用glRotatef函数转动对象

glRotatef

今天费了好大的牛劲,总算能在MFC下让OpenGL画出的对象转动了.最后逼的我差点重写MFC的消息循环函数,总算没走到那步.
还是参考别人的代码,照搬还是不行.还是把OpenGL的作图指令单独写成一个函数,然后在OnPaint函数里调用.


这里最关键的地方就是OpenGL作图函数的编写.我参考了多套代码,写出来的都不一样.别人写的代码都或多或少的有一两个OpenGL作图函数非要单独放到OnPaint或其它地方,这样就变的有点零散,我把所有的转动需要的OpenGL作图函数都整合到一个函数中.我写的MFC还不是SDI单文档程序,SDI的MFC是在OnDraw函数中调用OpenGl作图函数.


1函数开头要定义一到两个static float型的变量,用作转动对象时glRotatef函数的参数,并且这个变量在函数结尾要做+=或-=运算,这样对象才能动起来.


2随意使用各种作图命令,关键要用glRotatef,好让做出来的图能动.


3作图命令用完后,函数的结尾要用SwapBuffers显示图像,然后把函数开头声明的static float变量做+=或-=运算,数值越大转动速度越快.最后最关键的一步,要写Invalidate(FALSE);


头文件:


// smotri.h
// smotri - Simple MFC, C++, OpenGL Tutorial Program
// by:   Joel Parris
// date: 10/9/2000


#include    // MFC Windows include file
#include    // OpenGL include file
#include    // OpenGL Utilities include file
#include
#include
#include


class CSmotri: public CWinApp
{
public:
virtual BOOL InitInstance();


};


class COpenGLWindow: public CFrameWnd
{
public:


COpenGLWindow();   // COpenGLWindow Class Constructor


~COpenGLWindow();   // COpenGLWindow Class Constructor


    HDC   m_hgldc;   // GDI Device Context
    HGLRC m_hglRC;   // Rendering Context


    BOOL SetPixelformat(HDC hdc);
void GetGLInfo();
int DrawGLScene(void);
int InitGL(void);
void ReSizeGLScene(int width, int height);


    virtual BOOL PreCreateWindow( CREATESTRUCT& cs );


protected:


    afx_msg void OnPaint();
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    afx_msg void OnSize(UINT nType, int cx, int cy );
    afx_msg BOOL OnEraseBkgnd( CDC* pDC );
afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);


DECLARE_MESSAGE_MAP()


};


源文件:


// smotri - Simple MFC, C++, OpenGL Tutorial Program
// by:   Joel Parris
// date: 1/21/2001


#include "smotri.h"
//#include "timer.h"


CSmotri Smotri; // Instantiate the Smotri application



// CMyApp Member Function
BOOL CSmotri::InitInstance() // Initialize Smotri
{
m_pMainWnd = new COpenGLWindow;
// m_nCmdShow = SW_SHOWMAXIMIZED; // Comment to UnMaximize the Window
m_pMainWnd -> ShowWindow(m_nCmdShow);
m_pMainWnd -> UpdateWindow();


return true;
}




// COpenGLWindow message map and Member functions


BEGIN_MESSAGE_MAP(COpenGLWindow, CFrameWnd)
ON_WM_PAINT()
    ON_WM_CREATE()
    ON_WM_SIZE()
    ON_WM_ERASEBKGND()
ON_WM_KEYDOWN()
END_MESSAGE_MAP()


COpenGLWindow::COpenGLWindow()
{
Create( NULL, _T("Smotri - a Simple MFC OpenGL Application"),
    WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS | CS_OWNDC);
//ModifyStyle(WS_CAPTION,   0,   SWP_FRAMECHANGED);
}


COpenGLWindow::~COpenGLWindow()
{
    wglMakeCurrent(NULL,NULL);
    wglDeleteContext(m_hglRC);
}


BOOL COpenGLWindow::PreCreateWindow( CREATESTRUCT& cs )
{
    if(!CFrameWnd::PreCreateWindow(cs))
return FALSE;


// Set the initial size of the window
cs.cx = 800;
cs.cy = 600;


    return TRUE;
}


BOOL COpenGLWindow::OnEraseBkgnd( CDC* pDC )
{
/* This overrides the MFC Message Loop's OnEraseBkgnd(), which
keeps the OpenGL window from flashing. I shouldn't tell you
this but contrary to popular opinion it doesn't matter what this
override returns TRUE or FALSE. If you don't believe me, try it
    for yourself.
*/  


    return TRUE;
}



void COpenGLWindow::OnSize(UINT nType, int cx, int cy )
{


ReSizeGLScene( cx, cy );


}



void COpenGLWindow::OnPaint()
{
    CPaintDC dc(this); // Needed


//QueryPerformanceFrequency(&timerFrequency); // Initialize timer
//QueryPerformanceCounter(&startCount);   // Start timer


// process block
//int imax = 100;
//for (int i = 1; i <= imax; i++) // Draw the scene 100 times
//{


   DrawGLScene(); // Render the OpenGL scene
//}
// end, process block


//QueryPerformanceCounter(&endCount); // Stop timer
//double time = interval_time( startCount, endCount );
//output_time( time );



}



BOOL COpenGLWindow::SetPixelformat(HDC hdc)
{


    PIXELFORMATDESCRIPTOR *ppfd;
    int pixelformat;

    PIXELFORMATDESCRIPTOR pfd = {
    sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
    1,                     // version number
    PFD_DRAW_TO_WINDOW |   // support window
    PFD_SUPPORT_OPENGL |   // support OpenGL
    PFD_GENERIC_FORMAT |
    PFD_DOUBLEBUFFER,      // double buffered
    PFD_TYPE_RGBA,         // RGBA type
    32,                    // 32-bit color depth
    0, 0, 0, 0, 0, 0,      // color bits ignored
    8,                     // no alpha buffer
    0,                     // shift bit ignored
    8,                     // no accumulation buffer
    0, 0, 0, 0,            // accum bits ignored
    64,                    // 64-bit z-buffer
    8,                     // stencil buffer
    8,                     // auxiliary buffer
    PFD_MAIN_PLANE,        // main layer
    0,                     // reserved
    0, 0, 0                // layer masks ignored
    };


  
    ppfd = &pfd;



    if ( (pixelformat = ChoosePixelFormat(hdc, ppfd)) == 0 )
    {
        ::MessageBox(NULL, "ChoosePixelFormat failed", "Error", MB_OK);
        return FALSE;
    }

    if (SetPixelFormat(hdc, pixelformat, ppfd) == FALSE)
    {
        ::MessageBox(NULL, "SetPixelFormat failed", "Error", MB_OK);
        return FALSE;
    }

    return TRUE;


}



int COpenGLWindow::OnCreate(LPCREATESTRUCT lpCreateStruct)
{


    m_hgldc = ::GetDC(m_hWnd);   // Get a device context for OpenGL


    if(!SetPixelformat(m_hgldc)) // set pixel format
    {
::MessageBox(::GetFocus(),"SetPixelformat Failed!","Error",MB_OK);
return -1;
    }


    m_hglRC = wglCreateContext(m_hgldc); // Create an OpenGL rendering context
    int i= wglMakeCurrent(m_hgldc,m_hglRC); // Make rendering context current
GetGLInfo(); // Get OpenGL information


InitGL();   // Initialize OpenGL


    return 0;
}



void COpenGLWindow::GetGLInfo() // Get OpenGL Information
{


CString oglinfo;


oglinfo = "OpenGL Information/n/nWho: ";
oglinfo += ::glGetString( GL_VENDOR );
oglinfo += "/nWhich: ";
oglinfo += ::glGetString( GL_RENDERER );
oglinfo += "/nVersion: ";
oglinfo += ::glGetString( GL_VERSION );
oglinfo += "/nExtensions: ";
oglinfo += ::glGetString( GL_EXTENSIONS );


AfxMessageBox(oglinfo,MB_ICONINFORMATION); // Display OpenGL Information


}



void COpenGLWindow::ReSizeGLScene( int width, int height) // Resize And Initialize The GL Window
{
// from NeHe's Tutorial 3
if (height==0)           // Prevent A Divide By Zero By
{
   height=1;           // Making Height Equal One
}


glViewport(0,0,width,height);       // Reset The Current Viewport


glMatrixMode(GL_PROJECTION);       // Select The Projection Matrix
glLoadIdentity();          // Reset The Projection Matrix


// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0,(float)width/(float)height,0.1,100.0);


glMatrixMode(GL_MODELVIEW);        // Select The Modelview Matrix
glLoadIdentity();          // Reset The Modelview Matrix


}



int COpenGLWindow::InitGL(void)        // Intitialize OpenGl     // All Setup For OpenGL Goes Here
{
// from NeHe's Tutorial 3
glShadeModel(GL_SMOOTH);        // Enable Smooth Shading
glClearColor(0.0, 0.0, 0.0, 0.5);      // Black Background
glClearDepth(1.0);          // Depth Buffer Setup
glEnable(GL_DEPTH_TEST);        // Enables Depth Testing
glDepthFunc(GL_LEQUAL);         // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE;           // Initialization Went OK
}



int COpenGLWindow::DrawGLScene(void)      // Here's Where We Do All The Drawing
{
/*static float rrr;
glClearColor(0.0f, 0.0f, 0.6f, 1.0f);    // 设置刷新背景色
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);// 刷新背景
glLoadIdentity();  
glPushMatrix();
glPointSize(4);
glTranslatef (-5, 4,-13);glRotatef(rrr,1.0,1.0,1.0);
glColor3f(1.0f, 0.0f, 0.0f);glBegin(GL_POINTS);//
   glVertex3f( 0.0f, 1.0f,-1.0f);//a点
   glVertex3f(-1.0f,-1.0f, 0.0f);//b点
   glVertex3f( 1.0f,-1.0f, 0.0f);//c点
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef ( 0, 4,-13);glRotatef(rrr,1.0,1.0,1.0);
glColor3f(0.0f, 1.0f, 0.0f);glBegin(GL_LINE_LOOP); //
   glVertex3f( 0.0f, 1.0f,-1.0f);//a点
   glVertex3f(-1.0f,-1.0f, 0.0f);//b点
   glVertex3f( 1.0f,-1.0f, 0.0f);//c点
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef ( 5, 4,-13);glRotatef(rrr,1.0,1.0,1.0);
glColor3f(0.0f, 0.0f, 1.0f);glBegin(GL_POLYGON);//
glVertex3f( 0.0f, 1.0f,-1.0f);//a点
glVertex3f(-1.0f,-1.0f, 0.0f);//b点
glVertex3f( 1.0f,-1.0f, 0.0f);//c点
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef (-5, 0,-13);glRotatef(rrr,1.0,1.0,1.0);
glColor3f(1.0f, 1.0f, 0.0f);glBegin(GL_POLYGON);//
glVertex3f(0.0f,0.0f ,0.0f);//a点
glVertex3f(1.0f,0.0f, 0.0f);//b点
glVertex3f(1.0f,0.0f,-1.0f);//c点
glVertex3f(0.0f,0.0f,-1.0f);//d点
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef ( 0, 0,-13);glRotatef(rrr,1.0,1.0,1.0);
glColor3f(0.0f, 1.0f, 1.0f);glBegin(GL_QUAD_STRIP);//
    glVertex3f(0.0f,0.0f ,0.0f);//a0点
    glVertex3f(0.0f,1.0f ,0.0f);//a1点
    glVertex3f(1.0f,0.0f, 0.0f);//b0点
    glVertex3f(1.0f,1.0f, 0.0f);//b1点
    glVertex3f(1.0f,0.0f,-1.0f);//c0点
    glVertex3f(1.0f,1.0f,-1.0f);//c1点
    glVertex3f(0.0f,0.0f,-1.0f);//d0点
    glVertex3f(0.0f,1.0f,-1.0f);//d1点
    glVertex3f(0.0f,0.0f ,0.0f);//a0点
    glVertex3f(0.0f,1.0f ,0.0f);//a1点
glEnd();


glBegin(GL_POLYGON);//
glVertex3f(0.0f,0.0f ,0.0f);//a0点
glVertex3f(1.0f,0.0f, 0.0f);//b0点
glVertex3f(1.0f,0.0f,-1.0f);//c0点
glVertex3f(0.0f,0.0f,-1.0f);//d0点
glVertex3f(0.0f,1.0f ,0.0f);//a1点
glVertex3f(1.0f,1.0f, 0.0f);//b1点
glVertex3f(1.0f,1.0f,-1.0f);//c1点
glVertex3f(0.0f,1.0f,-1.0f);//d1点
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef ( 5, 0,-13);glRotatef(rrr,1.0,1.0,1.0);
glColor3f(1.0f, 0.0f, 1.0f);glBegin(GL_TRIANGLE_FAN);//
   glVertex3f(0,0,0.0f );  
   for(int i=0;i<=390;i+=30)
   {float p=(float)(i*3.14/180);
    glVertex3f((float)sin(p),(float)cos(p),0.0f );
   }
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef (-5,-4,-13);glRotatef(rrr,1.0,1.0,1.0);
glColor3f(1.0f, 1.0f, 1.0f);glBegin(GL_QUAD_STRIP);//
   for(int i2=0;i2<=390;i2+=30)
   { float p=(float)(i2*3.14/180);
glVertex3f((float)sin(p)/2,(float)cos(p)/2,1.0f );
glVertex3f((float)sin(p)/2,(float)cos(p)/2,0.0f );
   }
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef ( 0, -4,-13);glRotatef(rrr,1.0,1.0,1.0);
glColor3f(0.7f, 0.7f, 0.7f);auxSolidCone(1,1);
glPopMatrix();
glPushMatrix();
glTranslatef ( 5,-4,-13);glRotatef(rrr,1.0,1.0,1.0);
glColor3f(0.4f, 0.4f, 0.4f);auxWireTeapot(1);
glPopMatrix();*/
static float rtri,rquad;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 清除屏幕及深度缓存
glLoadIdentity(); // 重置模型观察矩阵
glTranslatef(-1.5f,0.0f,-6.0f); // 左移 1.5 单位,并移入屏幕 6.0
glRotatef(rtri,0.0f,1.0f,0.0f); // 绕Y轴旋转三角形 ( 新增 )
glBegin(GL_TRIANGLES); // 绘制三角形
glColor3f(1.0f,0.0f,0.0f); //设置当前色为红色
glVertex3f( 0.0f, 1.0f, 0.0f); // 上顶点
glColor3f(0.0f,1.0f,0.0f);//设置当前色为绿色
glVertex3f(-1.0f,-1.0f, 0.0f); // 左下
glColor3f(0.0f,0.0f,1.0f);//设置当前色为蓝色
glVertex3f( 1.0f,-1.0f, 0.0f); // 右下
glEnd(); // 三角形绘制结束
glLoadIdentity(); // 重置模型观察矩阵
glTranslatef(1.5f,0.0f,-6.0f); // 右移1.5单位,并移入屏幕 6.0
glRotatef(rquad,1.0f,0.0f,0.0f); // 绕X轴旋转四边形 ( 新增 )
//下一段代码保持不变。在屏幕的右侧画一个蓝色的正方形。
glColor3f(0.5f,0.5f,1.0f); // 一次性将当前色设置为蓝色
glBegin(GL_QUADS); // 绘制正方形
glVertex3f(-1.0f, 1.0f, 0.0f); // 左上
glVertex3f( 1.0f, 1.0f, 0.0f); // 右上
glVertex3f( 1.0f,-1.0f, 0.0f); // 左下
glVertex3f(-1.0f,-1.0f, 0.0f); // 右下
glEnd(); // 正方形绘制结束



   glFlush();           // 更新窗口
SwapBuffers(m_hgldc);         // 切换缓冲区
//rrr+=1;if(rrr>360) rrr=0;

rtri+=0.2f; // 增加三角形的旋转变量(新增)
rquad-=0.15f; // 减少四边形的旋转变量(新增)


Invalidate(FALSE);
return TRUE;


}


void COpenGLWindow::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{


switch (nChar)
{
case VK_ESCAPE:
   exit(0);
   break;
default:
   break;
}


}


本文转自
http://hi.baidu.com/lmhopen/blog/item/c570f44314cab0159313c6e2.html
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glRotatef函数是OpenGL中的一个旋转变换函数,它用于对当前矩阵进行旋转操作。如果在调用glRotatef函数后发现没有效果,可能是由以下几个原因引起的: 1. 没有启用旋转操作: 在调用glRotatef函数之前,需要通过glMatrixMode函数将当前矩阵设置为GL_MODELVIEW或GL_PROJECTION模式,以便进行旋转操作。如果没有正确设置当前矩阵的模式,glRotatef函数就不会对任何矩阵产生影响。所以,需要确保在调用glRotatef函数之前设置了正确的矩阵模式。 2. 旋转角度设置错误: glRotatef函数的第一个参数是旋转角度,以度为单位。如果角度设置不正确,比如设置的值过大或者过小,可能会导致旋转效果不明显或者没有效果。需要确保旋转角度设置正确,以达到预期的旋转效果。 3. 旋转轴设置错误: glRotatef函数的后三个参数定义了旋转操作的旋转轴。如果旋转轴设置不正确,可能会导致旋转效果不对。需要确保旋转轴设置正确,以便使物体绕着正确的轴进行旋转。 4. 未在渲染循环中使用glRotatef: glRotatef函数是用于在渲染循环中更新旋转变换的,如果没有在渲染循环中多次调用glRotatef函数,那么旋转变换将无法在每一帧中更新并产生视觉效果。需要确保在渲染循环中正确调用glRotatef函数。 总结来说,glRotatef函数没有效果可能是由于未设置正确的矩阵模式、旋转角度、旋转轴或者未在渲染循环中使用该函数导致的。需要检查并修正这些可能的原因,以便正确使用glRotatef函数并达到预期的旋转效果。
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