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A WTL class for developping OpenGL programs using WTL

, 1 Oct 2001
A class to develop OpenGL programs which can be easily plugged into your WTL programs
opengl_demo.zip
Cube.exe
opengl_src.zip
Cube
Cube.dsp
Cube.dsw
Cube.plg
Release
res
Cube.ico
// MainFrm.h : interface of the CMainFrame class
//
// partial codes generated by OpenGL AppWizard developed by Ulf Ohlen (ulf_ohlen@hotmail.com) 
// see http://www.codeproject.com/opengl/oglwiz.asp for details
//
//
/////////////////////////////////////////////////////////////////////////////

#if !defined(AFX_MAINFRM_H__0879C256_36E6_4CB6_B5E0_0BB8527B0AC4__INCLUDED_)
#define AFX_MAINFRM_H__0879C256_36E6_4CB6_B5E0_0BB8527B0AC4__INCLUDED_

#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000

#include <stdio.h>

class CMainFrame : public CFrameWindowImpl<CMainFrame>, COpenGL<CMainFrame>, public CUpdateUI<CMainFrame>,
		public CMessageFilter, public CIdleHandler
{
public:
	DECLARE_FRAME_WND_CLASS(NULL, IDR_MAINFRAME)

	GLfloat m_fAngle;		// Rotation angle of the cube

	virtual BOOL PreTranslateMessage(MSG* pMsg)
	{
		return CFrameWindowImpl<CMainFrame>::PreTranslateMessage(pMsg);
	}

	virtual BOOL OnIdle()
	{
		m_fAngle+= 1; // Add some rotation to the cube
		UpdateFPS();
		RedrawWindow();
		return FALSE;
	}

	BEGIN_MSG_MAP(CMainFrame)
		MESSAGE_HANDLER(WM_CREATE, OnCreate)
		COMMAND_ID_HANDLER(ID_APP_EXIT, OnFileExit)
		COMMAND_ID_HANDLER(ID_FILE_NEW, OnFileNew)
		COMMAND_ID_HANDLER(ID_APP_ABOUT, OnAppAbout)
		CHAIN_MSG_MAP(CUpdateUI<CMainFrame>)
		CHAIN_MSG_MAP(CFrameWindowImpl<CMainFrame>)
		CHAIN_MSG_MAP(COpenGL<CMainFrame>)
	END_MSG_MAP()

	BEGIN_UPDATE_UI_MAP(CMainFrame)
	END_UPDATE_UI_MAP()

	LRESULT OnCreate(UINT /*uMsg*/, WPARAM /*wParam*/, LPARAM /*lParam*/, BOOL& bHandled)
	{
		// register object for message filtering and idle updates
		CMessageLoop* pLoop = _Module.GetMessageLoop();
		ATLASSERT(pLoop != NULL);
		pLoop->AddMessageFilter(this);
		pLoop->AddIdleHandler(this);
		
		bHandled = FALSE;
		return 0;
	}

	LRESULT OnFileExit(WORD /*wNotifyCode*/, WORD /*wID*/, HWND /*hWndCtl*/, BOOL& /*bHandled*/)
	{
		PostMessage(WM_CLOSE);
		return 0;
	}

	LRESULT OnFileNew(WORD /*wNotifyCode*/, WORD /*wID*/, HWND /*hWndCtl*/, BOOL& /*bHandled*/)
	{
		// TODO: add code to initialize document

		return 0;
	}

	LRESULT OnAppAbout(WORD /*wNotifyCode*/, WORD /*wID*/, HWND /*hWndCtl*/, BOOL& /*bHandled*/)
	{
		CAboutDlg dlg;
		dlg.DoModal();
		return 0;
	}

	void OnInit(void) {
		m_fAngle = 0.0f;

		glClearColor(0.000f, 0.000f, 0.000f, 1.0f); //Background color

		// Activate lighting and a light source
		glEnable(GL_LIGHT0);
		glEnable(GL_LIGHTING);
		glEnable(GL_DEPTH_TEST);

		// Define material parameters
		static GLfloat glfMatAmbient[] = {0.000f, 0.450f, 1.000f, 1.0f};
		static GLfloat glfMatDiffuse[] = {0.000f, 0.000f, 0.580f, 1.0f};
		static GLfloat glfMatSpecular[]= {1.000f, 1.000f, 1.000f, 1.0f};
		static GLfloat glfMatEmission[]= {0.000f, 0.000f, 0.000f, 1.0f};
		static GLfloat fShininess = 128.000f;

		// Set material parameters
		glMaterialfv(GL_FRONT, GL_AMBIENT,  glfMatAmbient);
		glMaterialfv(GL_FRONT, GL_DIFFUSE,  glfMatDiffuse);
		glMaterialfv(GL_FRONT, GL_SPECULAR, glfMatSpecular);
		glMaterialfv(GL_FRONT, GL_EMISSION, glfMatEmission);
		glMaterialf(GL_FRONT, GL_SHININESS, fShininess);
	}

	void OnRender(void) {
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear buffers
		glLoadIdentity(); // Load identity matrix

		// Add a light source
		GLfloat glfLight[] = {-4.0f, 4.0f, 4.0f, 0.0f};
		glLightfv(GL_LIGHT0, GL_POSITION, glfLight);
 
		// Position and rotate the camera
		glTranslatef(0.0f, 0.0f, -5.0f);	
		glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
		glRotatef(m_fAngle, 0.0f, 1.0f, 0.0f);

		// Draw a cube
		static GLfloat r = .7f;
		GLCube(-r, -r, -r, r, r, r);

		glFlush();
	}

	void OnResize(int cx, int cy) {
		GLfloat fFovy  = 30.0f; // Field-of-view
		GLfloat fZNear = 1.0f;  // Near clipping plane
		GLfloat fZFar = 10.0f;  // Far clipping plane

		// Calculate viewport aspect
		RECT rc;
		GetClientRect(&rc);

		GLfloat fAspect = (GLfloat)(rc.right-rc.left) / (GLfloat)(rc.bottom-rc.top);

		// Define viewport
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		gluPerspective(fFovy, fAspect, fZNear, fZFar);
		glViewport(rc.left, rc.top, rc.right-rc.left, rc.bottom-rc.top);
		glMatrixMode(GL_MODELVIEW);
	}

	void UpdateFPS()
	{
		const int FRAMEINTERVAL = 1000;            // Show FPS every 1000th milliseconds
		static DWORD nFrames = 0;                  // Number of frames since last update
		static DWORD nLastTick = GetTickCount();   // Time of last update
		DWORD nTick = GetTickCount();              // Current time
		if(nTick-nLastTick>=FRAMEINTERVAL)
		{	
			float fFPS = 1000.0f*(GLfloat)nFrames/(GLfloat)(nTick-nLastTick);
			nLastTick = nTick;
			nFrames = 0;
			char szFPS[256];
			sprintf(szFPS, "%.1f FPS", fFPS);
			SetWindowText(szFPS);
		}
		nFrames++;
	}
	// GLCube()
	// Renders a cube.
	//
	void GLCube(GLfloat x1, GLfloat y1, GLfloat z1, GLfloat x2, GLfloat y2, GLfloat z2)
	{
		glBegin(GL_POLYGON);
		glNormal3f(0.0f, 0.0f, 1.0f);
		glVertex3f(x2, y2, z2);
		glVertex3f(x1, y2, z2);
		glVertex3f(x1, y1, z2);
		glVertex3f(x2, y1, z2);
		glEnd();

		glBegin(GL_POLYGON);
		glNormal3f(0.0f, 0.0f, -1.0f);
		glVertex3f(x2, y2, z1);
		glVertex3f(x2, y1, z1);
		glVertex3f(x1, y1, z1);
		glVertex3f(x1, y2, z1);
		glEnd();

		glBegin(GL_POLYGON);
		glNormal3f(-1.0f, 0.0f, 0.0f);
		glVertex3f(x1, y2, z2);
		glVertex3f(x1, y2, z1);
		glVertex3f(x1, y1, z1);
		glVertex3f(x1, y1, z2);
		glEnd();

		glBegin(GL_POLYGON);
		glNormal3f(1.0f, 0.0f, 0.0f);
		glVertex3f(x2, y2, z2);
		glVertex3f(x2, y1, z2);
		glVertex3f(x2, y1, z1);
		glVertex3f(x2, y2, z1);
		glEnd();

		glBegin(GL_POLYGON);
		glNormal3f(0.0f, 1.0f, 0.0f);
		glVertex3f(x1, y2, z1);
		glVertex3f(x1, y2, z2);
		glVertex3f(x2, y2, z2);
		glVertex3f(x2, y2, z1);
		glEnd();

		glBegin(GL_POLYGON);
		glNormal3f(0.0f, -1.0f, 0.0f);
		glVertex3f(x1, y1, z1);
		glVertex3f(x2, y1, z1);
		glVertex3f(x2, y1, z2);
		glVertex3f(x1, y1, z2);
		glEnd();
	}
};

/////////////////////////////////////////////////////////////////////////////

//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.

#endif // !defined(AFX_MAINFRM_H__0879C256_36E6_4CB6_B5E0_0BB8527B0AC4__INCLUDED_)

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Zilin
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United States United States
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