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