在Win32下搭建opengl绘制环境

在官方标准教程中使用glfw3来创建opengl的窗体,处理输入相关消息。本文介绍下如何在win32下搭建opengl绘制环境。

以下是在win32下搭建opengl绘制环境的流程

1.入口函数:int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int iCmdShow)

2.窗口处理函数:LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)

3.注册窗口类型:WNDCLASS  注册函数RegisterClass

4.创建窗口:CreateWindow

5.获取DC:GetDC( hWnd );

6.初始化PIXELFORMATDESCRIPTOR

7.设置像素结构:SetPixelFormat

8.创建RC:wglCreateContext

9.设置opengl渲染环境:wglMakeCurrent

10.善后处理:wglMakeCurrent( NULL, NULL ); wglDeleteContext( hRC ); ReleaseDC( hWnd, hDC );

11:主循环:PeekMessage处理相关消息,其他时候进行opengl绘制。

以下代码源自opengl.org提供的链接

//
// GLSAMPLE.CPP
//  by Blaine Hodge
//

// Includes

#include 
#include 

// Function Declarations

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
void EnableOpenGL(HWND hWnd, HDC * hDC, HGLRC * hRC);
void DisableOpenGL(HWND hWnd, HDC hDC, HGLRC hRC);

// WinMain

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, 
				   LPSTR lpCmdLine, int iCmdShow)
{
	WNDCLASS wc;
	HWND hWnd;
	HDC hDC;
	HGLRC hRC;
	MSG msg;
	BOOL quit = FALSE;
	float theta = 0.0f;
	
	// register window class
	wc.style = CS_OWNDC;
	wc.lpfnWndProc = WndProc;
	wc.cbClsExtra = 0;
	wc.cbWndExtra = 0;
	wc.hInstance = hInstance;
	wc.hIcon = LoadIcon( NULL, IDI_APPLICATION );
	wc.hCursor = LoadCursor( NULL, IDC_ARROW );
	wc.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH );
	wc.lpszMenuName = NULL;
	wc.lpszClassName = "GLSample";
	RegisterClass( &wc );
	
	// create main window
	hWnd = CreateWindow( 
		"GLSample", "OpenGL Sample", 
		WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE,
		0, 0, 256, 256,
		NULL, NULL, hInstance, NULL );
	
	// enable OpenGL for the window
	EnableOpenGL( hWnd, &hDC, &hRC );
	
	// program main loop
	while ( !quit )
	{
		
		// check for messages
		if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE )  )
		{
			
			// handle or dispatch messages
			if ( msg.message == WM_QUIT ) 
			{
				quit = TRUE;
			} 
			else 
			{
				TranslateMessage( &msg );
				DispatchMessage( &msg );
			}
		} 
		else 
		{
			// OpenGL animation code goes here		
			glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
			glClear( GL_COLOR_BUFFER_BIT );
			
			glPushMatrix();
			glRotatef( theta, 0.0f, 0.0f, 1.0f );
			glBegin( GL_TRIANGLES );
			glColor3f( 1.0f, 0.0f, 0.0f ); glVertex2f( 0.0f, 1.0f );
			glColor3f( 0.0f, 1.0f, 0.0f ); glVertex2f( 0.87f, -0.5f );
			glColor3f( 0.0f, 0.0f, 1.0f ); glVertex2f( -0.87f, -0.5f );
			glEnd();
			glPopMatrix();
			
			SwapBuffers( hDC );
			
			theta += 1.0f;
		}
	}
	
	// shutdown OpenGL
	DisableOpenGL( hWnd, hDC, hRC );
	
	// destroy the window explicitly
	DestroyWindow( hWnd );
	
	return msg.wParam;
	
}

// Window Procedure

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	
	switch (message)
	{
		
	case WM_CREATE:
		return 0;
		
	case WM_CLOSE:
		PostQuitMessage( 0 );
		return 0;
		
	case WM_DESTROY:
		return 0;
		
	case WM_KEYDOWN:
		switch ( wParam )
		{
			
		case VK_ESCAPE:
			PostQuitMessage(0);
			return 0;
			
		}
		return 0;
	
	default:
		return DefWindowProc( hWnd, message, wParam, lParam );
			
	}
	
}

// Enable OpenGL

void EnableOpenGL(HWND hWnd, HDC * hDC, HGLRC * hRC)
{
	PIXELFORMATDESCRIPTOR pfd;
	int format;
	
	// get the device context (DC)
	*hDC = GetDC( hWnd );
	
	// set the pixel format for the DC
	ZeroMemory( &pfd, sizeof( pfd ) );
	pfd.nSize = sizeof( pfd );
	pfd.nVersion = 1;
	pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
	pfd.iPixelType = PFD_TYPE_RGBA;
	pfd.cColorBits = 24;
	pfd.cDepthBits = 16;
	pfd.iLayerType = PFD_MAIN_PLANE;
	format = ChoosePixelFormat( *hDC, &pfd );
	SetPixelFormat( *hDC, format, &pfd );
	
	// create and enable the render context (RC)
	*hRC = wglCreateContext( *hDC );
	wglMakeCurrent( *hDC, *hRC );
	
}

// Disable OpenGL

void DisableOpenGL(HWND hWnd, HDC hDC, HGLRC hRC)
{
	wglMakeCurrent( NULL, NULL );
	wglDeleteContext( hRC );
	ReleaseDC( hWnd, hDC );
}


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