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《基于MFC的OpenGL编程》Part 0 基于MFC的OpenGL基本框架

2016-03-09 15:40 459 查看
《基于MFC的OpenGL编程》Part 0 基于MFC的OpenGL基本框架

OpenGL环境配置

1.各种库的配置

(1)glew

下载:https://sourceforge.net/projects/glew/files/glew/1.7.0/glew-1.7.0.zip/download

将include文件夹下的.h文件拷贝到C:\Program Files\Microsoft Visual Studio 9.0\VC\include\GL目录中(没有GL目录就自己创建一个,这里的具体路径视电脑上VS2008安装的位置而定)

将lib文件夹下的.lib文件拷贝到C:\Program Files\Microsoft Visual Studio 9.0\VC\lib目录中

将bin文件夹下的.dll文件拷贝到C:\Windows\System32目录(64位目录C:\Windows\SysWOW64)中

(2)glut

下载OpenGL的glut类库:http://www.opengl.org/resources/libraries/glut/glutdlls37beta.zip

将.h文件拷贝到C:\Program Files\Microsoft Visual Studio 9.0\VC\include\GL目录中(没有GL目录就自己创建一个,这里的具体路径视电脑上VS2008安装的位置而定)

将.lib文件拷贝到C:\Program Files\Microsoft Visual Studio 9.0\VC\lib目录中

将.dll文件拷贝到C:\Windows\System32目录(64位目录C:\Windows\SysWOW64)中

环境变量配置好后不必每个新建项目都按照下面这样配置。下面步骤仅限没有进行上述配置的用户。

2.配置项目环境

在需要用到openGL的每个项目中都需要执行以下步骤:

项目——项目属性——配置属性——链接器——输入——附加依赖项,添加

opengl32.lib glu32.lib glut.lib glaux.lib glew32.lib


3.OpenGL的MFC基本框架程序

环境配置:VC++6.0、win7 64位

OpenGL库配置: 首先下载需要的GLUT头文件,DLL和Lib文件,下载链接: glutdlls37beta.zip (149
kilobytes),解压缩后把gltu.h放到"VC98/Include/GL"下,把glut.lib和glut32.lib放到"VC9/Lib"
下,glut32.dll和glut.dll放到你创建的应用程序的运行目录下

1、工程—>设置—>链接—>输入:对象/库模块中添加(暂时用不上glew32.lib):opengl32.lib glu32.lib glut.lib glaux.lib

2、源文件栏中的stdafx.h中加入:

#include <windows.h>
#include <GL/glut.h>
3、CMy2OpenGLView.h中添加:
#include "GL/gl.h"
#include "GL/glaux.h"
#include "GL/glu.h"
#include "GL/glut.h"
4、贴出整个CMy2OpenGLView.h的代码:

// 2OpenGLView.h : interface of the CMy2OpenGLView class
//
/////////////////////////////////////////////////////////////////////////////

#if !defined(AFX_2OPENGLVIEW_H__093AEC68_AF1D_4180_B7AE_BE30F4E3A904__INCLUDED_)
#define AFX_2OPENGLVIEW_H__093AEC68_AF1D_4180_B7AE_BE30F4E3A904__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#include "GL/gl.h" #include "GL/glaux.h" #include "GL/glu.h" #include "GL/glut.h"

class CMy2OpenGLView : public CView
{
protected: // create from serialization only
CMy2OpenGLView();
DECLARE_DYNCREATE(CMy2OpenGLView)

// Attributes
public:
CMy2OpenGLDoc* GetDocument();

// Operations
public:

// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CMy2OpenGLView)
public:
virtual void OnDraw(CDC* pDC); // overridden to draw this view
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
protected:
virtual BOOL OnPreparePrinting(CPrintInfo* pInfo);
virtual void OnBeginPrinting(CDC* pDC, CPrintInfo* pInfo);
virtual void OnEndPrinting(CDC* pDC, CPrintInfo* pInfo);
//}}AFX_VIRTUAL

// Implementation
public:
virtual ~CMy2OpenGLView();
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif

protected:

// Generated message map functions
protected:
void RenderScene();
BOOL SetWindowPixelFormat(HDC hDC);//设置像素格式
BOOL CreateViewGLContext(HDC hDC);//创建绘制环境(RC)并使之成为当前绘制环境
BOOL InitGL(GLvoid);//初始化openGL
int DrawGLScene(GLvoid);//绘图代码区
int m_GLPixelIndex;
HGLRC m_hGLContext;//绘制环境
//{{AFX_MSG(CMy2OpenGLView)
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnDestroy();
afx_msg void OnSize(UINT nType, int cx, int cy);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};

#ifndef _DEBUG // debug version in 2OpenGLView.cpp
inline CMy2OpenGLDoc* CMy2OpenGLView::GetDocument()
{ return (CMy2OpenGLDoc*)m_pDocument; }
#endif

/////////////////////////////////////////////////////////////////////////////

//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.

#endif // !defined(AFX_2OPENGLVIEW_H__093AEC68_AF1D_4180_B7AE_BE30F4E3A904__INCLUDED_)
5、贴出整个CMy2OpenGLView.cpp的代码:
// 2OpenGLView.cpp : implementation of the CMy2OpenGLView class
//

#include "stdafx.h"
#include "2OpenGL.h"

#include "2OpenGLDoc.h"
#include "2OpenGLView.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CMy2OpenGLView

IMPLEMENT_DYNCREATE(CMy2OpenGLView, CView)

BEGIN_MESSAGE_MAP(CMy2OpenGLView, CView)
//{{AFX_MSG_MAP(CMy2OpenGLView)
ON_WM_CREATE()
ON_WM_DESTROY()
ON_WM_SIZE()
//}}AFX_MSG_MAP
// Standard printing commands
ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CMy2OpenGLView construction/destruction

CMy2OpenGLView::CMy2OpenGLView()
{
// TODO: add construction code here
this->m_GLPixelIndex = 0;
this->m_hGLContext = NULL;
}

CMy2OpenGLView::~CMy2OpenGLView()
{
}

BOOL CMy2OpenGLView::PreCreateWindow(CREATESTRUCT& cs)
{
// TODO: Modify the Window class or styles here by modifying
//  the CREATESTRUCT cs
cs.style |= (WS_CLIPCHILDREN | WS_CLIPSIBLINGS);//openGL必需的
return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CMy2OpenGLView drawing

void CMy2OpenGLView::OnDraw(CDC* pDC)
{
CMy2OpenGLDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
// Clear out the color & depth buffers
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
RenderScene();
// Tell OpenGL to flush its pipeline
::glFinish();
// Now Swap the buffers
::SwapBuffers( pDC->GetSafeHdc() );
}

/////////////////////////////////////////////////////////////////////////////
// CMy2OpenGLView printing

BOOL CMy2OpenGLView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}

void CMy2OpenGLView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}

void CMy2OpenGLView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}

/////////////////////////////////////////////////////////////////////////////
// CMy2OpenGLView diagnostics

#ifdef _DEBUG
void CMy2OpenGLView::AssertValid() const
{
CView::AssertValid();
}

void CMy2OpenGLView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}

CMy2OpenGLDoc* CMy2OpenGLView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMy2OpenGLDoc)));
return (CMy2OpenGLDoc*)m_pDocument;
}
BOOL CMy2OpenGLView::SetWindowPixelFormat(HDC hDC)
{
//定义窗口的像素格式
PIXELFORMATDESCRIPTOR pixelDesc=
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|
PFD_DOUBLEBUFFER|PFD_SUPPORT_GDI,
PFD_TYPE_RGBA,
24,
0,0,0,0,0,0,
0,
0,
0,
0,0,0,0,
32,
0,
0,
PFD_MAIN_PLANE,
0,
0,0,0
};

this->m_GLPixelIndex = ChoosePixelFormat(hDC,&pixelDesc);//选择最相近的像素格式
if(this->m_GLPixelIndex==0)
{//选择失败
this->m_GLPixelIndex = 1;//默认的像素格式
if(DescribePixelFormat(hDC,this->m_GLPixelIndex,sizeof(PIXELFORMATDESCRIPTOR),&pixelDesc)==0)
{//用默认的像素格式进行设置
return FALSE;
}
}

if(SetPixelFormat(hDC,this->m_GLPixelIndex,&pixelDesc)==FALSE)
{
return FALSE;
}
return TRUE;
}

BOOL CMy2OpenGLView::InitGL(GLvoid)                                        // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH);                            // Enable Smooth Shading
glClearColor(0.0,0.0,0.0,0.0);// Black Background
glClearDepth(1.0f);                                    // 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
}
BOOL CMy2OpenGLView::CreateViewGLContext(HDC hDC)
{
this->m_hGLContext = wglCreateContext(hDC);//创建RC
if(this->m_hGLContext==NULL)
{//创建失败
return FALSE;
}

if(wglMakeCurrent(hDC,this->m_hGLContext)==FALSE)
{//选为当前RC失败
return FALSE;
}
return TRUE;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CMy2OpenGLView message handlers

int CMy2OpenGLView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct) == -1)
return -1;

// TODO: Add your specialized creation code here
HWND hWnd = this->GetSafeHwnd();
HDC hDC = ::GetDC(hWnd);

if(this->SetWindowPixelFormat(hDC)==FALSE)
{//设置像素格式
return 0;
}
if(this->CreateViewGLContext(hDC)==FALSE)
{//创建RC并选为所用
return 0;
}
if(!this->InitGL())
{//初始化openGL
return 0;
}
return 0;
}

void CMy2OpenGLView::OnDestroy()
{
CView::OnDestroy();

// TODO: Add your message handler code here
if(wglGetCurrentContext()!=NULL)
{
wglMakeCurrent(NULL,NULL);
}
if(this->m_hGLContext!=NULL)
{
wglDeleteContext(this->m_hGLContext);
this->m_hGLContext = NULL;
}
}

void CMy2OpenGLView::OnSize(UINT nType, int cx, int cy)
{
CView::OnSize(nType, cx, cy);

// TODO: Add your message handler code here
GLdouble aspect_ratio; // width/height ratio

if ( 0 >= cx || 0 >= cy )
{
return;
}
// select the full client area
::glViewport(0, 0, cx, cy);
// compute the aspect ratio
// this will keep all dimension scales equal
aspect_ratio = (GLdouble)cx/(GLdouble)cy;
// select the projection matrix and clear it
::glMatrixMode(GL_PROJECTION);
::glLoadIdentity();
// select the viewing volume
//	gluOrtho2D(-10.0f,10.0f,-10.0f,10.0f);
::gluPerspective(45.0f, aspect_ratio, 0.01f, 200.0f);

// switch back to the modelview matrix and clear it
::glMatrixMode(GL_MODELVIEW);
::glLoadIdentity();                              // Reset The Modelview Matrix
}

void CMy2OpenGLView::RenderScene()
{
// Here's Where We Do All The Drawing
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    // Clear Screen And Depth Buffer
glLoadIdentity();                                    // Reset The Current Modelview Matrix
glTranslatef(-1.5f,0.0f,-6.0f);//物体左移1.5,向内移6,相当于移动镜头一样,让物体进入镜头中
glBegin(GL_TRIANGLES);                            // 绘制三角形
glColor3f(255.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);                    // 上顶点
glColor3f(0.0f,255.0f,0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);                    // 左下
glColor3f(0.0f,0.0f,255.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);                    // 右下
glEnd();                                // 三角形绘制结束
glTranslatef(3.0f,0.0f,0.0f);
glBegin(GL_QUADS);                            //  绘制正方形
glColor3f(255.0f,0.0f,0.0f);
glVertex3f(-1.0f, 1.0f, 0.0f);                    // 左上
glColor3f(0.0f,255.0f,0.0f);
glVertex3f( 1.0f, 1.0f, 0.0f);                    // 右上
glColor3f(0.0f,0.0f,255.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);                    // 左下
glColor3f(255.255f,255.0f,255.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);                    // 右下
glEnd();                                // 正方形绘制结束
glFlush();

}


运行结果:

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