outdated: 43.FreeType Fonts in OpenGL

FreeType一个字体库,主要体现FreeType抗锯齿效果。

图中第一行为ttf字体,第二行为点阵字体,各有各的好处,不过ttf用的比较多。可以看出第一行字体的效果更好。

这是用到的库文件,放到了我的GitHub,下载地址

配置方法即文件放置位置还是按以前的来,在VS2015中,项目属性->链接器->附加依赖项加入libfreettpe.lib。

在原文中有两个bugfix,链接在这。我也在文中直接修改了。

在原本的代码中还有两个bug且都在FreeType.cpp文件中,为print()函数下(170行)的const char* c和make_dlist()函数下(70行)的glTranslatef(0, bitmap_glyph->top-bitmap.rows + 4, 0)。

这是最后的效果截图,

 

Main文件中改了几个地方,都标记于双行星号内。代码如下,

#ifndef FREE_TYPE_H
#define FREE_TYPE_H

#include <ft2build.h>
#include <freetype\freetype.h>
#include <freetype\ftglyph.h>
#include <freetype\ftoutln.h>
#include <freetype\fttrigon.h>

#include <windows.h>
#include <GL\glew.h>
#include <GL\glut.h>

#include <vector>
#include <string>

#include <stdexcept>
/*
 *    MSVC will spit out all sorts of useless waring if you create vectors of strings, 
 *    this pragma gets rid of them.
 */
#pragma warning(disable: 4786)

namespace freetype{
using std::vector;
using std::string;

class font_data{
public:
    float h;                     // The height of the font
    GLuint* textures;
    GLuint list_base;            // The first display list Id

public:
    void init(const char* fname, unsigned int h);      // Create a font
    void clean();                // Free all the resources associated with the font
};

void print(const font_data& ft_font, float x, float y, const char* fmt, ...);
}

#endif
FreeType.h
#include "FreeType.h"

namespace freetype {
/*
*    OpenGL textures need to have dimensions that are powers of two, 
*  so we need to pad the font bitmaps created by FreeType to make them a legal size
*/
inline int next_p2(int a)
{
    int rval = 1;
    while (rval < a) {
        rval <<= 1;
    }
    return rval;
}
// Create a displsy list corresponding to the given character 
void make_dlist(FT_Face face, char ch, GLuint list_base, GLuint* tex_base)
{
    /* The first thing we do is get FreeType to render our character into a bitmap */

    // Load the glyph for our character
    if (FT_Load_Glyph(face, FT_Get_Char_Index(face, ch), FT_LOAD_DEFAULT)) {
        throw std::runtime_error("FT_Load_Glyph failed");
    }
    // Move the face's glyph into a glyph bject
    FT_Glyph glyph;
    if (FT_Get_Glyph(face->glyph, &glyph)) {
        throw std::runtime_error("FT_Get_Glyph failed");
    }
    // Convert the glyph to a bitmap
    FT_Glyph_To_Bitmap(&glyph, ft_render_mode_normal, 0, 1);
    FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph)glyph;

    // This reference will make accessing the bitmap easier
    FT_Bitmap& bitmap = bitmap_glyph->bitmap;

    int width = next_p2(bitmap.width);            // Get the width and heigth
    int height = next_p2(bitmap.rows);

    // Allocate memory
    GLubyte* expanded_data = new GLubyte[2 * width * height];

    for (int i = 0; i < height; ++i) {
        for (int j = 0; j < width; ++j) {
            expanded_data[2 * (j + i*width)] = expanded_data[2 * (j + i*width) + 1] =
                (j >= bitmap.width || i >= bitmap.rows) ? 0 : bitmap.buffer[j + i*bitmap.width];
            // Bugfix

            // expanded_data[2 * (j + i * width)] = 255;
            // expanded_data[2 * (j + i * width) + 1] =
            // (j >= bitmap.width || i >= bitmap.rows) ? 0 : bitmap.buffer[j + bitmap.width * i];
        }
    }
    //  The edges of the text will be slightly translucent
    glBindTexture(GL_TEXTURE_2D, tex_base[ch]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    // Using GL_LUMINANCE_ALPHA to indicate that we are using 2 channel data
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_LUMINANCE_ALPHA, 
        GL_UNSIGNED_BYTE, expanded_data);

    delete[] expanded_data;

    // The display list
    glNewList(list_base + ch, GL_COMPILE);
    glBindTexture(GL_TEXTURE_2D, tex_base[ch]);
    glPushMatrix();

    glTranslatef(bitmap_glyph->left, 0, 0);
    glTranslatef(0, bitmap_glyph->top-bitmap.rows + 4, 0);

    float x = (float)bitmap.width / (float)width;
    float y = (float)bitmap.rows / (float)height;

    glBegin(GL_QUADS);
        glTexCoord2f(0, 0); glVertex2f(0, bitmap.rows);
        glTexCoord2f(0, y); glVertex2f(0, 0);
        glTexCoord2f(x, y); glVertex2f(bitmap.width, 0);
        glTexCoord2f(x, 0); glVertex2f(bitmap.width, bitmap.rows);
    glEnd();

    glPopMatrix();
    glTranslatef(face->glyph->advance.x >> 6, 0, 0);
    // Increment the raster position as if we were a bitmap font
    // glBitmap(0, 0, 0, 0, face->glyph->advance.x >> 6, 0, NULL);

    glEndList();
    // Bugfix
    FT_Done_Glyph(glyph);
}
// Initialize
void font_data::init(const char* fname, unsigned int h)
{
    textures = new GLuint[128];
    this->h = h;
    // Create and initilize a freeType font library
    FT_Library library;
    if (FT_Init_FreeType(&library)) {
        throw std::runtime_error("FT_Init_FreeType failed");
    }

    FT_Face face;        // The object In Which FreeType holds information on a given font
    if (FT_New_Face(library, fname, 0, &face)) {
        throw std::runtime_error("FT_New_Face failed (there is probably a problem with your font file)");
    }

    FT_Set_Char_Size(face, h << 6, h << 6, 96, 96);
    list_base = glGenLists(128);
    glGenTextures(128, textures);

    // Create fonts
    for (unsigned char i = 0; i < 128; ++i) {
        make_dlist(face, i, list_base, textures);
    }
    // Free
    FT_Done_Face(face);
    FT_Done_FreeType(library);
}

// Free
void font_data::clean()
{
    glDeleteLists(list_base, 128);
    glDeleteTextures(128, textures);
    delete[] textures;
}

inline void pushScreenCoordinateMatrix()
{
    glPushAttrib(GL_TRANSFORM_BIT);
    GLint viewport[4];
    glGetIntegerv(GL_VIEWPORT, viewport);
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    gluOrtho2D(viewport[0], viewport[2], viewport[1], viewport[3]);
    glPopAttrib();
}

inline void pop_projection_matrix()
{
    glPushAttrib(GL_TRANSFORM_BIT);
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glPopAttrib();
}

void print(const font_data& ft_font, float x, float y, const char* fmt, ...)
{
    pushScreenCoordinateMatrix();
    GLuint font = ft_font.list_base;

    // A little biggeer 
    float h = ft_font.h / 0.63f;
    char text[256];                // String
    va_list ap;

    if (fmt == NULL) {
        *text = 0;         // Do nothing
    }
    else {
        va_start(ap, fmt);          // Parses the string for variables
        vsprintf(text, fmt, ap);    // Converts symbols to actual numbers
        va_end(ap);                 // Results are stored in text
    }
    const char* start_line = text;
    vector<string> lines;

    const char* c;
    for (c = text; *c; ++c) {
        if (*c == '\n') {
            string line;
            for (const char* n = start_line; n < c; n++) {
                line.append(1, *n);
            }
            lines.push_back(line);
            start_line = c + 1;
        }
    }
    if (start_line) {
        string line;
        for (const char* n = start_line; n < c; ++n) {
            line.append(1, *n);
        }
        lines.push_back(line);
    }

    glPushAttrib(GL_LIST_BIT | GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TRANSFORM_BIT);
    glMatrixMode(GL_MODELVIEW);
    glDisable(GL_LIGHTING);
    glEnable(GL_TEXTURE_2D);
    glDisable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glListBase(font);

    float modelview_matrix[16];
    glGetFloatv(GL_MODELVIEW_MATRIX, modelview_matrix);

    for (int i = 0; i < lines.size(); ++i) {
        glPushMatrix();
        glLoadIdentity();
        glTranslatef(x, y - h * i, 0);
        glMultMatrixf(modelview_matrix);
        // If we need to know the length of the text
        // If we decide to use it make sure to also uncomment the glBitmap command in make_dlist()
        // glRasterPos2f(0, 0);
        glCallLists(lines[i].length(), GL_UNSIGNED_BYTE, lines[i].c_str());
        // float rpos[4];
        // glGetFloatv(GL_CURRENT_RASTER_POSITION, rpos);
        // float len = x - rpos[0];
        glPopMatrix();
    }
    glPopAttrib();
    pop_projection_matrix();
}
}
FreeType.cpp
#include <windows.h>
#include <stdio.h>
#include <math.h>
#include <gl/glew.h>
#include <gl/glut.h>
#include <GL/GLUAX.H>
#include "FreeType.h"

#pragma comment(lib, "legacy_stdio_definitions.lib")
/*
*  Every OpenGL program is linked to a Rendering Context.
*  A Rendering Context is what links OpenGL calls to the Device Context.
*  In order for your program to draw to a Window you need to create a Device Context.
*  The DC connects the Window to the GDI (Graphics Device Interface).
*/

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

/*
*  It's important to make this global so that each procedure knows if
*  the program is running in fullscreen mode or not.
*/

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

GLuint base;
GLfloat cnt1;
GLfloat cnt2;
/******************************************************************************************************/
/******************************************************************************************************/
freetype::font_data our_font;
/******************************************************************************************************/
/******************************************************************************************************/
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc

GLvoid BuildFont(GLvoid)
{
    HFONT font;                      // Windows font ID
    HFONT oldfont;                   // Used for good house keeping

    base = glGenLists(96);           // Storage for 95 characters

    // The CreateFont function creates a logical font with the specified characteristics. 
    // The logical font can subsequently be selected as the font for any device.
    font = CreateFont(-24,           // Height of font
        0,                           // Width of font 
        0,                           // Angle of escapement
        0,                           // Orientation angle
        FW_BOLD,                     // Font weight
        FALSE,                       // Italic
        FALSE,                       // Underline
        FALSE,                       // Strikeout
        ANSI_CHARSET,                // Character set identifier
        OUT_TT_PRECIS,               // Output precision
        CLIP_DEFAULT_PRECIS,         // Clipping precision
        ANTIALIASED_QUALITY,         // Output quality
        FF_DONTCARE | DEFAULT_PITCH, // Family and pitch
        "Courier New");              // Font name

    // The SelectObject function selects an object into the specified device context (DC). 
    // The new object replaces the previous object of the same type.
    oldfont = (HFONT)SelectObject(hDC, font);
    // The wglUseFontBitmaps function creates a set of bitmap display lists 
    // for use in the current OpenGL rendering context. The set of bitmap display lists 
    // is based on the glyphs in the currently selected font in the device context. 
    // You can then use bitmaps to draw characters in an OpenGL image.

    // The wglUseFontBitmaps function creates count display lists, one for each of
    // a run of count glyphs that begins with the first glyph in the hdc parameter's selected fonts.
    wglUseFontBitmaps(hDC, 32, 96, base);       // Builds 96 characters starting at character 32
    SelectObject(hDC, oldfont);
    // The DeleteObject function deletes a logical pen, brush, font, bitmap, region, 
    // or palette, freeing all system resources associated with the object.
    // After the object is deleted, the specified handle is no longer valid.
    DeleteObject(font);
}

GLvoid KillFont(GLvoid)
{
    glDeleteLists(base, 96);                          // Delete all 96 characters
}

GLvoid glPrint(const char* fmt, ...)
{
    char text[256];                                   // Holds ours string
    va_list ap;                                       // Pointer to list of arguments

    if (fmt == NULL) {
        return;
    }
    va_start(ap, fmt);                                // Parses the string for variables
    vsprintf(text, fmt, ap);                          // And converts symbols to actual numbers
    va_end(ap);                                       // Results are stored in text
    glPushAttrib(GL_LIST_BIT);                        // Pushes the display list bits
    glListBase(base - 32);                            // Sets th base charcter to 32

    glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);// Draws the display list text
    glPopAttrib();                                    // Pops the display list bits
}

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

    /*
    *  The following lines set the screen up for a perspective view.
    *  Meaning things in the distance get smaller. This creates a realistic looking scene.
    *  The perspective is calculated with a 45 degree viewing angle based on
    *  the windows width and height. The 0.1f, 100.0f is the starting point and
    *  ending point for how deep we can draw into the screen.
    *
    *  The projection matrix is responsible for adding perspective to our scene.
    *  glLoadIdentity() restores the selected matrix to it's original state.
    *  The modelview matrix is where our object information is stored.
    *   Lastly we reset the modelview matrix.
    */

    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);                       // Seclet the modelview matrix
    glLoadIdentity();                                 // Reset the modelview matrix
}

int InitGL(GLvoid)                                    // All setup for OpenGL goes here
{
    /*
    *  Smooth shading blends colors nicely across a polygon, and smoothes out lighting.
    */

    glShadeModel(GL_SMOOTH);                          // Enables smooth shading
    glClearColor(0.0f, 0.0f, 0.0f, 0.5f);             // Black background

    glClearDepth(1.0f);                               // Depth buffer setup

    glDepthFunc(GL_LEQUAL);
    glEnable(GL_DEPTH_TEST);

    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);   // Really nice perspective calculations

    BuildFont();
/******************************************************************************************************/
/******************************************************************************************************/
    our_font.init("Test.ttf", 16);           // Build the FreeType font
/******************************************************************************************************/
/******************************************************************************************************/
    return TRUE;
}
/*
*  For now all we will do is clear the screen to the color we previously decided on,
*  clear the depth buffer and reset the scene. We wont draw anything yet.
*/
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();
    glTranslatef(0.0f, 0.0f, -1.0f);
/******************************************************************************************************/
/******************************************************************************************************/
    // Blue text
    glColor3ub(0, 0, 0xff);
    // Pulsing colors based on text position
    // glColor3f(1.0f * float(cos(cnt1)), 1.0f * float(sin(cnt2)), 1.0f - 0.5f * float(cos(cnt1 + cnt2)));
    // Position the text on the screen
    // glRasterPos2f(-0.45f + 0.05f * float(cos(cnt1)), 0.35f * float(sin(cnt2)));
    glRasterPos2f(-0.40f, 0.35f);
    glPrint("Active WGL Bitmap Text - %7.2f", cnt1);

    // Red text
    glColor3ub(0xff, 0, 0);
    glPushMatrix();
    glLoadIdentity();
    glRotatef(cnt1, 0, 0, 1);
    glScalef(1, 0.8 + 0.3 * cos(cnt1 / 5), 1);
    glTranslatef(-180.0f, 0, 0);

    freetype::print(our_font, 320, 240, "Active FreeType Text - %7.2f", cnt1);
    glPopMatrix();
/******************************************************************************************************/
/******************************************************************************************************/
    cnt1 += 0.051f;
    cnt2 += 0.005f;
    return TRUE;                                         // everthing went OK
}
/*
*  The job of KillGLWindow() is to release the Rendering Context,
*  the Device Context and finally the Window Handle.
*/

GLvoid KillGLWindow(GLvoid)                              // Properly kill the window
{
    if (fullscreen) {                                    // Are we in fullscreen mode

        /*
        *  We use ChangeDisplaySettings(NULL,0) to return us to our original desktop.
        *  After we've switched back to the desktop we make the cursor visible again.
        */

        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 register class.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
            hInstance = NULL;                            // Set hInstance to NULL
        }
    }
    KillFont();
/******************************************************************************************************/
/******************************************************************************************************/
    our_font.clean();
/******************************************************************************************************/
/******************************************************************************************************/
}

/*
* The next section of code creates our OpenGL Window.
*/

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
    /*
    * Find  a pixel format that matches the one we want
    */
    GLuint PixelFormat;                                  // Holds the result after serching for a match

    /*
    * Before you create a window, you MUST register a Class for the window
    */
    WNDCLASS wc;                                         // Windows class structure

    /*
    *  dwExStyle and dwStyle will store the Extended and normal Window Style Information.
    */
    DWORD dwExStyle;                                     // Window extend 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

    /*
    *  The style CS_HREDRAW and CS_VREDRAW force the Window to redraw whenever it is resized.
    *  CS_OWNDC creates a private DC for the Window. Meaning the DC is not shared across applications.
    *  WndProc is the procedure that watches for messages in our program.
    *  No extra Window data is used so we zero the two fields. Then we set the instance.
    *  Next we set hIcon to NULL meaning we don't want an ICON in the Window,
    *  and for a mouse pointer we use the standard arrow. The background color doesn't matter
    *  (we set that in GL). We don't want a menu in this Window so we set it to NULL,
    *  and the class name can be any name you want. I'll use "OpenGL" for simplicity.
    */
    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 message
    wc.cbClsExtra = 0;                                   // No extra window date
    wc.cbWndExtra = 0;                                   // No extra window date
    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 requried 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 fullsreen model

        /*
        *  There are a few very important things you should keep in mind when switching to full screen mode.
        *  Make sure the width and height that you use in fullscreen mode is the same as
        *  the width and height you plan to use for your window, and most importantly,
        *  set fullscreen mode BEFORE you create your window.
        */
        DEVMODE dmScreenSettings;                        // Device mode
        memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Make sure memory's cleared
        dmScreenSettings.dmSize = sizeof(dmScreenSettings);     // Size of devmode structure
        dmScreenSettings.dmPelsWidth = width;            // Select window width
        dmScreenSettings.dmPelsHeight = height;          // Select window height
        dmScreenSettings.dmBitsPerPel = bits;            // Select bits per pixel
        dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;

        /*
        *  In the line below ChangeDisplaySettings tries to switch to a mode that matches
        *  what we stored in dmScreenSettings. I use the parameter CDS_FULLSCREEN when switching modes,
        *  because it's supposed to remove the start bar at the bottom of the screen,
        *  plus it doesn't move or resize the windows on your desktop when you switch to
        *  fullscreen mode and back.
        */
        //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\n your video card. Use"
                "windowed mode instead?", "GL", MB_YESNO | MB_ICONEXCLAMATION) == IDYES)
            {
                fullscreen = FALSE;                       // Select windowed mode (fullscreen=FLASE)
            }
            else {
                // Pop up a message box letting user know the programe 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

        /*
        *  If we are still in fullscreen mode we'll set the extended style to WS_EX_APPWINDOW,
        *  which force a top level window down to the taskbar once our window is visible.
        *  For the window style we'll create a WS_POPUP window.
        *  This type of window has no border around it, making it perfect for fullscreen mode.

        *  Finally, we disable the mouse pointer. If your program is not interactive,
        *  it's usually nice to disable the mouse pointer when in fullscreen mode. It's up to you though.
        */
        dwExStyle = WS_EX_APPWINDOW;                      // Window extended style
        dwStyle = WS_POPUP;                               // Window style
        ShowCursor(FALSE);                                // Hide mosue pointer 
    }
    else {

        /*
        *  If we're using a window instead of fullscreen mode,
        *  we'll add WS_EX_WINDOWEDGE to the extended style. This gives the window a more 3D look.
        *  For style we'll use WS_OVERLAPPEDWINDOW instead of WS_POPUP.
        *  WS_OVERLAPPEDWINDOW creates a window with a title bar, sizing border,
        *  window menu, and minimize / maximize buttons.
        */
        dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;   // Window extended style
        dwStyle = WS_OVERLAPPEDWINDOW;                    // Window style
    }

    /*
    *  By using the AdjustWindowRectEx command none of our OpenGL scene will be covered up by the borders,
    *  instead, the window will be made larger to account for the pixels needed to draw the window border.
    *  In fullscreen mode, this command has no effect.
    */
    AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);  // Adjust window to true resqusted

    /*
    *  WS_CLIPSIBLINGS and WS_CLIPCHILDREN are both REQUIRED for OpenGL to work properly.
    *  These styles prevent other windows from drawing over or into our OpenGL Window.
    */
    if (!(hWnd = CreateWindowEx(dwExStyle,                // Extended style for the window
        "OpenGL",                                         // Class name
        title,                                            // Window title
        WS_CLIPSIBLINGS |                                 // Requried window style
        WS_CLIPCHILDREN |                                 // Requried window style
        dwStyle,                                          // Select 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;                                     // Retrurn FALSE;
    }

    /*
    *  aside from the stencil buffer and the (slow) accumulation buffer
    */
    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 buffer
        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,                                               // 16Bits Z_Buffer (depth buffer)
        0,                                                // No stencil buffer
        0,                                                // No auxiliary buffer
        PFD_MAIN_PLANE,                                   // Main drawing layer
        0,                                                // Reserved
        0, 0, 0                                           // Layer makes 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 window 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 rendering context
        KillGLWindow();                                   // Reset the display
        MessageBox(NULL, "Can't create a GL rendering context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;                                     // Return FASLE;
    }

    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    
    }

    /*
    *  ReSizeGLScene passing the screen width and height to set up our perspective OpenGL screen.
    */
    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

    /*
    *  we can set up lighting, textures, and anything else that needs to be setup in InitGL().
    */
    if (!InitGL()) {                                      // Initialize our newly created GL window
        KillGLWindow();                                   // Reset the display
        MessageBox(NULL, "Initialize Failed.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;                                     // Return FALSE
    }
    return TRUE;
}

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 window message
    case WM_ACTIVATE: {                               // Check minimization state
        if (!HIWORD(wParam)) {
            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 form happening
        }
        break;                                        // Exit
    }
    case WM_CLOSE: {                                  // Did we receive a close message
        PostQuitMessage(0);                           // Send a quit message
        return 0;
    }
    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
    }
    }
    return DefWindowProc(hWnd, uMsg, wParam, lParam);     // Pass all unhandled message to DefWindwProc
}

int WINAPI WinMain(HINSTANCE hInstance,                   // Instance
    HINSTANCE hPrevInstance,                              // Previous instance
    LPSTR lpCmdLine,                                      // Command line parameters
    int nCmdShow)                                         // Window show state
{
    MSG msg;                                              // Window message structure
    BOOL done = FALSE;                                    // Bool variable to exit loop
    
    try {                                                 // Use exception handling 
    // Ask the user which screen mode they prefer
    if (MessageBox(NULL, "Would you like to run in fullscreen mode?",
        "Start fullscreen?", MB_YESNO | MB_ICONQUESTION) == IDNO)
    {
        fullscreen = FALSE;                               // Window mode
    }
    // Create our OpenGL window
    if (!CreateGLWindow("3D Shapes", 640, 480, 16, fullscreen)) {  // (Modified)
        return 0;                                         // Quit if window was not create
    }

    while (!done) {                                       // Loop that runs until donw = TRUE
        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {   // Is there a message wating
            if (msg.message == WM_QUIT) {                 // Havw we received a quit message
                done = TRUE;                              // if so done  = TRUE
            }
            else {                                        // If not, deal with window message
                TranslateMessage(&msg);                   // Translate message
                DispatchMessage(&msg);                    // Dispatch message
            }
        }
        else {
            // Draw the scene. Watch for ESC key and quit message 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 scene
                    SwapBuffers(hDC);                     // Swap buffers (double buffering)
                }
            }

            /*
            *  It allows us to press the F1 key to switch from fullscreen mode to
            *  windowed mode or windowed mode to fullscreen mode.
            */
            if (keys[VK_F1]) {                            // Is F1 being pressed
                keys[VK_F1] = FALSE;                      // If so make key FASLE
                KillGLWindow();                           // Kill our current window
                fullscreen = !fullscreen;                 // Toggle fullscreen / window mode
                                                          //Recreate our OpenGL window(modified)
                if (!CreateGLWindow("3D Shapes", 640, 480, 16, fullscreen)) {
                    return 0;                             // Quit if window was not create
                }
            }
        }
    }
    // Shutdown
/******************************************************************************************************/
/******************************************************************************************************/
    KillGLWindow();
    }
    catch (std::exception& e) {
        MessageBox(NULL, e.what(), "CAUGHT AN EXCEPTION", MB_OK | MB_ICONINFORMATION);
    }
    return (msg.wParam);
/******************************************************************************************************/
/******************************************************************************************************/
}
Main.cpp

Thanks for Nehe's tutorials, this is his home page.

posted @ 2016-10-14 23:10  clairvoyant  阅读(387)  评论(0编辑  收藏  举报