在OSX上的C中使用OpenGL窗口绘制三角形的裸骨架是什么?我已经阅读了Nehe的教程,并试图让它工作,但CreateGLWindow似乎与win32毫无希望地联系在一起。
我想坚持只使用opengl和过剩等等。我最终将把它包含在计划中,但我希望事先对c级有更深刻的理解。
这是我到目前为止所拥有的:
#include <OpenGL/gl.h>// Header File For The OpenGL32 Library
#include <OpenGL/glu.h>// Header File For The GLu32 Library
#include <GLUT/glut.h>// Header File For The GLut Library
#define kWindowWidth 400;
#define kWindowHeight 300;
HGLRC hRC=NULL;// Permanent Rendering Context
HDC hDC=NULL;// Private GDI Device Context
HWND hWnd=NULL;// Holds Our Window Handle
HINSTANCE hInstance;// Holds The Instance Of The Application
LRESULTCALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);// Declaration For WndProc
boolkeys[256];// Array Used For The Keyboard Routine
boolactive=TRUE;// Window Active Flag Set To TRUE By Default
boolfullscreen=TRUE;// Fullscreen Flag Set To Fullscreen Mode By Default
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);// Enables Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);// Black Background
glClearDepth(1.0f);// Depth Buffer Setup
glEnable(GL_DEPTH_TEST);// Enables Depth Testing
glDepthFunc(GL_LEQUAL);// The Type Of Depth Test 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 The Screen And The Depth Buffer
glLoadIdentity();// Reset The Current Modelview Matrix
return TRUE;// Everything Went OK
}
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,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC))// Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","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,"Release Device Context Failed.","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,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL;// Set hWnd To NULL
}
if (!UnregisterClass("OpenGL",hInstance))// Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL;// Set hInstance To NULL
}
}
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuintPixelFormat;// Holds The Results After Searching For A Match
WNDCLASSwc;// Windows Class Structure
DWORDdwExStyle;// Window Extended Style
DWORDdwStyle;// 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 Move, 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= "OpenGL";// Set The Class Name
if (!RegisterClass(&wc))// Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;// Exit And 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 Run In A Window.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE;// Select Windowed Mode (Fullscreen=FALSE)
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE;// Exit And 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
if (!(hWnd=CreateWindowEx(dwExStyle,// Extended Style For The Window
"OpenGL",// Class Name
title,// Window Title
WS_CLIPSIBLINGS |// Required Window Style
WS_CLIPCHILDREN |// Required Window Style
dwStyle,// Selected Window Style
0, 0,// Window Position
WindowRect.right-WindowRect.left,// Calculate Adjusted Window Width
WindowRect.bottom-WindowRect.top,// Calculate Adjusted Window Height
NULL,// No Parent Window
NULL,// No Menu
hInstance,// Instance
NULL)))// Don't Pass Anything To WM_CREATE
{
KillGLWindow();// Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;// Return FALSE
}
staticPIXELFORMATDESCRIPTOR 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,"Can't Create A GL Device Context.","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,"Can't Find A Suitable PixelFormat.","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,"Can't Set The PixelFormat.","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,"Can't Create A GL Rendering Context.","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,"Can't Activate The GL Rendering Context.","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,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;// Return FALSE
}
return TRUE;// Success
}
LRESULT CALLBACK WndProc(HWNDhWnd,// Handle For This Window
UINTuMsg,// Message For This Window
WPARAMwParam,// Additional Message Information
LPARAMlParam)// 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);
}
GLvoid InitGL(GLvoid);
GLvoid DrawGLScene(GLvoid);
GLvoid ReSizeGLScene(int Width, int Height);
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (kWindowWidth, kWindowHeight);
glutInitWindowPosition (100, 100);
glutCreateWindow (argv[0]);
InitGL();
glutDisplayFunc(DrawGLScene);
glutReshapeFunc(ReSizeGLScene);
glutMainLoop();
return 0;
}
答案 0 :(得分:23)
据我所知,NeHe教程专门针对Windows而言非常适合更高级别的内容。但是,当涉及到基础知识时,它们可能变得过于复杂。所以这是一个简单的骨架程序,用于仅使用过剩和opengl功能渲染三角形。如果您想要特定于Apple,请尝试使用agl。
// The OpenGL libraries, make sure to include the GLUT and OpenGL frameworks
#include <GLUT/glut.h>
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
// This is just an example using basic glut functionality.
// If you want specific Apple functionality, look up AGL
void init() // Called before main loop to set up the program
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
}
// Called at the start of the program, after a glutPostRedisplay() and during idle
// to display a frame
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glBegin(GL_TRIANGLES);
glVertex3f(0.0, 0.0, -10.0);
glVertex3f(1.0, 0.0, -10.0);
glVertex3f(0.0, 1.0, -10.0);
glEnd();
glutSwapBuffers();
}
// Called every time a window is resized to resize the projection matrix
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-0.1, 0.1, -float(h)/(10.0*float(w)), float(h)/(10.0*float(w)), 0.5, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv); // Initializes glut
// Sets up a double buffer with RGBA components and a depth component
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA);
// Sets the window size to 512*512 square pixels
glutInitWindowSize(512, 512);
// Sets the window position to the upper left
glutInitWindowPosition(0, 0);
// Creates a window using internal glut functionality
glutCreateWindow("Hello!");
// passes reshape and display functions to the OpenGL machine for callback
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutIdleFunc(display);
init();
// Starts the program.
glutMainLoop();
return 0;
}
答案 1 :(得分:4)
NeHe有一个教程,用于在Mac OS X上使用GLUT here设置OpenGL窗口。它们还为各种不同平台的所有课程提供代码。如果您滚动到lesson 2的底部,则可以下载准备好的课程代码以用于多个平台。您可能需要GLUT样本或Mac OS X / Cocoa样本。
答案 2 :(得分:1)
最简单的方法是使用Objective-C来设置所有内容,然后使用C进行绘制。 (不是唯一的方法,GLUT也是一种选择。)
来自Apple的答案 3 :(得分:1)
以下是OpenGL红皮书转换为R6RS方案的“hello.c”示例:
该节目以Ikarus Scheme和Ypsilon Scheme运行。
请注意,'import'表单指的是一些'agave'库。这些可在以下网址获得:
http://github.com/dharmatech/agave
Agave是一个为R6RS Scheme提供大量OpenGL演示和库的项目。
Ikarus和Ypsilon都可用于OS X.
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