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float g_fTimeDiff=0.0f; float g_fTimeElapsed=0.0f; // Includes #include <windows.h> #include <gl/gl.h> #include <gl/glu.h> // 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); // WinMainint 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; LONGLONG llFrequency; LONGLONG llTime1; LONGLONG llTime2; // 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, 800, 600, NULL, NULL, hInstance, NULL ); // enable OpenGL for the window EnableOpenGL( hWnd, &hDC, &hRC ); // program main loop QueryPerformanceFrequency((LARGE_INTEGER*)(&llFrequency));while ( !quit ) { QueryPerformanceCounter((LARGE_INTEGER*)(&llTime1)); // check for messagesif ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { // handle or dispatch messagesif ( 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 | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); // Culling //glEnable( GL_CULL_FACE ); //glFrontFace(GL_CCW); //glCullFace(GL_BACK); glMatrixMode (GL_MODELVIEW); glLoadIdentity(); glRotatef( theta, 0.2f, 0.4f, 0.6f ); glBegin( GL_TRIANGLES ); // Top rectangles glColor3f( 1.0f, 0.0f, 0.0f ); glVertex3f( -0.3f, 0.3f, 0.3f ); // 1 glColor3f( 0.0f, 1.0f, 0.0f ); glVertex3f( 0.3f, 0.3f, 0.3f ); // 2 glColor3f( 0.0f, 0.0f, 1.0f ); glVertex3f( 0.3f, 0.3f, -0.3f ); // 3 glColor3f( 1.0f, 0.0f, 0.0f ); glVertex3f( -0.3f, 0.3f, 0.3f ); // 11 glColor3f( 0.0f, 0.0f, 1.0f ); glVertex3f( 0.3f, 0.3f, -0.3f ); // 22 glColor3f( 0.0f, 1.0f, 0.0f ); glVertex3f( -0.3f, 0.3f, -0.3f ); // 33 // Bottom rectangles glColor3f( 0.0f, 1.0f, 0.0f ); glVertex3f( -0.3f, -0.3f, -0.3f ); // 1 glColor3f( 1.0f, 0.0f, 0.0f ); glVertex3f( 0.3f, -0.3f, -0.3f ); // 2 glColor3f( 0.0f, 0.0f, 1.0f ); glVertex3f( 0.3f, -0.3f, 0.3f ); // 3 glColor3f( 0.0f, 1.0f, 0.0f ); glVertex3f( -0.3f, -0.3f, -0.3f ); // 11 glColor3f( 0.0f, 0.0f, 1.0f ); glVertex3f( 0.3f, -0.3f, 0.3f ); // 22 glColor3f( 1.0f, 0.0f, 0.0f ); glVertex3f( -0.3f, -0.3f, 0.3f ); // 33 // Back rectangles glColor3f( 0.0f, 0.0f, 1.0f ); glVertex3f( -0.3f, 0.3f, -0.3f ); // 1 glColor3f( 0.0f, 1.0f, 0.0f ); glVertex3f( 0.3f, 0.3f, -0.3f ); // 2 glColor3f( 1.0f, 0.0f, 1.0f ); glVertex3f( 0.3f, -0.3f, -0.3f ); // 3 glColor3f( 0.0f, 0.0f, 1.0f ); glVertex3f( -0.3f, 0.3f, -0.3f ); // 11 glColor3f( 1.0f, 0.0f, 0.0f ); glVertex3f( 0.3f, -0.3f, -0.3f ); // 22 glColor3f( 0.0f, 1.0f, 0.0f ); glVertex3f( -0.3f, -0.3f, -0.3f ); // 33 // Front rectangles glColor3f( 1.0f, 0.0f, 0.0f ); glVertex3f( 0.3f, 0.3f, 0.3f ); // 1 glColor3f( 0.0f, 1.0f, 0.0f ); glVertex3f( -0.3f, 0.3f, 0.3f ); // 2 glColor3f( 0.0f, 0.0f, 1.0f ); glVertex3f( -0.3f, -0.3f, 0.3f ); // 3 glColor3f( 1.0f, 0.0f, 0.0f ); glVertex3f( 0.3f, 0.3f, 0.3f ); // 11 glColor3f( 0.0f, 1.0f, 0.0f ); glVertex3f( -0.3f, -0.3f, 0.3f ); // 22 glColor3f( 0.0f, 0.0f, 1.0f ); glVertex3f( 0.3f, -0.3f, 0.3f ); // 33 // Left rectangles glColor3f( 0.0f, 1.0f, 1.0f ); glVertex3f( -0.3f, 0.3f, 0.3f ); // 1 glVertex3f( -0.3f, 0.3f, -0.3f ); // 2 glVertex3f( -0.3f, -0.3f, -0.3f ); // 3 glVertex3f( -0.3f, 0.3f, 0.3f ); // 11 glVertex3f( -0.3f, -0.3f, -0.3f ); // 22 glVertex3f( -0.3f, -0.3f, 0.3f ); // 33 // Right rectangles glColor3f( 1.0f, 0.0f, 1.0f ); glVertex3f( 0.3f, 0.3f, -0.3f ); // 1 glVertex3f( 0.3f, 0.3f, 0.3f ); // 2 glVertex3f( 0.3f, -0.3f, 0.3f ); // 3 glVertex3f( 0.3f, 0.3f, -0.3f ); // 11 glVertex3f( 0.3f, -0.3f, 0.3f ); // 22 glVertex3f( 0.3f, -0.3f, -0.3f ); // 33 glEnd(); SwapBuffers( hDC ); } QueryPerformanceCounter((LARGE_INTEGER*)(&llTime2));g_fTimeDiff = ((float)llTime2 - (float)llTime1) / (float)llFrequency; g_fTimeElapsed += g_fTimeDiff; theta += 90.0f * g_fTimeDiff; } // 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) {int x, y;switch (message) { case WM_CREATE:return 0;case WM_SIZE: y = (lParam & 0xFFFF0000) >> 16; x = (lParam & 0x0000FFFF); glViewport(0, 0, x/2, y/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, 800.0/600.0, 0.0, 0.0);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 OpenGLvoid 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 DCZeroMemory( &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 OpenGLvoid DisableOpenGL(HWND hWnd, HDC hDC, HGLRC hRC) { wglMakeCurrent( NULL, NULL ); wglDeleteContext( hRC ); ReleaseDC( hWnd, hDC ); } |
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