`
tiankefeng0520
  • 浏览: 146883 次
  • 性别: Icon_minigender_1
  • 来自: 长春
社区版块
存档分类
最新评论

OpenGL学习三十八:图片文字

 
阅读更多

(此节内容对应NEHE教程第17课)

 

前面2节所创建的字体。都是需要结合OS


假如某OS不能创建字体,那么如何显示出文字呢。这就需要采用图像文字的方式。

其实原理很简单,每个字符对应都是一个四边形,我们对这个四边形进行纹理贴图(贴图内容为字符),每次输出字符的时候的,等于找到对应的纹理图形 显示出来即可,为了提高性能,我们将使用显示列表

 

#include "header.h""


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

GLuint	base;				// Base Display List For The Font
GLuint	texture[2];			// Storage For Our Font Texture
GLuint	loop;				// Generic Loop Variable

GLfloat	cnt1;				// 1st Counter Used To Move Text & For Coloring
GLfloat	cnt2;				// 2nd Counter Used To Move Text & For Coloring

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

AUX_RGBImageRec *LoadBMP(char *Filename)                // Loads A Bitmap Image
{
        FILE *File=NULL;                                // File Handle
        if (!Filename)                                  // Make Sure A Filename Was Given
        {
                return NULL;                            // If Not Return NULL
        }
        File=fopen(Filename,"r");                       // Check To See If The File Exists
        if (File)                                       // Does The File Exist?
        {
                fclose(File);                           // Close The Handle
                return auxDIBImageLoad(Filename);       // Load The Bitmap And Return A Pointer
        }
        return NULL;                                    // If Load Failed Return NULL
}

int LoadGLTextures()                                    // Load Bitmaps And Convert To Textures
{
        int Status=FALSE;                               // Status Indicator
        AUX_RGBImageRec *TextureImage[2];               // Create Storage Space For The Textures
        memset(TextureImage,0,sizeof(void *)*2);        // Set The Pointer To NULL

        if ((TextureImage[0]=LoadBMP("Data/Font.bmp")) &&
			(TextureImage[1]=LoadBMP("Data/Bumps.bmp")))
        {
                Status=TRUE;                            // Set The Status To TRUE
                glGenTextures(2, &texture[0]);          // Create Two Texture

				for (loop=0; loop<2; loop++)
				{
	                glBindTexture(GL_TEXTURE_2D, texture[loop]);
			        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[loop]->sizeX, TextureImage[loop]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);
				}
        }
		for (loop=0; loop<2; loop++)
		{
	        if (TextureImage[loop])							// If Texture Exists
		    {
			        if (TextureImage[loop]->data)			// If Texture Image Exists
				    {
					        free(TextureImage[loop]->data);	// Free The Texture Image Memory
					}
					free(TextureImage[loop]);				// Free The Image Structure
			}
		}
        return Status;                                  // Return The Status
}

GLvoid BuildFont(GLvoid)								// Build Our Font Display List
{
	float	cx;											// Holds Our X Character Coord
	float	cy;											// Holds Our Y Character Coord

	base=glGenLists(256);								// Creating 256 Display Lists
	glBindTexture(GL_TEXTURE_2D, texture[0]);			// Select Our Font Texture
	for (loop=0; loop<256; loop++)						// Loop Through All 256 Lists
	{
		cx=float(loop%16)/16.0f;						// X Position Of Current Character
		cy=float(loop/16)/16.0f;						// Y Position Of Current Character

		glNewList(base+loop,GL_COMPILE);				// Start Building A List
			glBegin(GL_QUADS);							// Use A Quad For Each Character
				glTexCoord2f(cx,1-cy-0.0625f);			// Texture Coord (Bottom Left)
				glVertex2i(0,0);						// Vertex Coord (Bottom Left)
				glTexCoord2f(cx+0.0625f,1-cy-0.0625f);	// Texture Coord (Bottom Right)
				glVertex2i(16,0);						// Vertex Coord (Bottom Right)
				glTexCoord2f(cx+0.0625f,1-cy);			// Texture Coord (Top Right)
				glVertex2i(16,16);						// Vertex Coord (Top Right)
				glTexCoord2f(cx,1-cy);					// Texture Coord (Top Left)
				glVertex2i(0,16);						// Vertex Coord (Top Left)
			glEnd();									// Done Building Our Quad (Character)
			glTranslated(10,0,0);						// Move To The Right Of The Character
		glEndList();									// Done Building The Display List
	}													// Loop Until All 256 Are Built
}

GLvoid KillFont(GLvoid)									// Delete The Font From Memory
{
	glDeleteLists(base,256);							// Delete All 256 Display Lists
}

GLvoid glPrint(GLint x, GLint y, char *string, int set)	// Where The Printing Happens
{
	if (set>1)
	{
		set=1;
	}
	glBindTexture(GL_TEXTURE_2D, texture[0]);			// Select Our Font Texture
	glDisable(GL_DEPTH_TEST);							// Disables Depth Testing
	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glPushMatrix();										// Store The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix
	glOrtho(0,640,0,480,-1,1);							// Set Up An Ortho Screen
	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glPushMatrix();										// Store The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
	glTranslated(x,y,0);								// Position The Text (0,0 - Bottom Left)
	glListBase(base-32+(128*set));						// Choose The Font Set (0 or 1)
	glCallLists(strlen(string),GL_UNSIGNED_BYTE,string);// Write The Text To The Screen
	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glPopMatrix();										// Restore The Old Projection Matrix
	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glPopMatrix();										// Restore The Old Projection Matrix
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
}

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
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);	// Calculate Window Aspect Ratio
	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	if (!LoadGLTextures())								// Jump To Texture Loading Routine
	{
		return FALSE;									// If Texture Didn't Load Return FALSE
	}
	BuildFont();										// Build The Font
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// Clear The Background Color To Black
	glClearDepth(1.0);									// Enables Clearing Of The Depth Buffer
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Test To Do
	glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Select The Type Of Blending
	glShadeModel(GL_SMOOTH);							// Enables Smooth Color Shading
	glEnable(GL_TEXTURE_2D);							// Enable 2D Texture Mapping
	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 Modelview Matrix
	glBindTexture(GL_TEXTURE_2D, texture[1]);			// Select Our Second Texture
	glTranslatef(0.0f,0.0f,-5.0f);						// Move Into The Screen 5 Units
	glRotatef(45.0f,0.0f,0.0f,1.0f);					// Rotate On The Z Axis 45 Degrees (Clockwise)
	glRotatef(cnt1*30.0f,1.0f,1.0f,0.0f);				// Rotate On The X & Y Axis By cnt1 (Left To Right)
	glDisable(GL_BLEND);								// Disable Blending Before We Draw In 3D
	glColor3f(1.0f,1.0f,1.0f);							// Bright White
	glBegin(GL_QUADS);									// Draw Our First Texture Mapped Quad
		glTexCoord2d(0.0f,0.0f);						// First Texture Coord
		glVertex2f(-1.0f, 1.0f);						// First Vertex
		glTexCoord2d(1.0f,0.0f);						// Second Texture Coord
		glVertex2f( 1.0f, 1.0f);						// Second Vertex
		glTexCoord2d(1.0f,1.0f);						// Third Texture Coord
		glVertex2f( 1.0f,-1.0f);						// Third Vertex
		glTexCoord2d(0.0f,1.0f);						// Fourth Texture Coord
		glVertex2f(-1.0f,-1.0f);						// Fourth Vertex
	glEnd();											// Done Drawing The First Quad
	glRotatef(90.0f,1.0f,1.0f,0.0f);					// Rotate On The X & Y Axis By 90 Degrees (Left To Right)
	glBegin(GL_QUADS);									// Draw Our Second Texture Mapped Quad
		glTexCoord2d(0.0f,0.0f);						// First Texture Coord
		glVertex2f(-1.0f, 1.0f);						// First Vertex
		glTexCoord2d(1.0f,0.0f);						// Second Texture Coord
		glVertex2f( 1.0f, 1.0f);						// Second Vertex
		glTexCoord2d(1.0f,1.0f);						// Third Texture Coord
		glVertex2f( 1.0f,-1.0f);						// Third Vertex
		glTexCoord2d(0.0f,1.0f);						// Fourth Texture Coord
		glVertex2f(-1.0f,-1.0f);						// Fourth Vertex
	glEnd();											// Done Drawing Our Second Quad
	glEnable(GL_BLEND);									// Enable Blending

	glLoadIdentity();									// Reset The View
	// 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)));
	glPrint(int((280+250*cos(cnt1))),int(235+200*sin(cnt2)),"NeHe",0);		// Print GL Text To The Screen

	glColor3f(1.0f*float(sin(cnt2)),1.0f-0.5f*float(cos(cnt1+cnt2)),1.0f*float(cos(cnt1)));
	glPrint(int((280+230*cos(cnt2))),int(235+200*sin(cnt1)),"OpenGL",1);	// Print GL Text To The Screen

	glColor3f(0.0f,0.0f,1.0f);							// Set Color To Blue
	glPrint(int(240+200*cos((cnt2+cnt1)/5)),2,"Giuseppe D'Agata",0);

	glColor3f(1.0f,1.0f,1.0f);							// Set Color To White
	glPrint(int(242+200*cos((cnt2+cnt1)/5)),2,"Giuseppe D'Agata",0);

	cnt1+=0.01f;										// Increase The First Counter
	cnt2+=0.0081f;										// Increase The Second Counter
	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
	}

	KillFont();											// Kill The Font
}

/*	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	= "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;											// 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,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","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,"Program Will Now Close.","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
								"OpenGL",							// 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)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Window Creation Error.","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,"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(	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,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;							// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow("NeHe & Giuseppe D'Agata's 2D Font Tutorial",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 && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
			}
			else									// Not Time To Quit, Update Screen
			{
				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 & Giuseppe D'Agata's 2D Font Tutorial",640,480,16,fullscreen))
				{
					return 0;						// Quit If Window Was Not Created
				}
			}
		}
	}

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

 

  • 大小: 13.5 KB
分享到:
评论

相关推荐

    QtOpenGL文字显示

    总结来说,"QtOpenGL文字显示"是一个综合性的项目,涵盖了Qt与OpenGL的集成,包括文字渲染、3D透视投影、纹理贴图和抗锯齿等核心概念。理解并掌握这些技术对于开发高质量的3D图形应用程序至关重要。通过实践和学习,...

    Nehe-OpenGL教程源码

    例如,“Lesson01”可能会介绍如何初始化OpenGL上下文并绘制简单的几何形状,而“Lesson15”可能涉及纹理映射,教你怎么加载图片作为纹理贴在3D模型上。每个程序都有详细的注释,解释了代码的功能和工作原理,这对于...

    学opengl编3D游戏

    - **常规文字显示**:详细解释了如何在OpenGL环境中显示文字,包括使用OpenGL自带的文字显示功能。 - **三维文字展示**:介绍了如何在三维空间中渲染文字,这对于游戏中的HUD(Head-Up Display)设计非常有用。 - ...

    Visual C+++OpenGL应用程序开发(郭兆荣)part3

    根据提供的标题、描述、标签以及部分无法识别的内容(推测为图片),我们可以推断出这部分内容主要涉及使用Visual C++结合OpenGL进行应用程序开发的相关知识点。由于实际的文字内容并未给出,这里将基于这一主题展开...

    易语言源码易语言OpenGl字幕雨源码.rar

    学习这个源码可以帮助我们了解易语言与OpenGL的结合使用,以及如何利用OpenGL实现动态的图形效果。同时,对于想要提升图形编程能力的人来说,分析和理解这个源码也是一个很好的实践机会。在深入研究源码时,可以关注...

    OpenGL.zip_hud_opengl

    3. **颜色和纹理**:OpenGL允许设置颜色和应用纹理,可以为HUD元素添加颜色或者使用图片资源,如图标和文字。 4. **绘图命令**:使用`glBegin()`和`glEnd()`之间的OpenGL绘图命令,如`glVertex()`,可以绘制线条、...

    计算机图形学-用OpenGL实现(第2版).doc

    例如,利用计算机排版软件可以轻松调整字体、大小和布局,甚至能够自动匹配图片和文字内容。 2. **影视制作:** 电影和电视剧中经常使用计算机生成的图像(CGI)来创造逼真的特效场景,比如《阿凡达》等大片中大量...

    FFmpegAndroid,android 端基于 FFmpeg 实现音频剪切、拼接、转码、混音、编解码;视频剪切、水印、截图、转码、编解码、转 Gif 动图;音视频合成与分离;音视频解码、同步与播放;FFmpeg 本地推流、H264 与 RTMP 实时推流直播;OpenGL GPUImage ffmpeg:色调、亮度、亮度、亮度.zip

    - FFmpegAndroid 是一个完全开源的项目,开发者可以查看源代码,学习 FFmpeg 在 Android 上的应用技巧,并根据需要进行二次开发。 综上所述,FFmpegAndroid 提供了一套完整的音视频处理解决方案,涵盖从基础操作到...

    OCR.zip_opengl_tamcos在线播放

    这项技术广泛应用于扫描文档、图片中的文字提取,以及各种自动化的文本处理场景。OCR通过复杂的图像处理和模式识别算法来分析字符形状,然后匹配到已知的字符库中。 2. **OpenGL**:OpenGL是一个跨语言、跨平台的...

    swift-iOS搭建“美图(贴纸涂鸦文字滤镜)”ImageEdit

    我们需要学习`UIImageView`来显示图片,`UIButton`和`UILabel`用于交互元素和文本显示,以及`UIView`来创建自定义视图。 3. **图像处理**:要实现图片编辑功能,我们需要了解`UIImage`类的用法,包括加载、保存和...

    粒子化文字(可自己输入)

    要深入学习和实现粒子化文字,你需要解压文件,查看其中的内容,并根据所使用的编程语言和框架进行学习和实践。同时,不断研究相关领域的最新技术和工具,如新的图形库、物理引擎和动画算法,以提升你的粒子化文字...

    3D文字制作软件源码VB版.rar

    在IT领域,3D文字制作软件是一种用于创建三维文字效果的工具,广泛应用于图形设计、游戏开发、视觉艺术等场景。VB(Visual Basic)是微软公司开发的一种面向对象的编程语言,以其易学易用的特点深受初学者和专业...

    程序员学习必备笔记软件Typora.7z

    3. **导入图片**:在学习过程中,常常需要记录截图或示例图像,Typora允许用户直接拖放图片到文档中,或者使用命令行插入图片链接,方便快速地整理学习资料。 4. **文字编辑**:作为一款优秀的笔记软件,Typora提供...

    仿美图秀秀实现图片相框、贴纸、文字编辑、滤镜功能

    由于图片处理往往涉及大量的计算,尤其是在处理大尺寸图片时,我们需要考虑使用硬件加速(如OpenGL ES或Metal),以及合理地利用异步处理和缓存策略,以提高用户体验。 总之,仿美图秀秀实现图片编辑功能涵盖了...

    Android应用源码之100种图片处理效果大全项目.rar

    《Android应用源码之100种图片处理效果大全项目》是一个非常实用的学习资源,它提供了丰富的图片处理技术实现,适合Android开发者深入理解和实践。在这个项目中,你可以找到各种图片处理技术的应用实例,涵盖了许多...

    Delphi跑马灯效果的例子

    通常,你需要创建一个自定义控件,绘制文字或图片,并通过改变其位置来模拟滚动。这涉及到图形绘制、事件处理和动画更新等技术。 2. **压缩包文件解析**: - `Project1.cfg`:这是Delphi项目的配置文件,包含了...

    iOS5开发基础教程.pdf

    - **版本**:文字版 - **出版社**:Apress - **书号**:978-1-4302-3605-4 - **发行时间**:2011年12月19日 - **地区**:美国 - **语言**:英文 #### 二、书籍简介与目标读者 这本书是《Beginning iPhone 4 ...

    巧用XD制作动感文字PPT学习教案.pptx

    这篇教程主要讲解如何使用Adobe XD(Experience Design)创建具有动态效果的文字PPT。Adobe XD是一款交互设计工具,常用于UI/UX设计,但它也具备创建动态元素的能力,如本教程中展示的动感文字。 首先,我们需要...

    VB版3D文字制作软件源码.7z

    VB版3D文字制作软件源码是一个基于Visual Basic(VB)开发的程序,它提供了创建三维文字的功能。这个源码可以作为一个学习3D图形渲染和VB编程的实例,帮助开发者理解如何在VB环境中实现3D效果。源码包含了用于生成3D...

    Android应用源码100种图片处理效果大全项目.zip

    8. **水印添加**:在图片上添加文字、图标等水印,可以保护版权或增加品牌标识。 9. **动态图片处理**:对于GIF动图,可能包含解码和播放GIF的实现,例如使用NineOldAndroids库。 10. **图像格式转换**:如将JPEG...

Global site tag (gtag.js) - Google Analytics