【OpenGL从入门到精通(二)】绘制一个点

1.想要绘制一个点,首先要在OpenGL初始化中先设置矩阵

2.然后在绘制场景中进行点的绘制。其中包括 当前颜色设置;点的位置,点的大小等等

#include <windows.h>
#include<gl/GL.h>
#include<gl/GLU.h>

#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glu32.lib")

LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch (msg)
	{
	case WM_CLOSE:
		PostQuitMessage(0);
		break;
	}
	return DefWindowProc(hwnd, msg, wParam, lParam);
}

INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nShowCmd)
{
	//register window
	WNDCLASSEX wndclass;
	wndclass.cbClsExtra = 0;
	wndclass.cbSize = sizeof(WNDCLASSEX);
	wndclass.cbWndExtra = 0;
	wndclass.hbrBackground = NULL;
	wndclass.hCursor = LoadCursor(NULL,IDC_ARROW);
	wndclass.hIcon = NULL;
	wndclass.hIconSm = NULL;
	wndclass.hInstance = hInstance;
	wndclass.lpfnWndProc = GLWindowProc;
	wndclass.lpszClassName = L"GLWindow";
	wndclass.lpszMenuName = NULL;
	wndclass.style = CS_VREDRAW | CS_HREDRAW;
	ATOM atom = RegisterClassEx(&wndclass);
	if (!atom)
	{
		return 0;
	}
	//create window
	HWND hwnd = CreateWindowEx(NULL, L"GLWindow", L"OpenGL Window", WS_OVERLAPPEDWINDOW,
		100, 100, 800, 600, NULL, NULL, hInstance, NULL);
	
	//create opengl render context  HDC是Windows的设备描述表句柄。
	HDC dc = GetDC(hwnd);
	
	//颜色描述符,渲染的像素格式
	PIXELFORMATDESCRIPTOR pfd;
	memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
	pfd.nVersion = 1;
	pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
	pfd.cColorBits = 32;//颜色缓冲区
	pfd.cDepthBits = 24;//深度缓冲区
	pfd.cStencilBits = 8;//
	pfd.iPixelType = PFD_TYPE_RGBA;//像素格式
	pfd.iLayerType = PFD_MAIN_PLANE;//分层式
	pfd.dwFlags = PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER;//渲染到窗口上,支持OPENGL像素格式,双缓冲
	
	
	//选择像素格式
	int pixelFormat = ChoosePixelFormat(dc,&pfd);
	SetPixelFormat(dc, pixelFormat, &pfd);



	//创建OPenGL的渲染设备,
	HGLRC rc = wglCreateContext(dc);
	//把rc和dc设置成当前的渲染设备
	wglMakeCurrent(dc, rc);


	//初始化OpenGL的
	/*画点需要先设置矩阵*/
	glMatrixMode(GL_PROJECTION);//告诉显卡要操作投影矩阵
	gluPerspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);//设置投影矩阵
	glMatrixMode(GL_MODELVIEW);//设置模型矩阵
	glLoadIdentity();//给它一个单位矩阵



	glClearColor(0.1, 0.4, 0.6, 1.0);//设置清除缓冲区背景颜色


	//show window
	ShowWindow(hwnd, SW_SHOW);
	UpdateWindow(hwnd);

	MSG msg;
	while (true)
	{
		if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE))
		{
			if (msg.message == WM_QUIT)
			{
				break;
			}
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		//draw scene绘制场景
		glClear(GL_COLOR_BUFFER_BIT);

		glColor4ub(255, 255, 255, 255);//设置当前颜色

		glPointSize(20.0f);
		glBegin(GL_POINTS);//从当前点取颜色
		glVertex3f(0.0f, 0.0f, -0.5f);//画点的数据
		glEnd();//end


		//present scene 前面缓冲区
		//后缓冲区交换到前缓冲区
		SwapBuffers(dc);

	}

	return 0;
}

 

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