(一般不用MFC框架直接用API)
我给你一个例子吧,建立Win32空项目,添加一个cpp文件,编译执行就行了
(这是一个经典的opengl框架了)代码如下:
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glu32.lib")
#pragma comment(lib,"glaux.lib")
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glaux.h>
HDC hDC=NULL
HGLRC hRC=NULL
HWND hWnd=NULL
HINSTANCE hInstance
BOOL keys[256]
BOOL active=TRUE
BOOL fullscreen=TRUE
GLfloat rtri
GLfloat rquad
LRESULT CALLBACK WndProc(HWND,UINT,WPARAM,LPARAM)
GLvoid ResizeGLScene(GLsizei width,GLsizei height)
{
if(height==0)
height=1
glViewport(0,0,width,height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
}
int InitGL(GLvoid)
{
glShadeModel(GL_SMOOTH)
glClearColor(0.0f,0.0f,0.0f,0.5f)
glClearDepth(1.0f)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST)
return TRUE
}
int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glTranslatef(-1.5f,0.0f,-6.0f)
glRotatef(rtri,0.0f,1.0f,0.0f)
glBegin(GL_TRIANGLES)
glColor3f(1.0f,0.0f,0.0f)
glVertex3f(0.0f,1.0f,0.0f)
glColor3f(0.0f,1.0f,0.0f)
glVertex3f(-1.0f,-1.0f,1.0f)
glColor3f(0.0f,0.0f,1.0f)
glVertex3f(1.0f,-1.0f,1.0f)
glColor3f(1.0f,0.0f,0.0f)
glVertex3f(0.0f,1.0f,0.0f)
glColor3f(0.0f,0.0f,1.0f)
glVertex3f(1.0f,-1.0f,1.0f)
glColor3f(0.0f,1.0f,0.0f)
glVertex3f(1.0f,-1.0f,-1.0f)
glColor3f(1.0f,0.0f,0.0f)
glVertex3f(0.0f,1.0f,0.0f)
glColor3f(0.0f,1.0f,0.0f)
glVertex3f(1.0f,-1.0f,-1.0f)
glColor3f(0.0f,0.0f,1.0f)
glVertex3f(-1.0f,-1.0f,-1.0f)
glColor3f(1.0f,0.0f,0.0f)
glVertex3f(0.0f,1.0f,0.0f)
glColor3f(0.0f,0.0f,1.0f)
glVertex3f(-1.0f,-1.0f,-1.0f)
glColor3f(0.0f,1.0f,0.0f)
glVertex3f(-1.0f,-1.0f,1.0f)
glEnd()
glLoadIdentity()
glTranslatef(1.5f,0.0f,-7.0f)
glRotatef(rquad,1.0f,1.0f,1.0f)
glBegin(GL_QUADS)
glColor3f(0.0f,1.0f,0.0f)
glVertex3f(1.0f,1.0f,-1.0f)
glVertex3f(-1.0f,1.0f,-1.0f)
glVertex3f(-1.0f,1.0f,1.0f)
glVertex3f(1.0f,1.0f,1.0f)
glColor3f(1.0f,0.5f,0.0f)
glVertex3f(1.0f,-1.0f,1.0f)
glVertex3f(-1.0f,-1.0f,1.0f)
glVertex3f(-1.0f,-1.0f,-1.0f)
glVertex3f(1.0f,-1.0f,-1.0f)
glColor3f(1.0f,0.0f,0.0f)
glVertex3f(1.0f,1.0f,1.0f)
glVertex3f(-1.0f,1.0f,1.0f)
glVertex3f(-1.0f,-1.0f,1.0f)
glVertex3f(1.0f,-1.0f,1.0f)
glColor3f(1.0f,1.0f,0.0f)
//glVertex3f(1.0f,-1.0f,-1.0f)
//glVertex3f(-1.0f,-1.0f,-1.0f)
//glVertex3f(-1.0f,1.0f,-1.0f)
//glVertex3f(1.0f,1.0f,-1.0f)
glVertex3f(-1.0f,1.0f,-1.0f)
glVertex3f(1.0f,1.0f,-1.0f)
glVertex3f(1.0f,-1.0f,-1.0f)
glVertex3f(-1.0f,-1.0f,-1.0f)
glColor3f(0.0f,0.0f,1.0f)
glVertex3f(-1.0f,1.0f,1.0f)
glVertex3f(-1.0f,1.0f,-1.0f)
glVertex3f(-1.0f,-1.0f,-1.0f)
glVertex3f(-1.0f,-1.0f,1.0f)
glColor3f(1.0f,0.0f,1.0f)
glVertex3f(1.0f,1.0f,-1.0f)
glVertex3f(1.0f,1.0f,1.0f)
glVertex3f(1.0f,-1.0f,1.0f)
glVertex3f(1.0f,-1.0f,-1.0f)
glEnd()
rtri+=0.2f
rquad-=0.15f
return TRUE
}
GLvoid KillGLWindow(GLvoid)
{
if(fullscreen)
{
ChangeDisplaySettings(NULL,0)
ShowCursor(TRUE)
}
if(hRC)
{
if(!wglMakeCurrent(NULL,NULL))
MessageBox(NULL,"释放DC或RC失败","关闭错误",MB_OK|MB_ICONINFORMATION)
if(!wglDeleteContext(hRC))
MessageBox(NULL,"释放RC失败","关闭错误",MB_OK|MB_ICONINFORMATION)
hRC=NULL
}
if(hDC &&!ReleaseDC(hWnd,hDC))
{
MessageBox(NULL,"释放DC失败","关闭错误",MB_OK|MB_ICONINFORMATION)
hDC=NULL
}
if(hWnd &&!DestroyWindow(hWnd))
{
MessageBox(NULL,"释放窗口句柄失败","关闭错误",MB_OK|MB_ICONINFORMATION)
hWnd=NULL
}
if(!UnregisterClass("OpenG",hInstance))
{
MessageBox(NULL,"不能注销窗口类","关闭错误",MB_OK|MB_ICONINFORMATION)
hInstance=NULL
}
}
BOOL CreateGLWindow(char* title,int width,int height,int bits,BOOL fullscreenflag)
{
GLuint PixelFormat
WNDCLASS wc
DWORD dwExStyle
DWORD dwStyle
RECT WindowRect
WindowRect.left=(long)0
WindowRect.right=(long)width
WindowRect.top=(long)0
WindowRect.bottom=(long)height
fullscreen=fullscreenflag
hInstance=GetModuleHandle(NULL)
wc.style=CS_HREDRAW|CS_VREDRAW|CS_OWNDC
wc.lpfnWndProc=(WNDPROC)WndProc
wc.cbClsExtra=0
wc.cbWndExtra=0
wc.hInstance=hInstance
wc.hIcon=LoadIcon(NULL,IDI_WINLOGO)
wc.hCursor=LoadCursor(NULL,IDC_ARROW)
wc.hbrBackground=NULL
wc.lpszMenuName=NULL
wc.lpszClassName="OpenG"
if(!RegisterClass(&wc))
{
MessageBox(NULL,"注册窗口失败","错误",MB_OK|MB_ICONINFORMATION)
return FALSE
}
if(fullscreen)
{
DEVMODE dmScreenSettings
memset(&dmScreenSettings,0,sizeof(dmScreenSettings))
dmScreenSettings.dmSize=sizeof(dmScreenSettings)
dmScreenSettings.dmPelsWidth=width
dmScreenSettings.dmPelsHeight=height
dmScreenSettings.dmBitsPerPel=bits
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT
if(ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
if(MessageBox(NULL,"全屏模式设置失败!\n使用窗口模式?","OpenGL 3D游戏编程",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE
}
else
{
MessageBox(NULL,"程序将被关闭","错误",MB_OK|MB_ICONINFORMATION)
return FALSE
}
}
}
if(fullscreen)
{
dwExStyle=WS_EX_APPWINDOW
dwStyle=WS_POPUP
ShowCursor(FALSE)
}
else
{
dwExStyle=WS_EX_APPWINDOW|WS_EX_WINDOWEDGE
dwStyle=WS_OVERLAPPEDWINDOW
}
AdjustWindowRectEx(&WindowRect,dwStyle,FALSE,dwExStyle)
if(!(hWnd=CreateWindowEx(dwExStyle,"OpenG",title,
dwStyle|WS_CLIPSIBLINGS|WS_CLIPCHILDREN,0,0,
WindowRect.right-WindowRect.left,WindowRect.bottom-WindowRect.top,
NULL,NULL,hInstance,NULL)))
{
KillGLWindow()
MessageBox(NULL,"窗口创建失败","错误",MB_OK|MB_ICONINFORMATION)
return FALSE
}
static PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),1,
PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,bits,
0,0,0,0,0,0,
0,
0,
0,
0,0,0,0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0,0,0
}
if(!(hDC=GetDC(hWnd)))
{
KillGLWindow()
MessageBox(NULL,"不能创建一个窗口设备描述表","错误",MB_OK|MB_ICONINFORMATION)
return FALSE
}
if(!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))
{
KillGLWindow()
MessageBox(NULL,"不能创建一个匹配的像素格式","错误",MB_OK|MB_ICONINFORMATION)
return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd))
{
KillGLWindow()
MessageBox(NULL,"不能设置像素格式","错误",MB_OK|MB_ICONINFORMATION)
return FALSE
}
if(!(hRC=wglCreateContext(hDC)))
{
KillGLWindow()
MessageBox(NULL,"不能创建OpenGL渲染描述表","错误",MB_OK|MB_ICONINFORMATION)
return FALSE
}
if(!wglMakeCurrent(hDC,hRC))
{
KillGLWindow()
MessageBox(NULL,"不能激活当前的OpenGL渲染描述表","错误",MB_OK|MB_ICONINFORMATION)
return FALSE
}
ShowWindow(hWnd,SW_SHOW)
SetForegroundWindow(hWnd)
SetFocus(hWnd)
ResizeGLScene(width,height)
if(!InitGL())
{
KillGLWindow()
MessageBox(NULL,"初始化失败","错误",MB_OK|MB_ICONINFORMATION)
return FALSE
}
return TRUE
}
LRESULT CALLBACK WndProc(HWND hWnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
switch(uMsg)
{
case WM_ACTIVATE:
{
if(!HIWORD(wParam))
active=TRUE
else
active=FALSE
return 0
}
case WM_SYSCOMMAND:
{
switch(wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
return 0
}
break
}
case WM_CLOSE:
{
PostQuitMessage(0)
return 0
}
case WM_KEYDOWN:
{
keys[wParam]=TRUE
return 0
}
case WM_KEYUP:
{
keys[wParam]=FALSE
return 0
}
case WM_SIZE:
{
ResizeGLScene(LOWORD(lParam),HIWORD(lParam))
return 0
}
}
return DefWindowProc(hWnd,uMsg,wParam,lParam)
}
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
MSG msg
BOOL done=FALSE
if(MessageBox(NULL,"你想在全屏模式下运行吗?","设置全屏模式",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE
}
if(!CreateGLWindow("Win32 SDK风格 OpenGL程序框架",640,480,16,fullscreen))
return 0
while(!done)
{
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
if(msg.message==WM_QUIT)
done=TRUE
else
{
TranslateMessage(&msg)
DispatchMessage(&msg)
}
}
else
{
if(active)
{
if(keys[VK_ESCAPE])
done=TRUE
else
{
DrawGLScene()
SwapBuffers(hDC)
}
}
if(keys[VK_F1])
{
keys[VK_F1]=FALSE
KillGLWindow()
fullscreen=!fullscreen
if(!CreateGLWindow("Win32 SDK风格 OpenGL程序框架",640,480,16,fullscreen))
return 0
}
}
}
KillGLWindow()
return msg.wParam
}
看样子是你建的工程有问题,不然怎么会用到2.pch这种怪东西;你新建一个控制器程序的工程试试,注意用空的工程;
然后自己建个main.cpp,把你代码拷进去编译试试;
你自己加了个GL文件夹,就要把这个文件夹放到VC6的include目录里,步骤如下:选择菜单tools-》options-》include files目录下添加GL文件夹目录。
同样的,查看library files目录,如果dll和lib没有包含在里面,也将其所在文件夹加进去。
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