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3D球体代码(OpenGL)

3D球体代码(OpenGL)
/**
 * function:动态3D球体
 * author:顾博君
 * time:2013-1-19
 * 编译器:codeblocks
 * 本程序为OpenGL代码,需要OpenGL的类库
 */
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glut.h>
#define IDR_MAIN 101
#define IDM_RED_TH 40001
#define IDM_GREEN_TH 40002
#define IDM_BLUE_TH 40003
#define IDM_DEFAULT_TH 40004
#define IDM_RED_BG 40007
#define IDM_GREEN_BG 40008
#define IDM_BLUE_BG 40009
#define IDM_DEFAULT_BG 40010

#define IDM_RED2_TH 40011
#define IDM_GREEN2_TH 40012
#define IDM_BLUE2_TH 40013
#define IDM_RED2_BG 40017
#define IDM_GREEN2_BG 40018
#define IDM_BLUE2_BG 40019

#define IDM_ROTATE_QUICK 40020
#define IDM_ROTATE_SLOW 40021
#define IDM_ROTATE_DEFAULT 40022
#define IDM_ROTATE_STOP 40024

#define IDM_ROTATE_X 40030
#define IDM_ROTATE_Y 40031
#define IDM_ROTATE_Z 40032
#define IDM_ROTATE_FAN 40023
#define IDM_ROTATE_XYZ_DEFAULT 40033

#define IDM_SIZE_SMALL 40040
#define IDM_SIZE_LARGE 40041
#define IDM_SIZE_DEFAULT 40042

#define IDM_MOVE_UP 40050
#define IDM_MOVE_DOWN 40051
#define IDM_MOVE_LEFT 40052
#define IDM_MOVE_RIGHT 40053
#define IDM_MOVE_FORWARD 40054
#define IDM_MOVE_BACKWARD 40055
#define IDM_MOVE_DEFAULT 40056

//背景色
GLfloat BG_ClearColorRed,BG_ClearColorGreen,BG_ClearColorBlue;
//光照
GLfloat light_ambient[]={0.0,1.8,0.0,1.0};
GLfloat light_diffuse[]={1.0,1.0,1.0,1.0};
GLfloat light_specular[]={1.0,1.0,1.0,1.0};
GLfloat light_position[]={1.0,1.0,1.0,0.0};
//旋转速度
float RotateSpeed=0.8f;
//旋转方向
int fangxiang=0;
//物体缩放
float thing_size=1.0;
//平移
GLfloat Move_X=0.0F;
GLfloat Move_Y=0.0F;
GLfloat Move_Z=0.0F;

char *className = "OpenGL";
char *windowName = "OpenGL Cube";
int winX = 500, winY = 200;
int winWidth = 500, winHeight = 500;
HDC hDC;
HGLRC hGLRC;
HPALETTE hPalette;
HMENU hRoot;

LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM);
void EnableOpenGL(HWND hwnd, HDC*, HGLRC*);
void DisableOpenGL(HWND, HDC, HGLRC);
void CreateMyMenu();//创建菜单
void init(void);
void redraw(HDC hDC);
void resize(void);
//void setupPalette(HDC hDC);


int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
    CreateMyMenu();//创建菜单
    WNDCLASSEX wcex;
    HWND hwnd;
    HDC hDC;
    HGLRC hRC;
    MSG msg;
    BOOL bQuit = FALSE;
    float theta = 0.0f;
    float space=0.1f;

    GLfloat mat_diffuse[4]={1,0.5,0.5,1.0};
    GLfloat mat_specular[4]={1.0,1.0,1.0,1.0};
    GLfloat mat_shininess[1]={100.0};

    GLfloat light_position0[4]={0,500,500,0};

    /* register window class */
    wcex.cbSize = sizeof(WNDCLASSEX);
    wcex.style = CS_HREDRAW|CS_VREDRAW;//CS_OWNDC;
    wcex.lpfnWndProc = WindowProc;
    wcex.cbClsExtra = 0;
    wcex.cbWndExtra = 0;
    wcex.hInstance = hInstance;
    wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
    wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
    wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
    wcex.lpszMenuName = NULL;
    wcex.lpszClassName = "GLSample";
    wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);;


    if (!RegisterClassEx(&wcex))
        return 0;

    /* create main window */
    hwnd = CreateWindowEx(0,
                          "GLSample",
                          windowName,//"OpenGL Sample",
                          WS_OVERLAPPEDWINDOW/*后面是后来加的*/|WS_CLIPCHILDREN|WS_CLIPSIBLINGS,
                          winX,//CW_USEDEFAULT,
                          winY,//CW_USEDEFAULT,
                          winWidth,//256,
                          winHeight,//256,
                          NULL,
                          hRoot,
                          hInstance,
                          NULL);

    ShowWindow(hwnd, nCmdShow);

    /* enable OpenGL for the window */
    //setupPixelFormat(hwnd, &hDC, &hRC);
    EnableOpenGL(hwnd, &hDC, &hRC);
    //init();

    glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
    glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
    glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
    glLightfv(GL_LIGHT0,GL_POSITION,light_position0);
    glEnable(GL_LIGHT0);

    GLfloat light_position1[4]={1000,-1000,1000,0};
    GLfloat mat_diffuse1[4]={0.5,0.5,1.0,1.0};
    glLightfv(GL_LIGHT1,GL_DIFFUSE,mat_diffuse1);
    glLightfv(GL_LIGHT1,GL_SPECULAR,mat_specular);
    glLightfv(GL_LIGHT1,GL_SHININESS,mat_shininess);
    glLightfv(GL_LIGHT1,GL_POSITION,light_position1);
    glEnable(GL_LIGHT1);

    glEnable(GL_LIGHTING);
    glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
    glDepthFunc(GL_LESS);
    glEnable(GL_DEPTH_TEST);

    glEnable(GL_AUTO_NORMAL);
    glEnable(GL_NORMALIZE);

    /* program main loop */
    while (!bQuit)
    {
        /* check for messages */
        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            /* handle or dispatch messages */
            if (msg.message == WM_QUIT)
            {
                bQuit = TRUE;
            }
            else
            {
                TranslateMessage(&msg);
                DispatchMessage(&msg);
            }
        }
        else if(0)
        {
            /* OpenGL animation code goes here */

            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glClear(GL_COLOR_BUFFER_BIT);


            glPushMatrix();
            glRotatef(theta,0.0f , 0.0f, 1.0f);

            glBegin(GL_TRIANGLES);

                glColor3f(1.0f, 0.0f, 0.0f);   glVertex2f(0.0f,   1.0f);
                glColor3f(0.0f, 1.0f, 0.0f);   glVertex2f(0.87f,  -0.5f);
                glColor3f(0.0f, 0.0f, 1.0f);   glVertex2f(-0.87f, -0.5f);

            glEnd();

            glPopMatrix();

            SwapBuffers(hDC);

            theta += 1.0f;
            //Sleep (1);
        }
        else{
            glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
            space+=0.005;
            if(space>1.0) space=0.1;
            theta += 1.0f;
            if(theta>360.0) theta-=360.0;
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glPushMatrix();
            //glScalef(space,space,space);
            glRotatef(theta,0.0,1.0,0.0);
            glRotatef(theta,0.0,0.0,1.0);
            glRotatef(theta,1.0,0.0,0.0);

            glutSolidSphere(1.0,10,10);
            glPopMatrix();
            glFlush();
            SwapBuffers(hDC);
        }
    }

    /* shutdown OpenGL */
    DisableOpenGL(hwnd, hDC, hRC);

    /* destroy the window explicitly */
    DestroyWindow(hwnd);

    return msg.wParam;
}

LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    switch (uMsg)
    {
        /*case WM_CREATE:
            hDC = GetDC(hwnd);
            setupPalette(hDC);
            hGLRC=wglCreateContext(hDC);
            wglMakeCurrent(hDC,hGLRC);
            init();
            return 0;*/
        case WM_COMMAND:
        {
            // 取出资源Id值
            // 并判断用户选择了哪个菜单项
            switch(LOWORD(wParam))
            {
            //-------------------------------物体颜色
            case IDM_RED_TH:
                light_ambient[0]=10.0;
                light_ambient[1]=0.0;
                light_ambient[2]=0.0;
                light_ambient[3]=1.0;
                break;
            case IDM_GREEN_TH:
                light_ambient[0]=0.0;
                light_ambient[1]=10.0;
                light_ambient[2]=0.0;
                light_ambient[3]=1.0;
                break;
            case IDM_BLUE_TH:
                light_ambient[0]=0.0;
                light_ambient[1]=0.0;
                light_ambient[2]=10.0;
                light_ambient[3]=1.0;
                break;
            case IDM_RED2_TH:
                light_ambient[0]+=1.0;
                break;
            case IDM_GREEN2_TH:
                light_ambient[1]+=1.0;
                break;
            case IDM_BLUE2_TH:
                light_ambient[2]+=1.0;
                break;
            case IDM_DEFAULT_TH:
                light_ambient[0]=0.0;
                light_ambient[1]=1.8;
                light_ambient[2]=0.0;
                light_ambient[3]=1.0;
                break;
            //-------------------------------背景颜色
            case IDM_RED_BG:
                BG_ClearColorRed=1.0f;
                BG_ClearColorGreen=0.0f;
                BG_ClearColorBlue=0.0f;
                //MessageBox(hwnd,"背景色改为红色。","提示",MB_OK);
                break;
            case IDM_GREEN_BG:
                BG_ClearColorRed=0.0f;
                BG_ClearColorGreen=1.0f;
                BG_ClearColorBlue=0.0f;
                //MessageBox(hwnd,"背景色改为绿色。","提示",MB_OK);
                break;
            case IDM_BLUE_BG:
                BG_ClearColorRed=0.0f;
                BG_ClearColorGreen=0.0f;
                BG_ClearColorBlue=1.0f;
                //MessageBox(hwnd,"背景色改为蓝色。","提示",MB_OK);
                break;
            case IDM_RED2_BG:
                BG_ClearColorRed+=0.1f;
                break;
            case IDM_GREEN2_BG:
                BG_ClearColorGreen+=0.1f;
                break;
            case IDM_BLUE2_BG:
                BG_ClearColorBlue+=0.1f;
                break;
            case IDM_DEFAULT_BG:
                BG_ClearColorRed=0.3f;
                BG_ClearColorGreen=0.0f;
                BG_ClearColorBlue=0.7f;
                //MessageBox(hwnd,"背景色改为默认颜色。","提示",MB_OK);
                break;
            //-------------------------------旋转速度
            case IDM_ROTATE_QUICK:
                RotateSpeed+=2.0f;Move_X=0.0f;
                Move_Y=0.0f;
                Move_Z=0.0f;
                break;
            case IDM_ROTATE_SLOW:
                RotateSpeed=0.1f;Move_X=0.0f;
                Move_Y=0.0f;
                Move_Z=0.0f;
                break;
            case IDM_ROTATE_DEFAULT:
                RotateSpeed=0.8f;Move_X=0.0f;
                Move_Y=0.0f;
                Move_Z=0.0f;
                break;
            case IDM_ROTATE_STOP:
                RotateSpeed=0;
                break;
            //-------------------------------旋转方向
            case IDM_ROTATE_X:
                fangxiang=1;
                break;
            case IDM_ROTATE_Y:
                fangxiang=2;
                break;
            case IDM_ROTATE_Z:
                fangxiang=3;
                break;
            case IDM_ROTATE_FAN:
                RotateSpeed=-RotateSpeed;
                break;
            case IDM_ROTATE_XYZ_DEFAULT:
                fangxiang=0;
                break;
            //-------------------------------物体缩放
            case IDM_SIZE_LARGE:
                thing_size+=0.1f;
                break;
            case IDM_SIZE_SMALL:
                if(thing_size>0)
                    thing_size-=0.1f;
                break;
            case IDM_SIZE_DEFAULT:
                thing_size=1.0f;
                break;
            //-------------------------------物体平移
            case IDM_MOVE_UP:
                Move_X+=0.1f;RotateSpeed=0;
                break;
            case IDM_MOVE_DOWN:
                Move_X-=0.1f;RotateSpeed=0;
                break;
            case IDM_MOVE_LEFT:
                Move_Y+=0.1f;RotateSpeed=0;
                break;
            case IDM_MOVE_RIGHT:
                Move_Y-=0.1f;RotateSpeed=0;
                break;
            case IDM_MOVE_FORWARD:
                Move_Z+=0.1f;RotateSpeed=0;
                break;
            case IDM_MOVE_BACKWARD:
                Move_Z-=0.1f;RotateSpeed=0;
                break;
            case IDM_MOVE_DEFAULT:
                Move_X=0.0f;
                Move_Y=0.0f;
                Move_Z=0.0f;RotateSpeed=0;
                break;
            default:
                break;
            }
        }
        return 0;
        case WM_CLOSE:
            PostQuitMessage(0);
        break;

        case WM_DESTROY:
            /*//------------------
            if(hGLRC){
                wglMakeCurrent(NULL,NULL);
                wglDeleteContext(hGLRC);
            }
            if(hPalette){
                DeleteObject(hPalette);
            }
            ReleaseDC(hwnd,hDC);
            PostQuitMessage(0);
            //====================*/
            return 0;
        //------------------------
        case WM_SIZE:
            //跟踪窗口大小改变
            hGLRC=1;
            if(hGLRC){
                winWidth=(int)LOWORD(lParam);
                winHeight=(int)LOWORD(lParam);
                resize();
                return 0;
            }
        case WM_PALETTECHANGED:
            //如果它不是当前窗口,则实现调色板与hDC的对应
            if(hGLRC && hPalette && (HWND) wParam != hwnd){
                UnrealizeObject(hPalette);
                SelectPalette(hDC,hPalette,FALSE);
                //ReadlizePalette(hDC);
                redraw(hDC);
                break;
            }
        break;
        //=========================
        case WM_KEYDOWN:
        {
            switch (wParam)
            {
                case VK_ESCAPE:
                    PostQuitMessage(0);
                break;
            }
        }
        break;

        default:
            return DefWindowProc(hwnd, uMsg, wParam, lParam);
    }
    return 0;
}

void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC)
{
    PIXELFORMATDESCRIPTOR pfd;

    int iFormat;

    /* get the device context (DC) */
    *hDC = GetDC(hwnd);

    /* set the pixel format for the DC */
    ZeroMemory(&pfd, sizeof(pfd));

    pfd.nSize = sizeof(pfd);
    pfd.nVersion = 1;
    pfd.dwFlags = PFD_DRAW_TO_WINDOW |
                  PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
    pfd.iPixelType = PFD_TYPE_RGBA;
    pfd.cColorBits = 24;
    pfd.cDepthBits = 16;
    pfd.iLayerType = PFD_MAIN_PLANE;

    iFormat = ChoosePixelFormat(*hDC, &pfd);

    SetPixelFormat(*hDC, iFormat, &pfd);

    /* create and enable the render context (RC) */
    *hRC = wglCreateContext(*hDC);

    wglMakeCurrent(*hDC, *hRC);
}

void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC)
{
    wglMakeCurrent(NULL, NULL);
    wglDeleteContext(hRC);
    ReleaseDC(hwnd, hDC);
}

void init(void){
    //设置视图投影
    glMatrixMode(GL_PROJECTION);
    glFrustum(-0.5F,0.5F,-0.5F,0.5F,1.0F,4.0F);
    //视区定位
    glMatrixMode(GL_MODELVIEW);
    glTranslatef(0.0F,0.0F,-2.0F);//平移
    glScalef(1.0f,1.0f,1.0f);//缩放
    //物体定位
    glRotatef(30.0F,1.0F,0.0F,0.0F);
    glRotatef(30.0F,0.0F,1.0F,0.0F);


    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    //光照
    glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
    //glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
    //glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
    //glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    //背景颜色
    BG_ClearColorRed=0.3f;
    BG_ClearColorGreen=0.0f;
    BG_ClearColorBlue=0.7f;
}
void redraw(HDC hDC){
    //清除颜色和深度缓冲区
    glClearColor( BG_ClearColorRed, BG_ClearColorGreen, BG_ClearColorBlue, 0.0f);
    //glClearDepth(2.0);
    glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
    //画立方体的6个面
    glBegin(GL_QUADS);
    glNormal3f( 0.0F, 0.0F, 1.0F);
    glVertex3f( 0.5f, 0.5f, 0.5f);
    glVertex3f(-0.5f, 0.5f, 0.5f);
    glVertex3f(-0.5f,-0.5f, 0.5f);
    glVertex3f( 0.5f,-0.5f, 0.5f);
    //1----------------------------
    glNormal3f( 0.0F, 0.0F,-1.0F);
    glVertex3f(-0.5f,-0.5f,-0.5f);
    glVertex3f(-0.5f, 0.5f,-0.5f);
    glVertex3f( 0.5f, 0.5f,-0.5f);
    glVertex3f( 0.5f,-0.5f,-0.5f);
    //2----------------------------
    glNormal3f( 0.0F, 1.0F, 0.0F);
    glVertex3f( 0.5f, 0.5f, 0.5f);
    glVertex3f( 0.5f, 0.5f,-0.5f);
    glVertex3f(-0.5f, 0.5f,-0.5f);
    glVertex3f(-0.5f, 0.5f, 0.5f);
    //3----------------------------
    glNormal3f( 0.0F,-1.0F, 0.0F);
    glVertex3f(-0.5f,-0.5f,-0.5f);
    glVertex3f( 0.5f,-0.5f,-0.5f);
    glVertex3f( 0.5f,-0.5f, 0.5f);
    glVertex3f(-0.5f,-0.5f, 0.5f);
    //4----------------------------
    glNormal3f( 1.0F, 0.0F, 0.0F);
    glVertex3f( 0.5f, 0.5f, 0.5f);
    glVertex3f( 0.5f,-0.5f, 0.5f);
    glVertex3f( 0.5f,-0.5f,-0.5f);
    glVertex3f( 0.5f, 0.5f,-0.5f);
    //5----------------------------
    glNormal3f(-1.0F, 0.0F, 0.0F);
    glVertex3f(-0.5f,-0.5f,-0.5f);
    glVertex3f(-0.5f,-0.5f, 0.5f);
    glVertex3f(-0.5f, 0.5f, 0.5f);
    glVertex3f(-0.5f, 0.5f,-0.5f);
    //6----------------------------*/
    glEnd();
    SwapBuffers(hDC);
}
void resize(void){
    //设置视区,使之覆盖整个窗口
    glViewport(0,0,winWidth,winHeight);
}
void CreateMyMenu()
{
    hRoot = CreateMenu();
    if(!hRoot)
        return;
    //-----------------------------------菜单1
    HMENU pop1 = CreatePopupMenu();
    AppendMenu(hRoot,
        MF_POPUP,(UINT_PTR)pop1,"物体颜色");
    // 使用AppendMenu函数
    AppendMenu(pop1,
        MF_STRING,IDM_RED_TH,"红色");
    AppendMenu(pop1,
        MF_STRING,IDM_GREEN_TH,"绿色");
    AppendMenu(pop1,
        MF_STRING,IDM_BLUE_TH,"蓝色");
    AppendMenu(pop1,
        MF_STRING,IDM_RED2_TH,"红色+");
    AppendMenu(pop1,
        MF_STRING,IDM_GREEN2_TH,"绿色+");
    AppendMenu(pop1,
        MF_STRING,IDM_BLUE2_TH,"蓝色+");
    AppendMenu(pop1,
        MF_STRING,IDM_DEFAULT_TH,"默认");
    //------------------------------------菜单2
    HMENU pop2 = CreatePopupMenu();
    AppendMenu(hRoot,
        MF_POPUP,(UINT_PTR)pop2,"背景颜色");
    // 使用AppendMenu函数
    AppendMenu(pop2,
        MF_STRING,IDM_RED_BG,"红色");
    AppendMenu(pop2,
        MF_STRING,IDM_GREEN_BG,"绿色");
    AppendMenu(pop2,
        MF_STRING,IDM_BLUE_BG,"蓝色");
    AppendMenu(pop2,
        MF_STRING,IDM_RED2_BG,"红色+");
    AppendMenu(pop2,
        MF_STRING,IDM_GREEN2_BG,"绿色+");
    AppendMenu(pop2,
        MF_STRING,IDM_BLUE2_BG,"蓝色+");
    AppendMenu(pop2,
        MF_STRING,IDM_DEFAULT_BG,"默认");
    //------------------------------------菜单3
    HMENU pop3 = CreatePopupMenu();
    AppendMenu(hRoot,
        MF_POPUP,(UINT_PTR)pop3,"旋转速度");
    AppendMenu(pop3,
        MF_STRING,IDM_ROTATE_QUICK,"变快");
    AppendMenu(pop3,
        MF_STRING,IDM_ROTATE_SLOW,"变慢");
    AppendMenu(pop3,
        MF_STRING,IDM_ROTATE_DEFAULT,"默认");
    AppendMenu(pop3,
        MF_STRING,IDM_ROTATE_STOP,"停止");

    //------------------------------------菜单4
    HMENU pop4 = CreatePopupMenu();
    AppendMenu(hRoot,
        MF_POPUP,(UINT_PTR)pop4,"旋转方向");
    AppendMenu(pop4,
        MF_STRING,IDM_ROTATE_X,"X轴");
    AppendMenu(pop4,
        MF_STRING,IDM_ROTATE_Y,"Y轴");
    AppendMenu(pop4,
        MF_STRING,IDM_ROTATE_Z,"Z轴");
    AppendMenu(pop4,
        MF_STRING,IDM_ROTATE_FAN,"反向");
    AppendMenu(pop4,
        MF_STRING,IDM_ROTATE_XYZ_DEFAULT,"默认");
    //------------------------------------菜单5
    HMENU pop5 = CreatePopupMenu();
    AppendMenu(hRoot,
        MF_POPUP,(UINT_PTR)pop5,"缩放");
    AppendMenu(pop5,
        MF_STRING,IDM_SIZE_LARGE,"大");
    AppendMenu(pop5,
        MF_STRING,IDM_SIZE_SMALL,"小");
    AppendMenu(pop5,
        MF_STRING,IDM_SIZE_DEFAULT,"默认");
    //------------------------------------菜单6
    HMENU pop6 = CreatePopupMenu();
    AppendMenu(hRoot,
        MF_POPUP,(UINT_PTR)pop6,"平移");
    AppendMenu(pop6,
        MF_STRING,IDM_MOVE_UP,"上移");
    AppendMenu(pop6,
        MF_STRING,IDM_MOVE_DOWN,"下移");
    AppendMenu(pop6,
        MF_STRING,IDM_MOVE_LEFT,"左移");
    AppendMenu(pop6,
        MF_STRING,IDM_MOVE_RIGHT,"右移");
    AppendMenu(pop6,
        MF_STRING,IDM_MOVE_FORWARD,"前移");
    AppendMenu(pop6,
        MF_STRING,IDM_MOVE_BACKWARD,"后移");
    AppendMenu(pop6,
        MF_STRING,IDM_MOVE_DEFAULT,"默认");
}

/*
void setupPalette(HDC hDC){
    int pixelFormat = GetPixelFormat(hDC);
    PIXELFORMATDESCRIPTOR pfd;
    LOGPALETTE* pPal;
    int paletteSize;
    DescribePixelFormat(hDC,pixelFormat,
                        sizeof(PIXELFORMATDESCRIPTOR),&pfd);
    if(pfd.dwFlags & PFD_NEED_PALETTE){
        paletteSize = 1 << pfd.cColorBits;
    }
    else{
        return ;
    }
    pPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE)+paletteSize*sizeof(PALETTEENTRY));
    pPal->palVersion=0x300;
    pPal->palNumEntries = paletteSize;
    //建一个简单的RGB调色板
    {
        int redMask = (1 << pfd.cRedBits) - 1;
        int greemMask = (1 << pfd.cGreenBits) - 1;
        int blueMask = (1 << pfd.cBlueBits) - 1;
        int i;
        for(i=0;i<paletteSize;i++){
            pPal->palPalEntry[i].peRed =
            (((i >> pfd.cRedShift) & redMask) * 255)/redMask;
            //pPal->palPalEntry[i]-peGreen =

        }
    }

}
*/
           

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