// A Simple OpenGL program for Windows Win32 API
// Draws a rectangle in different shades of red
// Must add OPENGL32.LIB & GLU32.LIB to linker's 'Object/library
// modules' --- 'Project'|'Settings'|'Link tab'
#include <windows.h> // standard Windows headers
#include <GL/gl.h> // OpenGL interface
#include <GL/glu.h> // OpenGL utility Library interface
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void DrawOpenGLScene(void);
HGLRC SetUpOpenGL(HWND hWnd);
int PASCAL WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpszCmdLine, int nCmdShow)
{
static char szClassName[] = "Myclass";
static char szTitle[]="A Simple Win32 API OpenGL Program";
WNDCLASS wc;
MSG msg;
HWND hWnd;
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject (WHITE_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = szClassName;
if (!RegisterClass (&wc))
return 0;
hWnd = CreateWindow(szClassName, szTitle,
WS_OVERLAPPEDWINDOW |
// NEED THESE for OpenGL calls to work!
WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
10, 10, 310, 310,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
UpdateWindow( hWnd );
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
return(msg.wParam);
}
LRESULT CALLBACK WndProc( HWND hWnd, UINT msg,
WPARAM wParam, LPARAM lParam )
{
HDC hDC;
static HGLRC hRC; // Note this is STATIC!
PAINTSTRUCT ps;
switch (msg)
{
case WM_CREATE:
// Select a pixel format and create a rendering context
hRC = SetUpOpenGL(hWnd);
break;
case WM_PAINT:
// Draw the scene
// Get a DC, make RC current & associate it with this DC
hDC = BeginPaint(hWnd, &ps);
wglMakeCurrent(hDC, hRC);
DrawOpenGLScene(); // Draw the rectangles
// We're done with the RC, so deselect it
wglMakeCurrent(NULL, NULL);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
// Clean up and terminate
wglDeleteContext(hRC);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, msg, wParam, lParam);
}
return (0);
}
//*******************************************************
// SetUpOpenGL sets the pixel format and a rendering
// context then returns the RC
//*******************************************************
HGLRC SetUpOpenGL(HWND hWnd)
{
static PIXELFORMATDESCRIPTOR pfd = {
sizeof (PIXELFORMATDESCRIPTOR), // strcut size
1, // Version number
PFD_DRAW_TO_WINDOW | // Flags, draw to a window,
PFD_SUPPORT_OPENGL, // use OpenGL
PFD_TYPE_RGBA, // RGBA pixel values
24, // 24-bit color
0, 0, 0, // RGB bits & shift sizes.
0, 0, 0, // Don't care about them
0, 0, // No alpha buffer info
0, 0, 0, 0, 0, // No accumulation buffer
32, // 32-bit depth buffer
0, // No stencil buffer
0, // No auxiliary buffers
PFD_MAIN_PLANE, // Layer type
0, // Reserved (must be 0)
0, // No layer mask
0, // No visible mask
0 // No damage mask
};
int nMyPixelFormatID;
HDC hDC;
HGLRC hRC;
hDC = GetDC(hWnd);
nMyPixelFormatID = ChoosePixelFormat(hDC, &pfd);
SetPixelFormat(hDC, nMyPixelFormatID, &pfd);
hRC = wglCreateContext(hDC);
ReleaseDC(hWnd, hDC);
return hRC;
}
//********************************************************
// DrawOpenGLScene uses OpenGL commands to draw the scene
// This is where we put the OpenGL drawing commands
//********************************************************
void DrawOpenGLScene()
{
float i;
// Draw a rectangle in different shades of red
for (i=0.2f; i<=1.0; i+=0.2f)
{
glColor3f(i, 0.0, 0.0); // drawing color
glBegin(GL_POLYGON); // define the rectangle
glVertex2f(-0.5,-0.5);
glVertex2f(-0.5,0.5);
glVertex2f(0.5,0.5);
glVertex2f(0.5,-0.5);
glEnd();
glFlush(); // force execution
Sleep(1000); // wait a while
}
}