 800;
rect.top = 0;
rect.bottom = 600;
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, NULL);
int windowWidth = rect.right - rect.left;
int windowHeight = rect.bottom - rect.top;
HWND hwnd = CreateWindowEx(NULL, L"GLWindow", L"OpenGL Window", WS_OVERLAPPEDWINDOW, 100, 100, windowWidth, windowHeight, NULL, NULL, hInstance, NULL);
//OpenGL相关
//选定像素格式
HDC dc = GetDC(hwnd);
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
pfd.nVersion = 1;
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.cColorBits = 32;
//两个辅助缓存区
pfd.cDepthBits = 24;
pfd.cStencilBits = 8;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
int pixelFormat = ChoosePixelFormat(dc, &pfd); //
SetPixelFormat(dc, pixelFormat,&pfd); //选取像素格式
HGLRC rc = wglCreateContext(dc);
wglMakeCurrent(dc, rc); //使渲染环境生效
Init();
ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd);
MSG msg;
while (true) {
if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE)) {
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
Draw();
SwapBuffers(dc);
}
return 0;
}
scene.cpp
#include "scene.h"
void Init() {
//设置当前矩阵
glMatrixMode(GL_PROJECTION); //设置为投影矩阵(对矩阵造成影响的代码,都会影响当前矩阵)
//第一个参数是垂直方面的视角,第二个是宽和高的比,第三个是最近可以看到的距离,第四个是最远距离
gluPerspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
glMatrixMode(GL_MODELVIEW);//把当前矩阵切换为模型视图矩阵
glLoadIdentity(); //加载一个单位矩阵
}
void Draw() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //擦除背景使用的颜色(分别表示颜色分量的值)
glClear(GL_COLOR_BUFFER_BIT); //擦除当前背景颜色
//开始绘制图形(三角形)
glBegin(GL_TRIANGLE_STRIP);
glColor4ub(255, 0, 0, 255); glVertex3f(-0.5f, -0.25f, -2.0f);
glColor4ub(0, 0, 255, 255); glVertex3f(0.5f, -0.25f, -2.0f);
glColor4ub(0, 255, 0, 255); glVertex3f(-0.5f, 0.25f, -2.0f);
glColor4ub(0, 255, 0, 255); glVertex3f(0.5f, 0.25f, -2.0f);
glColor4ub(255, 0, 0, 255); glVertex3f(-0.5f, 0.75f, -2.0f);
glColor4ub(0, 0, 255, 255); glVertex3f(0.5f, 0.75f, -2.0f);
glEnd();
}