【转】MFC中建立OpenGL窗口

【转】http://hi.baidu.com/lmhopen/blog/item/0282dccbdbbbf21bbf09e62f.html

三种建立OpenGL窗口的方法,

一种是win32 sdk加OpenGL函数,这种方法写起来极其麻烦,很是繁琐,

第二种把建立OpenGL环境所用到的OpenGL函数写成一个小类,然后用win32 sdk加OpenGL类的方式建立OpenGL窗口,这种方法比前一个方法简洁清晰了点,不过还是感觉繁琐.

第三种方法用MFC编程建立OpenGL窗口,这种方法我最推崇.因为首先用MFC建立windows窗口方便简洁.其次可以考虑把要用到的OpenGL函数编成一个类,这样用起OpenGL来更是简洁方便了.

我现在手头有这三种代码,但我以后主要用MFC来写OpenGL程序,下边把如何用MFC建立一个最基本的OpenGL窗口贴出来.

首先是头文件:

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

#include <afxwin.h>   // MFC Windows include file
#include <GL/gl.h>   // OpenGL include file
#include <GL/glu.h>   // OpenGL Utilities include file
#include <math.h>

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()

};

然后是CPP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 = 550;
cs.cy = 400;

    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 );

    SwapBuffers(m_hgldc);

}


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
{
// from NeHe's Tutorial 3
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity();          // Reset The Current Modelview Matrix
glTranslated(-1.5,0.0,-6.0);       // Move Left 1.5 Units And Into The Screen 6.0
glBegin(GL_TRIANGLES);         // Drawing Using Triangles
   glColor3d(1.0,0.0,0.0);        // Set The Color To Red
   glVertex3d( 0.0, 1.0, 0.0);       // Top
   glColor3d(0.0,1.0,0.0);        // Set The Color To Green
   glVertex3d(-1.0,-1.0, 0.0);       // Bottom Left
   glColor3d(0.0,0.0,1.0);        // Set The Color To Blue
   glVertex3d( 1.0,-1.0, 0.0);       // Bottom Right
glEnd();            // Finished Drawing The Triangle
glTranslated(3.0,0.0,0.0);        // Move Right 3 Units
glColor3d(0.5,0.5,1.0);         // Set The Color To Blue One Time Only
glBegin(GL_QUADS);          // Draw A Quad
   glVertex3d(-1.0, 1.0, 0.0);       // Top Left
   glVertex3d( 1.0, 1.0, 0.0);       // Top Right
   glVertex3d( 1.0,-1.0, 0.0);       // Bottom Right
   glVertex3d(-1.0,-1.0, 0.0);       // Bottom Left
glEnd();            // Done Drawing The Quad
               // Keep Going
return TRUE;

}

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

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

}

由于这是MFC程序,所以要在工程设置里选择使用MFC动态或静态连接,在工程设置的LINK选项卡里加上opengl32.lib glu32.lib
项目->属性->链接器->输入->附加依赖项  中导入相关的lib)

基本步骤就是:

1创建一个windows窗口.

2在OnCreate函数中创建和设置OpenGL环境.

3在OnSize函数中设置OpenGL窗口跟着windows窗口自动调整大小

4在OnPaint函数中使用OpenGL的作图命令,用swappbuffers把图形显示出来

5设置空的onerasebkgnd函数返回TRUE,目的是防止窗口闪烁.

6在窗口类的析构函数中释放环境描述表DC和着色描述表RC,删除RC

基本上用其它方法编OpenGL程序也得是这样的步骤,

转载于:https://www.cnblogs.com/irvinow/archive/2009/10/29/1591778.html

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