修改部分位于双行星号内。
1 #include <windows.h> 2 #include <gl/glew.h> 3 #include <gl/glut.h> 4 #include <GL/GLAUX.H> 5 6 /* 7 * Every OpenGL program is linked to a Rendering Context. 8 * A Rendering Context is what links OpenGL calls to the Device Context. 9 * In order for your program to draw to a Window you need to create a Device Context. 10 * The DC connects the Window to the GDI (Graphics Device Interface). 11 */ 12 13 HGLRC hRC = NULL; // Permanent rendering context 14 HDC hDC = NULL; // Private GDI device context 15 HWND hWnd = NULL; // Holds our window handle 16 HINSTANCE hInstance; // Holds the instance of the application 17 18 /* 19 * It‘s important to make this global so that each procedure knows if 20 * the program is running in fullscreen mode or not. 21 */ 22 23 bool keys[256]; // Array used for the keyboard routine 24 bool active = TRUE; // Window active flag set to TRUE by default 25 bool fullscreen = TRUE; // Fullscreen flag set to fullscreen mode by default 26 /******************************************************************************************************************************************/ 27 /******************************************************************************************************************************************/ 28 GLfloat rtri; // Angle for the triangle (new) 29 GLfloat rquad; // Angle for the quad (new) 30 /******************************************************************************************************************************************/ 31 /******************************************************************************************************************************************/ 32 33 34 /* 35 * CreateGLWindow() has a reference to WndProc() but WndProc() comes after CreateGLWindow(). 36 */ 37 38 LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc 39 40 /* 41 * The job of the next section of code is to resize the OpenGL scene 42 * whenever the window (assuming you are using a Window rather than fullscreen mode) has been resized. 43 */ 44 45 GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize and initialize the GL window 46 { 47 if (height == 0) { // Prevent a divide by zero by 48 height = 1; // Making height equal one 49 } 50 51 glViewport(0, 0, width, height); // Reset the current viewport 52 53 /* 54 * The following lines set the screen up for a perspective view. 55 * Meaning things in the distance get smaller. This creates a realistic looking scene. 56 * The perspective is calculated with a 45 degree viewing angle based on 57 * the windows width and height. The 0.1f, 100.0f is the starting point and 58 * ending point for how deep we can draw into the screen. 59 * 60 * The projection matrix is responsible for adding perspective to our scene. 61 * glLoadIdentity() restores the selected matrix to it‘s original state. 62 * The modelview matrix is where our object information is stored. 63 * Lastly we reset the modelview matrix. 64 */ 65 66 glMatrixMode(GL_PROJECTION); // Select the projection matrix 67 glLoadIdentity(); // Reset the projection matrix 68 69 // Calculate the aspect ratio of the window 70 gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f); 71 72 glMatrixMode(GL_MODELVIEW); // Seclet the modelview matrix 73 glLoadIdentity(); // Reset the modelview matrix 74 } 75 76 int InitGL(GLvoid) // All setup for OpenGL goes here 77 { 78 /* 79 * Smooth shading blends colors nicely across a polygon, and smoothes out lighting. 80 */ 81 82 glShadeModel(GL_SMOOTH); // Enables smooth shading 83 84 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black background 85 86 /* 87 * Think of the depth buffer as layers into the screen. 88 * The depth buffer keeps track of how deep objects are into the screen. 89 */ 90 91 glClearDepth(1.0f); // Depth buffer setup 92 glEnable(GL_DEPTH_TEST); // Enable depth testing 93 glDepthFunc(GL_LEQUAL); // The typr of depth test to do 94 95 /* 96 * Next we tell OpenGL we want the best perspective correction to be done. 97 * This causes a very tiny performance hit, but makes the perspective view look a bit better. 98 */ 99 100 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations 101 102 return TRUE; 103 } 104 105 /* 106 * For now all we will do is clear the screen to the color we previously decided on, 107 * clear the depth buffer and reset the scene. We wont draw anything yet. 108 */ 109 /******************************************************************************************************************************************/ 110 /******************************************************************************************************************************************/ 111 int DrawGLScene(GLvoid) // Here‘s where we do all the drawing 112 { 113 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the screen and the depth buffer 114 glLoadIdentity(); // Reset the current modelview matrix 115 116 /* 117 * When you do a glLoadIdentity() what you are doing is moving back to 118 * the center of the screen with the X axis(轴) running left to right, 119 * the Y axis moving up and down, and the Z axis moving into, and out of the screen. 120 */ 121 /* 122 * glTranslatef(x, y, z) moves along the X, Y and Z axis, in that order. 123 * When you translate, you are not moving a set amount from the center of the screen, 124 * you are moving a set amount from wherever you currently were on the screen. 125 */ 126 glTranslatef(-1.5f, 0.0f, -6.0f); // Move left 1.5 units and into the screen 6.0 127 128 glRotatef(rtri, 0.9f, 0.6f, 0.9f); // Rotate the triangle on the Y axis (new) 129 130 // glColor3f(0.5f, 0.5f, 1.0f); // Set the color to a nice blue shade 131 glBegin(GL_TRIANGLES); // Drawing using traingles 132 glColor3f(1.0, 0.0, 0.0); // Set the color to red 133 glVertex3f(0.0f, 1.0f, 0.0f); // Top 134 glColor3f(0.0, 1.0, 0.0); // Set the color to green 135 glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom left 136 glColor3f(0.0, 0.0, 1.0); // Set the color to blue 137 glVertex3f(1.0f, -1.0f, 0.0f); // Bottom right 138 glEnd(); // Finished drawing the traingles 139 140 /* 141 * By drawing in a clockwise order, the square will be drawn as a back face. 142 * Meaning the side of the quad we see is actually the back. 143 * Objects drawn in a counter clockwise order will be facing us. 144 */ 145 146 glLoadIdentity(); // Reset (new) 147 glTranslatef(1.5f, 0.0f, -6.0f); // Move left 3 units 148 glRotatef(rquad, 0.5f, 0.5f, 0.5f); // Rotate the quad on the x axis (new) 149 150 glBegin(GL_QUADS); // Draw a quad 151 glColor3f(0.75, 0.0, 0.0); 152 glVertex3f(-1.0f, 1.0f, 0.0f); // Top left 153 glColor3f(1.0, 0.5, 0.0); 154 glVertex3f(1.0f, 1.0f, 0.0f); // Top right 155 glColor3f(1.0, 1.0, 0.25); 156 glVertex3f(1.0f, -1.0f, 0.0f); // Bottom right 157 glColor3f(1.0, 0.0, 1.0); 158 glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom left 159 glEnd(); // Done drawing the quad 160 161 rtri += 0.2f; // Increase the rotation variable for the triangle (new) 162 rquad += 0.15f; // Decrease the rotation variable for the quad (new) 163 return TRUE; // everthing went OK 164 } 165 /******************************************************************************************************************************************/ 166 /******************************************************************************************************************************************/ 167 /* 168 * The job of KillGLWindow() is to release the Rendering Context, 169 * the Device Context and finally the Window Handle. 170 */ 171 172 GLvoid KillGLWindow(GLvoid) // Properly kill the window 173 { 174 if (fullscreen) { // Are we in fullscreen mode 175 176 /* 177 * We use ChangeDisplaySettings(NULL,0) to return us to our original desktop. 178 * After we‘ve switched back to the desktop we make the cursor visible again. 179 */ 180 181 ChangeDisplaySettings(NULL, 0); // if so switch back to the desktop 182 ShowCursor(TRUE); // Show mouse pointer 183 } 184 185 if (hRC) { // Do we have a rendering context 186 if (!wglMakeCurrent(NULL, NULL)) { // Are we able to release the DC and RC contexts 187 MessageBox(NULL, "Release of DC and RC failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); 188 } 189 190 if (!wglDeleteContext(hRC)) { // Are we able to delete the RC 191 MessageBox(NULL, "Release rendering context failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); 192 hRC = NULL; // Set RC to NULL 193 } 194 195 if (hDC && !ReleaseDC(hWnd, hDC)) { // Are we able to release the DC 196 MessageBox(NULL, "Release device context failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); 197 hDC = NULL; // Set DC to NULL 198 } 199 if (hWnd && !DestroyWindow(hWnd)) { // Are we able to destroy the window 200 MessageBox(NULL, "Could not release hWnd.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); 201 hWnd = NULL; // Set hWnd to NULL 202 } 203 204 if (!UnregisterClass("OpenGL", hInstance)) { // Are we able to unregister class 205 MessageBox(NULL, "Could not register class.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); 206 hInstance = NULL; // Set hInstance to NULL 207 } 208 } 209 } 210 211 /* 212 * The next section of code creates our OpenGL Window. 213 */ 214 215 BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) 216 { 217 /* 218 * Find a pixel format that matches the one we want 219 */ 220 GLuint PixelFormat; // Holds the result after serching for a match 221 222 /* 223 * Before you create a window, you MUST register a Class for the window 224 */ 225 WNDCLASS wc; // Windows class structure 226 227 /* 228 * dwExStyle and dwStyle will store the Extended and normal Window Style Information. 229 */ 230 DWORD dwExStyle; // Window extend style 231 DWORD dwStyle; // Window style 232 233 RECT WindowRect; // Grabs rectangle upper left/lower right values 234 WindowRect.left = (long)0; // Set left value to 0 235 WindowRect.right = (long)width; // Set right value to requested width 236 WindowRect.top = (long)0; // Set top value to 0 237 WindowRect.bottom = (long)height; // Set bottom value to requested height 238 239 fullscreen = fullscreenflag; // Set the global fullscreen flag 240 241 /* 242 * The style CS_HREDRAW and CS_VREDRAW force the Window to redraw whenever it is resized. 243 * CS_OWNDC creates a private DC for the Window. Meaning the DC is not shared across applications. 244 * WndProc is the procedure that watches for messages in our program. 245 * No extra Window data is used so we zero the two fields. Then we set the instance. 246 * Next we set hIcon to NULL meaning we don‘t want an ICON in the Window, 247 * and for a mouse pointer we use the standard arrow. The background color doesn‘t matter 248 * (we set that in GL). We don‘t want a menu in this Window so we set it to NULL, 249 * and the class name can be any name you want. I‘ll use "OpenGL" for simplicity. 250 */ 251 hInstance = GetModuleHandle(NULL); // Grab an instance for our window 252 wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on move, and own DC for window 253 wc.lpfnWndProc = (WNDPROC)WndProc; // WndProc handles message 254 wc.cbClsExtra = 0; // No extra window date 255 wc.cbWndExtra = 0; // No extra window date 256 wc.hInstance = hInstance; // set the instance 257 wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load the default icon 258 wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer 259 wc.hbrBackground = NULL; // No background requried for GL 260 wc.lpszMenuName = NULL; // We don‘t want a menu 261 wc.lpszClassName = "OpenGL"; // set the class name 262 263 if (!RegisterClass(&wc)) { // Attempt to register the window class 264 MessageBox(NULL, "Failed to register the window class.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 265 return FALSE; // Exit and return false 266 } 267 268 if (fullscreen) { // attempt fullsreen model 269 270 /* 271 T* here are a few very important things you should keep in mind when switching to full screen mode. 272 * Make sure the width and height that you use in fullscreen mode is the same as 273 * the width and height you plan to use for your window, and most importantly, 274 * set fullscreen mode BEFORE you create your window. 275 */ 276 DEVMODE dmScreenSettings; // Device mode 277 memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Make sure memory‘s cleared 278 dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size of devmode structure 279 dmScreenSettings.dmPelsWidth = width; // Select window width 280 dmScreenSettings.dmPelsHeight = height; // Select window height 281 dmScreenSettings.dmBitsPerPel = bits; // Select bits per pixel 282 dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; 283 284 /* 285 * In the line below ChangeDisplaySettings tries to switch to a mode that matches 286 * what we stored in dmScreenSettings. I use the parameter CDS_FULLSCREEN when switching modes, 287 * because it‘s supposed to remove the start bar at the bottom of the screen, 288 * plus it doesn‘t move or resize the windows on your desktop when you switch to 289 * fullscreen mode and back. 290 */ 291 //Try to set selected mode and get results. Note: CDS_FULLSCREEN gets rid of start bar 292 if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { 293 //If the mode fails, offer two options. Quit or run in a window 294 if (MessageBox(NULL, "The requested fullscreen mode is not supported by\n your video card. Use" 295 "windowed mode instead?", "GL", MB_YESNO | MB_ICONEXCLAMATION) == IDYES) 296 { 297 fullscreen = FALSE; // Select windowed mode (fullscreen=FLASE) 298 } 299 else { 300 // Pop up a message box letting user know the programe is closing. 301 MessageBox(NULL, "Program will now close.", "ERROR", MB_OK | MB_ICONSTOP); 302 return FALSE; // Exit and return FALSE 303 } 304 } 305 } 306 307 if (fullscreen) { // Are we still in fullscreen mode 308 309 /* 310 * If we are still in fullscreen mode we‘ll set the extended style to WS_EX_APPWINDOW, 311 * which force a top level window down to the taskbar once our window is visible. 312 * For the window style we‘ll create a WS_POPUP window. 313 * This type of window has no border around it, making it perfect for fullscreen mode. 314 315 * Finally, we disable the mouse pointer. If your program is not interactive, 316 * it‘s usually nice to disable the mouse pointer when in fullscreen mode. It‘s up to you though. 317 */ 318 dwExStyle = WS_EX_APPWINDOW; // Window extended style 319 dwStyle = WS_POPUP; // Window style 320 ShowCursor(FALSE); // Hide mosue pointer 321 } 322 else { 323 324 /* 325 * If we‘re using a window instead of fullscreen mode, 326 * we‘ll add WS_EX_WINDOWEDGE to the extended style. This gives the window a more 3D look. 327 * For style we‘ll use WS_OVERLAPPEDWINDOW instead of WS_POPUP. 328 * WS_OVERLAPPEDWINDOW creates a window with a title bar, sizing border, 329 * window menu, and minimize / maximize buttons. 330 */ 331 dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style 332 dwStyle = WS_OVERLAPPEDWINDOW; // Window style 333 } 334 335 /* 336 * By using the AdjustWindowRectEx command none of our OpenGL scene will be covered up by the borders, 337 * instead, the window will be made larger to account for the pixels needed to draw the window border. 338 * In fullscreen mode, this command has no effect. 339 */ 340 AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust window to true resqusted 341 342 /* 343 * WS_CLIPSIBLINGS and WS_CLIPCHILDREN are both REQUIRED for OpenGL to work properly. 344 * These styles prevent other windows from drawing over or into our OpenGL Window. 345 */ 346 if (!(hWnd = CreateWindowEx(dwExStyle, // Extended style for the window 347 "OpenGL", // Class name 348 title, // Window title 349 WS_CLIPSIBLINGS | // Requried window style 350 WS_CLIPCHILDREN | // Requried window style 351 dwStyle, // Select window style 352 0, 0, // Window position 353 WindowRect.right - WindowRect.left, // Calculate adjusted window width 354 WindowRect.bottom - WindowRect.top, // Calculate adjusted window height 355 NULL, // No parent window 356 NULL, // No menu 357 hInstance, // Instance 358 NULL))) // Don‘t pass anything to WM_CREATE 359 { 360 KillGLWindow(); //Reset the display 361 MessageBox(NULL, "Window creation error.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 362 return FALSE; // Retrurn FALSE; 363 } 364 365 /* 366 * aside from the stencil buffer and the (slow) accumulation buffer 367 */ 368 static PIXELFORMATDESCRIPTOR pfd = // pfd tells windows how we want things to be 369 { 370 sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor 371 1, // Version number 372 PFD_DRAW_TO_WINDOW | // Format must support window 373 PFD_SUPPORT_OPENGL | // Format must support OpenGL 374 PFD_DOUBLEBUFFER, // Must support double buffer 375 PFD_TYPE_RGBA, // Request an RGBA format 376 bits, // Select our color depth 377 0, 0, 0, 0, 0, 0, // Color bits ignored 378 0, // No alpha buffer 379 0, // shift bit ignored 380 0, // No accumulation buffer 381 0, 0, 0, 0, // Accumulation bits ignored 382 16, // 16Bits Z_Buffer (depth buffer) 383 0, // No stencil buffer 384 0, // No auxiliary buffer 385 PFD_MAIN_PLANE, // Main drawing layer 386 0, // Reserved 387 0, 0, 0 // Layer makes ignored 388 }; 389 390 if (!(hDC = GetDC(hWnd))) { // Did we get a device context 391 KillGLWindow(); // Reset the display 392 MessageBox(NULL, "Can‘t create a GL device context.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 393 return FALSE; // Return FALSE 394 } 395 396 if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) { // Did window find a matching pixel format 397 KillGLWindow(); // Reset the display 398 MessageBox(NULL, "Can‘t find a suitable pixelformat.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 399 return FALSE; // Return FALSE; 400 } 401 402 if (!SetPixelFormat(hDC, PixelFormat, &pfd)) { // Are we able to set the pixel format 403 KillGLWindow(); // Reset the display 404 MessageBox(NULL, "Can‘t set the pixelformat.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 405 return FALSE; // Return FALSE; 406 } 407 408 if (!(hRC = wglCreateContext(hDC))) { // Are we able to rendering context 409 KillGLWindow(); // Reset the display 410 MessageBox(NULL, "Can‘t create a GL rendering context.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 411 return FALSE; // Return FASLE; 412 } 413 414 if (!wglMakeCurrent(hDC, hRC)) { // Try to activate the rendering context 415 KillGLWindow(); // Reset the display 416 MessageBox(NULL, "Can‘t activate the GL rendering context.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 417 return FALSE; // Return FALSE 418 } 419 420 /* 421 * ReSizeGLScene passing the screen width and height to set up our perspective OpenGL screen. 422 */ 423 ShowWindow(hWnd, SW_SHOW); // Show the window 424 SetForegroundWindow(hWnd); // slightly higher priority 425 SetFocus(hWnd); // Sets keyboard focus to the window 426 ReSizeGLScene(width, height); // Set up our perspective GL screen 427 428 /* 429 * we can set up lighting, textures, and anything else that needs to be setup in InitGL(). 430 */ 431 if (!InitGL()) { // Initialize our newly created GL window 432 KillGLWindow(); // Reset the display 433 MessageBox(NULL, "Initialize Failed.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 434 return FALSE; // Return FALSE 435 } 436 return TRUE; 437 } 438 439 LRESULT CALLBACK WndProc(HWND hWnd, // Handle for this window 440 UINT uMsg, // Message for this window 441 WPARAM wParam, // Additional message information 442 LPARAM lParam) // Additional message information 443 { 444 switch (uMsg) { // Check for window message 445 case WM_ACTIVATE: { // Check minimization state 446 if (!HIWORD(wParam)) { 447 active = TRUE; // Program is active 448 } 449 else { 450 active = FALSE; // Program is no longer active 451 } 452 return 0; // Return to the message loop 453 } 454 case WM_SYSCOMMAND: { // Intercept system commands 455 switch (wParam) { // Check system calls 456 case SC_SCREENSAVE: // Screensaver trying to start 457 case SC_MONITORPOWER: // Monitor trying to enter powersave 458 return 0; // Prevent form happening 459 } 460 break; // Exit 461 } 462 case WM_CLOSE: { // Did we receive a close message 463 PostQuitMessage(0); // Send a quit message 464 return 0; 465 } 466 case WM_KEYDOWN: { // Is a key being held down 467 keys[wParam] = TRUE; // if so, mark it as TRUE 468 return 0; // Jump back 469 } 470 case WM_KEYUP: { // Has a key been released 471 keys[wParam] = FALSE; // if so, mark it as FALSE 472 return 0; // Jump back 473 } 474 case WM_SIZE: { // Resize the OpenGL window 475 ReSizeGLScene(LOWORD(lParam), HIWORD(lParam)); // LoWord = width HiWord = height 476 return 0; // Jump back 477 } 478 } 479 return DefWindowProc(hWnd, uMsg, wParam, lParam); // Pass all unhandled message to DefWindwProc 480 } 481 482 int WINAPI WinMain(HINSTANCE hInstance, // Instance 483 HINSTANCE hPrevInstance, // Previous instance 484 LPSTR lpCmdLine, // Command line parameters 485 int nCmdShow) // Window show state 486 { 487 MSG msg; // Window message structure 488 BOOL done = FALSE; // Bool variable to exit loop 489 // Ask the user which screen mode they prefer 490 if (MessageBox(NULL, "Would you like to run in fullscreen mode?", 491 "Start fullscreen?", MB_YESNO | MB_ICONQUESTION) == IDNO) 492 { 493 fullscreen = FALSE; // Window mode 494 } 495 // Create our OpenGL window 496 if (!CreateGLWindow("Rotation", 640, 480, 16, fullscreen)) { // (Modified) 497 return 0; // Quit if window was not create 498 } 499 500 while (!done) { // Loop that runs until donw = TRUE 501 if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { // Is there a message wating 502 if (msg.message == WM_QUIT) { // Havw we received a quit message 503 done = TRUE; // if so done = TRUE 504 } 505 else { // If not, deal with window message 506 TranslateMessage(&msg); // Translate message 507 DispatchMessage(&msg); // Dispatch message 508 } 509 } 510 else { 511 // Draw the scene. Watch for ESC key and quit message from DrawGLScene() 512 if (active) { // Program active 513 if (keys[VK_ESCAPE]) { // Was ESC pressed 514 done = TRUE; // ESC signalled a quit 515 } 516 else { // Not time to quit, update screen 517 DrawGLScene(); // Draw scene 518 SwapBuffers(hDC); // Swap buffers (double buffering) 519 } 520 } 521 522 /* 523 * It allows us to press the F1 key to switch from fullscreen mode to 524 * windowed mode or windowed mode to fullscreen mode. 525 */ 526 if (keys[VK_F1]) { // Is F1 being pressed 527 keys[VK_F1] = FALSE; // If so make key FASLE 528 KillGLWindow(); // Kill our current window 529 fullscreen = !fullscreen; // Toggle fullscreen / window mode 530 //Recreate our OpenGL window(modified) 531 if (!CreateGLWindow("Rotation", 640, 480, 16, fullscreen)) { 532 return 0; // Quit if window was not create 533 } 534 } 535 } 536 } 537 // Shutdown 538 KillGLWindow(); // Kill the window 539 return (msg.wParam); // Exit the program 540 }
图是动态旋转的。
时间: 2024-10-16 12:16:47