程序代码:
// 在控制台中绘制GL三维图形--控制台也疯狂
// 更多代码可以去网上下载,例如搜nehe源码
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
HDC hDC = NULL;
HGLRC hRC=NULL;
GLfloat rtri; // Angle For The Triangle ( NEW )
GLfloat rquad; // Angle For The Quad ( NEW )
HWND GetConsoleHwnd(void)
{
#define MY_BUFSIZE 1024 // Buffer size for console window titles.
HWND hwndFound; // This is what is returned to the caller.
char pszNewWindowTitle[MY_BUFSIZE]; // Contains fabricated
char pszOldWindowTitle[MY_BUFSIZE]; // Contains original
GetConsoleTitle(pszOldWindowTitle, MY_BUFSIZE);
wsprintf(pszNewWindowTitle,"%d/%d",
GetTickCount(),
GetCurrentProcessId());
SetConsoleTitle(pszNewWindowTitle);
Sleep(40);
hwndFound=FindWindow(NULL, pszNewWindowTitle);
SetConsoleTitle(pszOldWindowTitle);
return(hwndFound);
}
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
{
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
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(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis ( NEW )
glBegin(GL_TRIANGLES); // Start Drawing A Triangle
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
glEnd(); // Done Drawing The Pyramid
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(1.5f,0.0f,-7.0f); // Move Right 1.5 Units And Into The Screen 7.0
glRotatef(rquad,1.0f,1.0f,1.0f); // Rotate The Quad On The X axis ( NEW )
glBegin(GL_QUADS); // Draw A Quad
glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)
glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange
glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)
glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)
glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)
glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow
glVertex3f( 1.0f,-1.0f,-1.0f); // Top Right Of The Quad (Back)
glVertex3f(-1.0f,-1.0f,-1.0f); // Top Left Of The Quad (Back)
glVertex3f(-1.0f, 1.0f,-1.0f); // Bottom Left Of The Quad (Back)
glVertex3f( 1.0f, 1.0f,-1.0f); // Bottom Right Of The Quad (Back)
glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)
glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)
glEnd(); // Done Drawing The Quad
rtri+=0.2f; // Increase The Rotation Variable For The Triangle ( NEW )
rquad-=0.15f; // Decrease The Rotation Variable For The Quad ( NEW )
return TRUE; // Keep Going
}
void InitSet(HWND hConsole)
{
GLuint PixelFormat;
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
16, // 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(hConsole))) // Did We Get A Device Context?
{
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return ; // Return FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return ; // Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return ; // Return FALSE
}
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return ; // Return FALSE
}
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return ; // Return FALSE
}
}
void main ()
{
HWND hConsole = GetConsoleHwnd(); // 获得控制台窗口句柄
InitSet(hConsole);
RECT rect;
GetWindowRect(hConsole, &rect);
ReSizeGLScene(rect.right-rect.left, rect.bottom-rect.top);
InitGL();
// 设置消息循环
MSG msg;
while(1) // 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?
{
break; // 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 (!DrawGLScene()) // Active? Was There A Quit Received?
{
break; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
}
}
}
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本帖最后由 闲出屁 于 2012-2-5 03:23 编辑 ]