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;
}
}