2012-10-13 59 views
1

这里是我的(O.K.不是我:))代码:无法解析的外部使用OpenGL

/* 
*  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 <windows.h>  // Header File For Windows 
#include <gl\gl.h>   // Header File For The OpenGL32 Library 
#include <gl\glu.h>   // Header File For The GLu32 Library 
#include <gl\GLaux.h>  // Header File For The Glaux Library 

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 

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

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 
    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,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(TEXT("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(char* 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 

    // Create The Window 
    if (!(hWnd=CreateWindowEx( dwExStyle,       // Extended Style For The Window 
           TEXT("OpenGL"),      // Class Name 
           TEXT("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)))        // 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("NeHe's OpenGL Framework",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("NeHe's OpenGL Framework",640,480,16,fullscreen)) 
       { 
        return 0;      // Quit If Window Was Not Created 
       } 
      } 
     } 
    } 

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

我怎么可以解析的外部解决问题呢? 我不能发布图像,所以这里的链接图像有一些错误我的VC++ Express写道:http://i.stack.imgur.com/2v2US.png

+2

注意:GLaux.h已弃用,不应再使用。 – SinisterMJ

回答

3

未解决的外部通常意味着你没有输入正确的库。在你的项目设置中,你包含了哪些OpenGL库?标准是

opengl32.lib 
glu32.lib 

在您的项目链接器设置。