opengl学习笔记1:vs2013 nehe教程第一课 创建窗口

时间:2023-01-15 20:08:54

近来需要想学习一下opengl,但是小白没有任何基础,也非计算机专业出身,只能一步一步学习nehe的程序来学习了。这里实现了在WIN10 vs2013 opengl2.0 环境下跑通nehe教程第一课的程序。

1.系统配置

“工欲善其事,必先利其器”,所以先介绍一下环境配置,把器搞好了先。
vs2013 下载:http://pan.baidu.com/s/1hrk3tvm
opengl下载:http://pan.baidu.com/s/1nuajU1z
这里glut glew和 glaux 放一起了
opengl学习笔记1:vs2013 nehe教程第一课 创建窗口

新建vs2013 “win32项目” 工程
opengl学习笔记1:vs2013 nehe教程第一课 创建窗口

由于我把lib .h 和dll文件放在一个目录下了
属性->vc++目录->包含目录中添加D:\software_install\opengl
属性->vc++目录->库目录中添加D:\software_install\opengl
属性->链接器->输入->附加依赖项中添加
glew32.lib
glew32mx.lib
glew32mxs.lib
GLAUX.LIB
glew32s.lib

系统环境变量Path 增加 D:\software_install\opengl

2.窗口创建程序

nehe教程地址:http://www.yakergong.net/nehe/
但是直接把代码从copy下来是无法实现运行的,需要调整一下。

1:LPCWSTR 和 char*

需要把代码里面的char* 类型转换为 LPCWSTR类型。这类用TEXT 讲char* 型转化为LPCWSTR。

if (!RegisterClass(&wc))                                    // Attempt To Register The Window Class
{
MessageBox(NULL, TEXT("Failed To Register The Window Class."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

采用MultiByteToWideChar 进行转化,把char* filename转为wszClaasName

AUX_RGBImageRec *LoadBMP(char* Filename)                    // 载入位图图象
{
FILE *File = NULL; // 文件句柄
if (!Filename) // 确保文件名已提供
{
return NULL; // 如果没提供,返回 NULL
}
fopen_s(&File, Filename, "r"); // 尝试打开文件

WCHAR wszClassName[256];
memset(wszClassName, 0, sizeof(wszClassName));
MultiByteToWideChar(CP_ACP, 0, Filename, strlen(Filename) + 1, wszClassName, sizeof(wszClassName) / sizeof(wszClassName[0]));

if (File) // 文件存在么?
{
fclose(File); // 关闭句柄
return auxDIBImageLoad(wszClassName); // 载入位图并返回指针
}
return NULL; // 如果载入失败,返回 NULL
}

2:auxDIBImageLoad函数读取bmp图
当图片是jpg图片时。必须用画图工具”另存为“方式转为bmp图,而直接改后缀名字是无效的。
参考:http://blog.csdn.net/chenqiai0/article/details/8330280

结果

opengl学习笔记1:vs2013 nehe教程第一课 创建窗口

4 code

/*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing This Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/


#include "stdafx.h"
#include "cstring"
#include <windows.h> // Windows的头文件
#include <glew.h>
#include <glaux.h>
#include <glut.h>
#include<stdio.h>//标准输入输出库的头文件

#pragma comment(lib, "glut32.lib")
#pragma comment(lib, "glut.lib")
#pragma comment(lib, "glew32.lib")
#pragma comment(lib, "glew32mx.lib")
#pragma comment(lib, "glew32mxs.lib")
#pragma comment(lib, "glaux.lib")

HDC hDC = NULL; // Private GDI Device Context
HGLRC hRC = NULL; // Permanent Rendering Context
HWND hWnd = NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application

bool keys[256]; // Array Used For The Keyboard Routine
bool active = TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen = TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
bool light;//光源的开关
bool lp;
bool fp;

GLfloat xrot;//x旋转量
GLfloat yrot;//y旋转量
GLfloat xspeed;//x旋转速度
GLfloat yspeed;//y旋转速度
GLfloat z = -0.5f;//深入屏幕的距离

GLfloat LightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f };//环境光参系数
GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };//漫射光参系数
GLfloat LightPosition[] = { 0.0f, 0.0f, 2.0f, 1.0f };//光源位置

GLuint filter;//滤波类型
GLuint texture[3];//3种纹理的存储空间

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

AUX_RGBImageRec *LoadBMP(char* Filename) // 载入位图图象
{
FILE *File = NULL; // 文件句柄

if(!Filename) // 确保文件名已提供
{
return NULL; // 如果没提供,返回 NULL
}

fopen_s(&File, Filename, "r"); // 尝试打开文件

WCHAR wszClassName[256];
memset(wszClassName, 0, sizeof(wszClassName));
MultiByteToWideChar(CP_ACP, 0, Filename, strlen(Filename) + 1, wszClassName, sizeof(wszClassName) / sizeof(wszClassName[0]));

if(File) // 文件存在么?
{
fclose(File); // 关闭句柄
return auxDIBImageLoad(wszClassName); // 载入位图并返回指针
}

return NULL; // 如果载入失败,返回 NULL
}

int LoadGLTextures() // 载入位图(调用上面的代码)并转换成纹理
{
int Status = FALSE; // 状态指示器
AUX_RGBImageRec *TextureImage[1]; // 创建纹理的存储空间
memset(TextureImage, 0, sizeof(void *) * 1); // 将指针设为 NULL

// 载入位图,检查有无错误,如果位图没找到则退出
if(TextureImage[0] = LoadBMP("sample_image.bmp"))
{
Status = TRUE; // 将 Status 设为 TRUE
glGenTextures(3, &texture[0]); // 创建纹理

// 创建 Nearest 滤波贴图
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
// 创建线性滤波纹理
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
// 创建 MipMapped 纹理
glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}

if(TextureImage[0]) // 纹理是否存在
{
if(TextureImage[0]->data) // 纹理图像是否存在
{
free(TextureImage[0]->data); // 释放纹理图像占用的内存
}

free(TextureImage[0]); // 释放图像结构
}

return Status; // 返回 Status
}



GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if(height == 0) // Prevent A Divide By Zero By
{
height = 1; // Making Height Equal One
}

glViewport(0, 0, width, height); // Reset The Current Viewport

glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if(!LoadGLTextures()) // 调用纹理载入子例程
{
return FALSE; // 如果未能载入,返回FALSE
}

glEnable(GL_TEXTURE_2D); // 启用纹理映射
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations

glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // 设置环境光
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // 设置漫射光
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); // 设置光源位置

glEnable(GL_LIGHT1); // 启用一号光源

return TRUE; // Initialization Went OK
}

int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(0.0f, 0.0f, z);//并移入屏幕z个单位
glRotatef(xrot, 1.0f, 0.0f, 0.0f);//绕x轴旋转
glRotatef(yrot, 0.0f, 1.0f, 0.0f);//绕y轴旋转
glBindTexture(GL_TEXTURE_2D, texture[filter]);

glBegin(GL_QUADS);
// 前面
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f); // 纹理和四边形的左下
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 1.0f); // 纹理和四边形的右下
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f); // 纹理和四边形的右上
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f); // 纹理和四边形的左上
// 后面
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f); // 纹理和四边形的右下
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f); // 纹理和四边形的右上
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f); // 纹理和四边形的左上
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, -1.0f, -1.0f); // 纹理和四边形的左下
// 顶面
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f); // 纹理和四边形的左上
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, 1.0f, 1.0f); // 纹理和四边形的左下
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 1.0f); // 纹理和四边形的右下
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f); // 纹理和四边形的右上
// 底面
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f); // 纹理和四边形的右上
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f); // 纹理和四边形的左上
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 1.0f); // 纹理和四边形的左下
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f); // 纹理和四边形的右下
// 右面
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, -1.0f); // 纹理和四边形的右下
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f); // 纹理和四边形的右上
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f); // 纹理和四边形的左上
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 1.0f); // 纹理和四边形的左下
// 左面
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f); // 纹理和四边形的左下
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f); // 纹理和四边形的右下
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f); // 纹理和四边形的右上
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f); // 纹理和四边形的左上
glEnd();

xrot += 0.3f; // X 轴旋转
yrot += 0.2f; // Y 轴旋转

return true; // 继续运行
}



GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if(fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL, 0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}

if(hRC) // Do We Have A Rendering Context?
{
if(!wglMakeCurrent(NULL, NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL, TEXT("Release Of DC And RC Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
}

if(!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL, TEXT("Release Rendering Context Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
}

hRC = NULL; // Set RC To NULL
}

if(hDC && !ReleaseDC(hWnd, hDC)) // Are We Able To Release The DC
{
MessageBox(NULL, TEXT("Release Device Context Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
hDC = NULL; // Set DC To NULL
}

if(hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL, TEXT("Could Not Release hWnd."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
hWnd = NULL; // Set hWnd To NULL
}

if(!UnregisterClass((LPCTSTR)"OpenGL", hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL, TEXT("Could Not Unregister Class."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
hInstance = NULL; // Set hInstance To NULL
}
}

/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */


BOOL CreateGLWindow(LPCWSTR title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left = (long)0; // Set Left Value To 0
WindowRect.right = (long)width; // Set Right Value To Requested Width
WindowRect.top = (long)0; // Set Top Value To 0
WindowRect.bottom = (long)height; // Set Bottom Value To Requested Height

fullscreen = fullscreenflag; // Set The Global Fullscreen Flag

hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC)WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = TEXT("OpenGL"); // Set The Class Name

if(!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL, TEXT("Failed To Register The Window Class."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;

// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if(ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if(MessageBox(NULL, TEXT("The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?"), TEXT("NeHe GL"), MB_YESNO | MB_ICONEXCLAMATION) == IDYES)
{
fullscreen = FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL, TEXT("Program Will Now Close."), TEXT("ERROR"), MB_OK | MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}

if(fullscreen) // Are We Still In Fullscreen Mode?
{
dwExStyle = WS_EX_APPWINDOW; // Window Extended Style
dwStyle = WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle = WS_OVERLAPPEDWINDOW; // Windows Style
}

AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
LPCWSTR cn = TEXT("OpenGL");
// Create The Window
hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window
cn, // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right - WindowRect.left, // Calculate Window Width
WindowRect.bottom - WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL);

if(!hWnd) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, TEXT("Window Creation Error."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

static PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};

if(!(hDC = GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, TEXT("Can't Create A GL Device Context."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, TEXT("Can't Find A Suitable PixelFormat."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!SetPixelFormat(hDC, PixelFormat, &pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, TEXT("Can't Set The PixelFormat."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!(hRC = wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, TEXT("Can't Create A GL Rendering Context."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!wglMakeCurrent(hDC, hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, TEXT("Can't Activate The GL Rendering Context."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

ShowWindow(hWnd, SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen

if(!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL, TEXT("Initialization Failed."), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

return TRUE; // Success
}

LRESULT CALLBACK WndProc(HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch(uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if(!HIWORD(wParam)) // Check Minimization State
{
active = TRUE; // Program Is Active
}
else
{
active = FALSE; // Program Is No Longer Active
}

return 0; // Return To The Message Loop
}

case WM_SYSCOMMAND: // Intercept System Commands
{
switch(wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}

break; // Exit
}

case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}

case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}

case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}

case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam), HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}

// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}

int WINAPI WinMain(HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done = FALSE; // Bool Variable To Exit Loop

// Ask The User Which Screen Mode They Prefer
if(MessageBox(NULL, TEXT("Would You Like To Run In Fullscreen Mode?"), TEXT("Start FullScreen?"), MB_YESNO | MB_ICONQUESTION) == IDNO)
{
fullscreen = FALSE; // Windowed Mode
}

// Create Our OpenGL Window
if(!CreateGLWindow(TEXT("NeHe's 3D空间"), 640, 480, 16, fullscreen))
{
return 0; // Quit If Window Was Not Created
}

while(!done) // Loop That Runs While done=FALSE
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) // Is There A Message Waiting?
{
if(msg.message == WM_QUIT) // Have We Received A Quit Message?
{
done = TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if(active) // Program Active?
{
if(keys[VK_ESCAPE]) // Was ESC Pressed?
{
done = TRUE; // ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
}

if(keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1] = FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen = !fullscreen; // Toggle Fullscreen / Windowed Mode

// Recreate Our OpenGL Window
if(!CreateGLWindow(TEXT("NeHe's 3D空间"), 640, 480, 16, fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}