WINCE系统上开发OpenGL程序需具备以下条件:
1. 处理器的支持,嵌入式处理器需支持3D加速渲染(测试使用的是Telichips 8901);
2. WINCE内核的支持,定制内核时需添加OpenGL ES相关组件。
以下是具体的参考代码:
[cpp] view plain copy
- /********************************************************************
- filename: WinceOpenGLDemo.cpp
- created: 2011-01-05
- author: firehood
- purpose: 利用OpenGL ES实现了绘制立方体和纹理效果
- *********************************************************************/
- // WinceOpenGLDemo.cpp : 定义应用程序的入口点。
- //
- #include "stdafx.h"
- #include "WinceOpenGLDemo.h"
- #include <windows.h>
- #include <commctrl.h>
- #include "ImgLoader.h"
- // OpenGL ES Includes
- #include <GLES/gl.h>
- #include <GLES/glext.h>
- #include <EGL/egl.h>
- #include <EGL/eglext.h>
- // OpenGL lib
- #pragma comment(lib, "OpenGlLib\\libGLESv1_CM.lib")
- #pragma comment(lib, "OpenGlLib\\libEGL.lib")
- // 全局变量:
- HINSTANCE g_hInst; // 当前实例
- TCHAR szAppName[] = L"OpenGLES"; /*The application name and the window caption*/
- CImgLoader g_Image;
- // OpenGL variables
- EGLDisplay glesDisplay; // EGL display
- EGLSurface glesSurface; // EGL rendering surface
- EGLContext glesContext; // EGL rendering context
- GLuint texture[6] = {0};
- // 立方体定点坐标
- GLshort vertices[] = {
- -1,-1,1,
- 1,-1,1,
- 1,1,1,
- -1,1,1,
- -1,-1,-1,
- -1,1,-1,
- 1,1,-1,
- 1,-1,-1,
- -1,1,-1,
- -1,1,1,
- 1,1,1,
- 1,1,-1,
- -1,-1,-1,
- 1,-1,-1,
- 1,-1,1,
- -1,-1,1,
- 1,-1,-1,
- 1,1,-1,
- 1,1,1,
- 1,-1,1,
- -1,-1,-1,
- -1,-1,1,
- -1,1,1,
- -1,1,-1
- };
- // 各个面纹理坐标
- GLshort texCoords[] = {
- 0,0,1,0,1,1,0,1,
- 0,0,1,0,1,1,0,1,
- 0,0,1,0,1,1,0,1,
- 0,0,1,0,1,1,0,1,
- 0,0,1,0,1,1,0,1,
- 0,0,1,0,1,1,0,1,
- };
- // 三角形索引数据
- GLbyte indices1[] = {
- 0,1,3,2,
- 0,0,0,0,
- 0,0,0,0,
- 0,0,0,0,
- 0,0,0,0,
- 0,0,0,0
- };
- GLbyte indices2[] = {
- 0,0,0,0,
- 4,5,7,6,
- 0,0,0,0,
- 0,0,0,0,
- 0,0,0,0,
- 0,0,0,0
- };
- GLbyte indices3[] = {
- 0,0,0,0,
- 0,0,0,0,
- 8,9,11,10,
- 0,0,0,0,
- 0,0,0,0,
- 0,0,0,0
- };
- GLbyte indices4[] = {
- 0,0,0,0,
- 0,0,0,0,
- 0,0,0,0,
- 12,13,15,14,
- 0,0,0,0,
- 0,0,0,0
- };
- GLbyte indices5[] = {
- 0,0,0,0,
- 0,0,0,0,
- 0,0,0,0,
- 0,0,0,0,
- 16,17,19,18,
- 0,0,0,0
- };
- GLbyte indices6[] = {
- 0,0,0,0,
- 0,0,0,0,
- 0,0,0,0,
- 0,0,0,0,
- 0,0,0,0,
- 20,21,23,22
- };
- // 此代码模块中包含的函数的前向声明:
- ATOM MyRegisterClass(HINSTANCE, LPTSTR);
- BOOL InitInstance(HINSTANCE, int);
- LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
- BOOL InitOGLES(HWND hWnd);
- void CreateSurface();
- BOOL LoadTexture(LPCTSTR lpFileName,GLuint *id);
- void Render();
- void Clean();
- int WINAPI WinMain(HINSTANCE hInstance,
- HINSTANCE hPrevInstance,
- LPTSTR lpCmdLine,
- int nCmdShow)
- {
- MSG msg;
- // 执行应用程序初始化:
- if (!InitInstance(hInstance, nCmdShow))
- {
- return FALSE;
- }
- BOOL done = FALSE;
- // 主消息循环:
- while(!done)
- {
- if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
- {
- if(msg.message==WM_QUIT)
- done = TRUE;
- else
- {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- }
- }
- else
- {
- Render();
- };
- }
- return (int) msg.wParam;
- }
- //
- // 函数: MyRegisterClass()
- //
- // 目的: 注册窗口类。
- //
- // 注释:
- //
- ATOM MyRegisterClass(HINSTANCE hInstance, LPTSTR szWindowClass)
- {
- WNDCLASS wc;
- wc.style = CS_HREDRAW | CS_VREDRAW;
- wc.lpfnWndProc = WndProc;
- wc.cbClsExtra = 0;
- wc.cbWndExtra = 0;
- wc.hInstance = hInstance;
- wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_WINCEOPENGLDEMO));
- wc.hCursor = 0;
- wc.hbrBackground = (HBRUSH) GetStockObject(NULL_BRUSH);
- wc.lpszMenuName = 0;
- wc.lpszClassName = szWindowClass;
- return RegisterClass(&wc);
- }
- //
- // 函数: InitInstance(HINSTANCE, int)
- //
- // 目的: 保存实例句柄并创建主窗口
- //
- // 注释:
- //
- // 在此函数中,我们在全局变量中保存实例句柄并
- // 创建和显示主程序窗口。
- //
- BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
- {
- HWND hWnd;
- g_hInst = hInstance; // 将实例句柄存储在全局变量中
- if (!MyRegisterClass(hInstance, szAppName))
- {
- return FALSE;
- }
- hWnd = CreateWindow(
- szAppName,
- szAppName,
- WS_VISIBLE,
- 0,
- 0,
- ::GetSystemMetrics(SM_CXSCREEN),
- ::GetSystemMetrics(SM_CYSCREEN),
- NULL,
- NULL,
- hInstance,
- NULL);
- if (!hWnd)
- {
- return FALSE;
- }
- if(!InitOGLES(hWnd))
- {
- printf("InitOGLES failed\n");
- return FALSE;
- }
- CreateSurface();
- ShowWindow(hWnd, SW_SHOW);
- UpdateWindow(hWnd);
- return TRUE;
- }
- //
- // 函数: WndProc(HWND, UINT, WPARAM, LPARAM)
- //
- // 目的: 处理主窗口的消息。
- //
- // WM_COMMAND - 处理应用程序菜单
- // WM_PAINT - 绘制主窗口
- // WM_DESTROY - 发送退出消息并返回
- //
- //
- LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
- {
- PAINTSTRUCT ps;
- HDC hdc;
- switch (message)
- {
- case WM_CREATE:
- break;
- case WM_PAINT:
- hdc = BeginPaint(hWnd, &ps);
- // TODO: 在此添加任意绘图代码...
- EndPaint(hWnd, &ps);
- break;
- case WM_DESTROY:
- {
- Clean();
- PostQuitMessage(0);
- }
- break;
- default:
- return DefWindowProc(hWnd, message, wParam, lParam);
- }
- return 0;
- }
- BOOL InitOGLES(HWND hWnd)
- {
- EGLint matchingConfigs;
- EGLint majorVersion = 0;
- EGLint minorVersion = 0;
- glesDisplay = eglGetDisplay(GetDC(hWnd)); //Ask for an available display
- if( glesDisplay == EGL_NO_DISPLAY || eglGetError() != EGL_SUCCESS )
- return FALSE;
- EGLConfig *configs_list;
- EGLint num_configs;
- // Display initialization (we don‘t care about the OGLES version numbers)
- if( eglInitialize( glesDisplay, &majorVersion, &minorVersion) == EGL_FALSE)
- {
- printf("eglInitialize failed, eglGetError = 0x%04x\n",eglGetError());
- return FALSE;
- }
- // find out how many configurations are supported
- if ( eglGetConfigs( glesDisplay, NULL, 0, &num_configs)==EGL_FALSE || eglGetError() != EGL_SUCCESS )
- return FALSE;
- configs_list = (EGLConfig*) malloc(num_configs * sizeof(EGLConfig));
- if (configs_list == NULL)
- return FALSE;
- // Get Configurations
- if( eglGetConfigs( glesDisplay, configs_list, num_configs, &num_configs)== EGL_FALSE || eglGetError() != EGL_SUCCESS )
- return FALSE;
- // Obtain the first configuration with a depth buffer of 16 bits
- EGLint attrs[] = {
- EGL_RED_SIZE, 5,
- EGL_GREEN_SIZE, 6,
- EGL_BLUE_SIZE, 5,
- EGL_DEPTH_SIZE, 16,
- EGL_NONE
- };
- if (!eglChooseConfig(glesDisplay, attrs, configs_list, num_configs, &matchingConfigs))
- {
- return eglGetError();
- }
- // If there isn‘t any configuration enough good
- if (matchingConfigs < 1)
- return FALSE;
- /*eglCreateWindowSurface creates an onscreen EGLSurface and returns
- a handle to it. Any EGL rendering context created with a
- compatible EGLConfig can be used to render into this surface.*/
- glesSurface = eglCreateWindowSurface(glesDisplay, configs_list[0], hWnd, 0);
- if(!glesSurface)
- return FALSE;
- // Let‘s create our rendering context
- glesContext=eglCreateContext(glesDisplay, configs_list[0], 0, 0);
- if(!glesContext)
- return FALSE;
- //Now we will activate the context for rendering
- eglMakeCurrent(glesDisplay, glesSurface, glesSurface, glesContext);
- /*Remember: because we are programming for a mobile device, we cant
- use any of the OpenGL ES functions that finish in ‘f‘, we must use
- the fixed point version (they finish in ‘x‘*/
- glClearColorx(0, 0, 0, 0);
- glShadeModel(GL_SMOOTH);
- RECT rc;
- GetWindowRect(hWnd, &rc);
- UINT width = rc.right - rc.left;
- UINT height = rc.bottom - rc.top;
- // 设置OpenGL场景的大小
- glViewport(rc.left, rc.top, width, height);
- // 设置投影矩阵
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- // 投影变换(透视投影)
- float ratio = (float) width / height;
- glFrustumf(-ratio, ratio, -1, 1, 2, 10);
- //glOrthox(FixedFromInt(-50),FixedFromInt(50), FixedFromInt(-50), FixedFromInt(50), FixedFromInt(-50), FixedFromInt(50));
- // 选择模型观察矩阵
- glMatrixMode(GL_MODELVIEW);
- // 重置模型观察矩阵
- glLoadIdentity();
- return TRUE;
- }
- void CreateSurface()
- {
- glDisable(GL_DITHER);
- // 告诉系统对透视进行修正
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
- // 黑色背景
- glClearColor(0, 0, 0, 0);
- // 启用阴影平滑
- glShadeModel(GL_SMOOTH);
- // 设置深度缓存
- glClearDepthf(1.0f);
- // 启用深度测试
- glEnable(GL_DEPTH_TEST);
- // 所作深度测试的类型
- glDepthFunc(GL_LEQUAL);
- // 启用2D纹理
- glEnable(GL_TEXTURE_2D);
- // 加载纹理
- LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[0]);
- LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[1]);
- LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[2]);
- LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[3]);
- LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[4]);
- LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[5]);
- }
- void Render()
- {
- static float rotation = 0;
- // 清除屏幕和深度缓存
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glMatrixMode(GL_MODELVIEW);
- // 重置当前的模型观察矩阵
- glLoadIdentity();
- // 坐标变换
- glTranslatef(0.0f, 0.0f, -5.0f);
- // 设置旋转
- glRotatef(rotation++, 0.0f, 1.0f, 0.0f);
- glRotatef(rotation++, 1.0f, 0.0f, 0.0f);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glVertexPointer(3, GL_SHORT, 0, vertices);
- glTexCoordPointer(2, GL_SHORT, 0, texCoords);
- // 绘制立方体并绑定纹理
- glBindTexture(GL_TEXTURE_2D, texture[0]);
- glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices1);
- glBindTexture(GL_TEXTURE_2D, texture[1]);
- glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_BYTE, indices2);
- glBindTexture(GL_TEXTURE_2D, texture[2]);
- glDrawElements(GL_TRIANGLE_STRIP, 12, GL_UNSIGNED_BYTE, indices3);
- glBindTexture(GL_TEXTURE_2D, texture[3]);
- glDrawElements(GL_TRIANGLE_STRIP, 16, GL_UNSIGNED_BYTE, indices4);
- glBindTexture(GL_TEXTURE_2D, texture[4]);
- glDrawElements(GL_TRIANGLE_STRIP, 20, GL_UNSIGNED_BYTE, indices5);
- glBindTexture(GL_TEXTURE_2D, texture[5]);
- glDrawElements(GL_TRIANGLE_STRIP, 24, GL_UNSIGNED_BYTE, indices6);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- eglSwapBuffers(glesDisplay, glesSurface);
- }
- void Clean()
- {
- if(glesDisplay)
- {
- eglMakeCurrent(glesDisplay, NULL, NULL, NULL);
- if(glesContext) eglDestroyContext(glesDisplay, glesContext);
- if(glesSurface) eglDestroySurface(glesDisplay, glesSurface);
- eglTerminate(glesDisplay);
- }
- }
- BOOL LoadTexture(LPCTSTR lpFileName,GLuint *id)
- {
- if(!g_Image.Load(lpFileName))
- return FALSE;
- // 创建纹理
- glGenTextures(1, id);
- // 绑定纹理
- glBindTexture(GL_TEXTURE_2D, *id);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_Image.Width(), g_Image.Height(), 0, GL_RGB, GL_UNSIGNED_BYTE, g_Image.GetBmpImage());
- g_Image.Free();
- return TRUE;
- }
以下实现了一个文件加载类,用以将外部图片资源转化成绘制纹理时所需的位图数据。参考代码如下:
[cpp] view plain copy
- /********************************************************************
- filename: CImgLoader.h
- created: 2011-01-05
- author: firehood
- purpose: 文件加载类,将外部图片资源转化成绘制纹理时所需的位图数据
- 图片格式支持bmp、png、jpg.
- *********************************************************************/
- #pragma once
- class CImgLoader
- {
- public:
- CImgLoader(void);
- ~CImgLoader(void);
- public:
- // 加载图片资源
- BOOL Load(LPCTSTR lpFileName);
- // 获取位图数据
- unsigned char* GetBmpImage(void);
- // 释放图片资源
- void Free();
- // 获取图像宽度
- int Width();
- // 获取图像高度
- int Height();
- private:
- int m_Width; // 图像宽度
- int m_Height; // 图像高度
- unsigned char *m_pImage; // 指向图像数据的指针
- };
时间: 2024-12-10 01:33:25