这一篇基本上是从Nehe的第7课改编而来的,我将他的Win32代码改写为MFC框架下来实现。
第一个遇到的问题就是MFC窗口中如何响应键盘消息,搜索了下资料,发现只需要重载PreTranslateMessage函数就可以让窗口监听按键消息了。
BOOL COpenGLDemoView::PreTranslateMessage(MSG
*
pMsg)
![ExpandedBlockStart.gif](/Images/OutliningIndicators/ExpandedBlockStart.gif)
{
// TODO: Add your specialized code here and/or call the base class
if(pMsg->message == WM_KEYDOWN)
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{
SendMessage(pMsg->message, pMsg->wParam, pMsg->lParam);
return true;
}
else
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{
return CView::PreTranslateMessage(pMsg);
}
}
![None.gif](/Images/OutliningIndicators/None.gif)
为了监视按键的情况,增设了下面几个变量来负责按键的控制:
GLboolean bLighting;
//
是否启用光照
bool
lPressed;
//
’L’键是否按下
bool
fPressed;
//
’F’键是否按下
目的是防止用户长时间按住一个键不动(例如‘L’不动,从而导致光照持续地开关)这种情况。
GLfloat xspeed;
//
X 旋转速度
GLfloat yspeed;
//
Y 旋转速度
GLfloat z;
//
深入屏幕的距离
这几个变量是让用户用来增减旋转速度和Z轴深度用的。
void
COpenGLDemoView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
![ExpandedBlockStart.gif](/Images/OutliningIndicators/ExpandedBlockStart.gif)
{
// TODO: Add your message handler code here and/or call default
switch(nChar)
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{
case VK_LEFT:
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{//左键
yspeed-=0.01f;
break;
}
case VK_RIGHT:
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{//右键
yspeed+=0.01f;
break;
}
case VK_NEXT:
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{//Page_Down键按下
z+=0.05f;
break;
}
case VK_PRIOR:
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{//Page_Up键按下
z-=0.05f;
break;
}
case VK_UP:
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{//Page_Up键按下
xspeed-=0.01f;
break;
}
case VK_DOWN:
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{//Page_Up键按下
xspeed+=0.01f;
break;
}
case 'F':
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{
fPressed = TRUE ;
break;
}
case 'L':
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{
lPressed = TRUE;
break;
}
default:
break;
}
![InBlock.gif](/Images/OutliningIndicators/InBlock.gif)
CView::OnKeyDown(nChar, nRepCnt, nFlags);
}
![None.gif](/Images/OutliningIndicators/None.gif)
void
COpenGLDemoView::OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags)
![ExpandedBlockStart.gif](/Images/OutliningIndicators/ExpandedBlockStart.gif)
{
// TODO: Add your message handler code here and/or call default
switch(nChar)
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{
case 'F':
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{
if(fPressed == TRUE)
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{
filter=(filter+1)%3;
}
fPressed = FALSE;
break;
}
case 'L':
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{
if(lPressed==TRUE)
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{//防止长时间按着'L'键而导致光照持续变化
bLighting = !bLighting;
if(bLighting)
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{
glEnable(GL_LIGHTING);
}
else
![ExpandedSubBlockStart.gif](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
{
glDisable(GL_LIGHTING);
}
}
lPressed = FALSE;
break;
}
default:
break;
}
CView::OnKeyUp(nChar, nRepCnt, nFlags);
}
具体的绘制代码如下:
int
COpenGLDemoView::DrawGLScene()
![ExpandedBlockStart.gif](/Images/OutliningIndicators/ExpandedBlockStart.gif)
{// Here's Where We Do All The Drawing
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glPushAttrib(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_CURRENT_BIT);
glPushMatrix();
glLoadIdentity();
glTranslatef(0.0f,0.0f,z);
glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
//纹理模式切换,这里提供三种纹理模式
glBindTexture(GL_TEXTURE_2D, texture[this->filter]);//绑定到选定的纹理上
glBegin(GL_QUADS); // 绘制正方形
// Front Face
glNormal3f( 0.0f, 0.0f, 1.0f); // 法线指向观察者
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glNormal3f( 0.0f, 0.0f,-1.0f); // 法线背向观察者
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glNormal3f( 0.0f, 1.0f, 0.0f); // 法线向上
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glNormal3f( 0.0f,-1.0f, 0.0f); // 法线朝下
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glNormal3f( 1.0f, 0.0f, 0.0f); // 法线朝右
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glNormal3f(-1.0f, 0.0f, 0.0f); // 法线朝左
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd(); // 正方形绘制结束
glPopMatrix();
glPopAttrib();
glFlush();
xrot+=xspeed;
yrot+=yspeed;
return TRUE; // Everything Went OK
}
最后效果图如下:
![200780903.jpg](https://i-blog.csdnimg.cn/blog_migrate/79762f3f981bc8b02b51e5eae2488aa5.jpeg)