- include < windows.h>
- include < gl/gl.h>
- include < gl/glu.h>
WNDCLASS wc;
MSG msg;
HWND hWnd;
HDC DC;
HGLRC RC;
void RePaint ( )
{
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode ( GL_MODELVIEW);
glLoadIdentity ( );
gluLookAt ( 7,7,-10,0,0,0,0,1,0);
glEnable(GL_DEPTH_TEST);
glBegin ( GL_QUADS);
glColor3d ( 0,1,1);glVertex3i ( -1,-1,1);
glColor3d ( 1,0,0);glVertex3i ( -1,1,1);
glColor3d ( 0,1,0);glVertex3i ( 1,1,1);
glColor3d ( 1,0,1);glVertex3i ( 1,-1,1);
glColor3d ( 0,0,1);glVertex3i ( -1,-1,-1);
glColor3d ( 1,1,0);glVertex3i ( -1,1,-1);
glColor3d ( 1,1,1);glVertex3i ( 1,1,-1);
glColor3d ( .5,.5,.5);glVertex3i ( 1,-1,-1);
glColor3d ( 1,1,0);glVertex3i ( -1,1,-1);
glColor3d ( 1,1,1);glVertex3i ( 1,1,-1);
glColor3d ( 0,1,0);glVertex3i ( 1,1,1);
glColor3d ( 1,0,0);glVertex3i ( -1,1,1);
glColor3d ( 0,0,1);glVertex3i ( -1,-1,-1);
glColor3d ( .5,.5,.5);glVertex3i ( 1,-1,-1);
glColor3d ( 1,0,1);glVertex3i ( 1,-1,1);
glColor3d ( 0,1,1);glVertex3i ( -1,-1,1);
glColor3d ( 0,0,1);glVertex3i ( -1,-1,-1);
glColor3d ( 0,1,1);glVertex3i ( -1,-1,1);
glColor3d ( 1,0,0);glVertex3i ( -1,1,1);
glColor3d ( 1,1,0);glVertex3i ( -1,1,-1);
glColor3d ( .5,.5,.5);glVertex3i ( 1,-1,-1);
glColor3d ( 1,0,1);glVertex3i ( 1,-1,1);
glColor3d ( 0,1,0);glVertex3i ( 1,1,1);
glColor3d ( 1,1,1);glVertex3i ( 1,1,-1);
glEnd();
glBegin ( GL_QUADS);
glColor3d ( 1,0,0);
glVertex3i ( -6,-1,1);
glVertex3i ( -6,1,1);
glVertex3i ( -4,1,1);
glVertex3i ( -4,-1,1);
glColor3d ( 0,1,0);
glVertex3i ( -6,-1,-1);
glVertex3i ( -6,1,-1);
glVertex3i ( -4,1,-1);
glVertex3i ( -4,-1,-1);
glColor3d ( 1,1,0);
glVertex3i ( -6,1,-1);
glVertex3i ( -4,1,-1);
glVertex3i ( -4,1,1);
glVertex3i ( -6,1,1);
glColor3d ( 0,0,0);
glVertex3i ( -6,-1,-1);
glVertex3i ( -4,-1,-1);
glVertex3i ( -4,-1,1);
glVertex3i ( -6,-1,1);
glColor3d ( 0,1,1);
glVertex3i ( -6,-1,-1);
glVertex3i ( -6,-1,1);
glVertex3i ( -6,1,1);
glVertex3i ( -6,1,-1);
glColor3d ( 1,0,1);
glVertex3i ( -4,-1,-1);
glVertex3i ( -4,-1,1);
glVertex3i ( -4,1,1);
glVertex3i ( -4,1,-1);
glEnd();
glDisable(GL_DEPTH_TEST);
glBegin ( GL_QUADS);
glColor3d ( 0,1,1);glVertex3i ( 4,-1,1);
glColor3d ( 1,0,0);glVertex3i ( 4,1,1);
glColor3d ( 0,1,0);glVertex3i ( 6,1,1);
glColor3d ( 1,0,1);glVertex3i ( 6,-1,1);
glColor3d ( 0,0,1);glVertex3i ( 4,-1,-1);
glColor3d ( 1,1,0);glVertex3i ( 4,1,-1);
glColor3d ( 1,1,1);glVertex3i ( 6,1,-1);
glColor3d ( .5,.5,.5);glVertex3i ( 6,-1,-1);
glColor3d ( 1,1,0);glVertex3i ( 4,1,-1);
glColor3d ( 1,1,1);glVertex3i ( 6,1,-1);
glColor3d ( 0,1,0);glVertex3i ( 6,1,1);
glColor3d ( 1,0,0);glVertex3i ( 4,1,1);
glColor3d ( 0,0,1);glVertex3i ( 4,-1,-1);
glColor3d ( .5,.5,.5);glVertex3i ( 6,-1,-1);
glColor3d ( 1,0,1);glVertex3i ( 6,-1,1);
glColor3d ( 0,1,1);glVertex3i ( 4,-1,1);
glColor3d ( 0,0,1);glVertex3i ( 4,-1,-1);
glColor3d ( 0,1,1);glVertex3i ( 4,-1,1);
glColor3d ( 1,0,0);glVertex3i ( 4,1,1);
glColor3d ( 1,1,0);glVertex3i ( 4,1,-1);
glColor3d ( .5,.5,.5);glVertex3i ( 6,-1,-1);
glColor3d ( 1,0,1);glVertex3i ( 6,-1,1);
glColor3d ( 0,1,0);glVertex3i ( 6,1,1);
glColor3d ( 1,1,1);glVertex3i ( 6,1,-1);
glEnd();
SwapBuffers ( DC);
}
void InitPixelFormat ( HDC hDC)
{
PIXELFORMATDESCRIPTOR pfd =
{
sizeof ( PIXELFORMATDESCRIPTOR),
1,
PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER,
16,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
16,
0, 0, 0, 0, 0, 0, 0
};
SetPixelFormat ( hDC, ChoosePixelFormat ( hDC, &), &);
}
LRESULT CALLBACK WindowProc ( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch ( uMsg)
{
case WM_CREATE:
DC=GetDC ( hwnd);
InitPixelFormat ( DC);
RC = wglCreateContext ( DC);
wglMakeCurrent ( DC, RC);
glEnable ( GL_DEPTH_TEST);
glClearColor ( 0,0,1,0);
break;
case WM_CLOSE:
wglMakeCurrent ( NULL, NULL);
wglDeleteContext ( RC);
ReleaseDC ( hwnd,DC);
PostQuitMessage ( 0);
break;
case WM_SIZE:
glViewport ( 0,0,LOWORD ( lParam),HIWORD ( lParam));
glMatrixMode ( GL_PROJECTION);
glLoadIdentity ( );
gluPerspective
(45,(float)(LOWORD(lParam))/(float)(HIWORD(lParam)
),1,100);
break;
case WM_PAINT:
RePaint ( );
break;
default:
return DefWindowProc ( hwnd,uMsg,wParam,lParam);
break;
}
return 0;
}
int WINAPI WinMain ( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int CmdShow)
{
wc.style = CS_OWNDC;
wc.lpfnWndProc = WindowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = ( HBRUSH)GetStockObject(LTGRAY_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = " OGL";
RegisterClass(&);
hWnd = CreateWindow
("OGL", " Fenetre OpenGL",
WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, hInstance, NULL
);
while ( GetMessage(&, NULL, 0, 0)) {
TranslateMessage(&);
DispatchMessage(&);
}
return 0;
}
Et quang je compile(g dev C/C++ il me met aucune faut mais dans complier and liker output il ya un 50aine de faute vous pourriez m´aider a résoudre ce probleme