在上一篇文章:opengl加载显示obj类型文件3D模型,已经能够实现OpenGL加载obj格式模型,现在目的就是在PictureControl控件中展示3D模型,并实现鼠标控制旋转。
参考博客:MFC+OPENGL配置+显示三维图形实现 旋转平移缩放+光照效果[对话框篇]
实现效果:
MFC-OpenGl鼠标控制旋转
#pragma once
#include
#ifdef __APPLE__
#include
#else
#include
#endif
#include
#include
#include
class MyOpengl :
public CWnd
{
public:
MyOpengl(CWnd* wnd);
~MyOpengl();
public:
DECLARE_MESSAGE_MAP()
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnSize(UINT nType, int cx, int cy);
public:
void Display(); //绘制图形
//void Reflesh(); //刷新控件
void updateMouseDownState();//改变鼠标按下状态
protected:
bool mouseDown; //鼠标左键按下
int xrot; //x轴旋转值
int yrot; //y轴旋转值
int xdiff; //x轴移动值,用于计算旋转
int ydiff; //y轴移动值,用于计算旋转
GLuint scene_list;
C_STRUCT aiVector3D scene_min, scene_max, scene_center;
const C_STRUCT aiScene* scene;
HDC hdc; //hdc设备上下文
private:
void print_error(const char* msg);
void set_float4(float f[4], float a, float b, float c, float d);
void color4_to_float4(const C_STRUCT aiColor4D* c, float f[4]);
void apply_material(const C_STRUCT aiMaterial* mtl);
void recursive_render(const C_STRUCT aiScene* sc, const C_STRUCT aiNode* nd);
int loadasset(const char* path);
void get_bounding_box(C_STRUCT aiVector3D* min, C_STRUCT aiVector3D* max);
void get_bounding_box_for_node(const C_STRUCT aiNode* nd, C_STRUCT aiVector3D* min,
C_STRUCT aiVector3D* max, C_STRUCT aiMatrix4x4* trafo);
BOOL SetupPixelFormat(HDC hdc); //设置像素格式
public:
afx_msg void OnLButtonDown(UINT nFlags, CPoint point); //左按键按下
afx_msg void OnLButtonUp(UINT nFlags, CPoint point); //左按键松开
afx_msg void OnMouseMove(UINT nFlags, CPoint point); //鼠标移动
afx_msg BOOL OnEraseBkgnd(CDC* pDC);
};
#include "pch.h"
#include "MyOpengl.h"
#define aisgl_min(x,y) (xx?y:x)
BEGIN_MESSAGE_MAP(MyOpengl, CWnd)
ON_WM_CREATE()
ON_WM_SIZE()
ON_WM_LBUTTONDOWN()
ON_WM_LBUTTONUP()
ON_WM_MOUSEMOVE()
ON_WM_ERASEBKGND()
END_MESSAGE_MAP()
MyOpengl::MyOpengl(CWnd* wnd)
{
mouseDown = false;
xrot = 0;
yrot = 0;
xdiff = 0;
ydiff = 0;
scene_list = 0;
scene = NULL;
hdc = ::GetDC(wnd->m_hWnd);
}
MyOpengl::~MyOpengl()
{
wglMakeCurrent(hdc, NULL);//释放设备上下文
aiReleaseImport(scene);
aiDetachAllLogStreams();
}
int MyOpengl::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
// TODO: 在此添加您专用的创建代码
if (CWnd::OnCreate(lpCreateStruct) == -1)
return -1;
//hdc = ::GetDC(m_hWnd);//hdc设备上下文,m_hWnd窗口句柄
SetupPixelFormat(hdc);//设置像素格式
HGLRC hglrc = wglCreateContext(hdc); //hglrc :opengl设备上下文
wglMakeCurrent(hdc, hglrc); //hglrc绑定hdc; 绘制到当前设备上下文
if (!(hglrc = wglCreateContext(hdc))) //创建一个新的OpenGL渲染描述表, 此描述表必须适用于绘制到由hdc返回的设备.这个渲染描述表将有和设备上下文(dc)一样的像素格式.
{
MessageBox(L"CreateContext failed!");
return false;
}
if (!wglMakeCurrent(hdc, hglrc)) //设定OpenGL当前线程的渲染环境
{
MessageBox(L"MakeCurrent failed!");
return false;
}
const char* model_file = NULL;
C_STRUCT aiLogStream stream;
model_file = "D:/Project/VS/OpenGLTest04/res/box.obj";
const char* extension = strrchr(model_file, '.'); //strrchr:返回该字符以及其后面的字符
if (!extension) {
print_error("Please provide a file with a valid extension.");
return EXIT_FAILURE;
}
if (AI_FALSE == aiIsExtensionSupported(extension)) { //aiIsExtensionSupported:返回ASIMP是否支持给定的文件扩展名
print_error("The specified model file extension is currently "
"unsupported in Assimp 3.3.1");
return EXIT_FAILURE;
}
/*
* 获取一个预定义的日志流。这是解决问题的捷径,访问Assimp的日志系统。
* 附加日志流可以稍微减少ASIMP的整体进口业绩。
*
* aiDefaultLogStream_FILE:指定要写入的文件
*/
stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT, NULL);
aiAttachLogStream(&stream);
stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE, "1.txt");
aiAttachLogStream(&stream);
if (0 != loadasset(model_file)) {
print_error("Failed to load model. Please ensure that the specified file exists.");
aiDetachAllLogStreams();
return EXIT_FAILURE;
}
glClearColor(0.313f, 0.439f, 0.584f, 1.f);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glEnable(GL_NORMALIZE);
if (getenv("MODEL_IS_BROKEN"))
glFrontFace(GL_CW);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
return 0;
}
BOOL MyOpengl::OnEraseBkgnd(CDC* pDC)
{
Display(); //展示模型
return true;
}
void MyOpengl::OnSize(UINT nType, int cx, int cy)
{
CWnd::OnSize(nType, cx, cy);
GLdouble aspect_ratio;//窗口长宽比
if (0 >= cx || 0 >= cy)//窗口长、宽必须大于0
return;
glViewport(0, 0, cx, cy); // 根据窗口的实时变化重绘窗口
aspect_ratio = (GLdouble)cx / (GLdouble)cy; // 长宽比
glMatrixMode(GL_PROJECTION); // 对投影矩阵应用随后的矩阵操作
glLoadIdentity(); // 重置当前投影矩阵指定的矩阵为单位矩阵
gluPerspective(45.0f, aspect_ratio, 0.1f, 100.0f); // 谁知投影矩阵
glMatrixMode(GL_MODELVIEW); // 对模型视景矩阵堆栈应用随后的矩阵操作
glLoadIdentity(); // 重置当前模型矩阵为单位矩阵
}
//设置像素格式
BOOL MyOpengl::SetupPixelFormat(HDC hdc)
{
PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, // 绘制到窗口|支持opengl|采用双缓冲
PFD_TYPE_RGBA, // 像素类型 RGBA
24 , // 像素位数 4*8- 32
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
32 , // 深度缓冲区位数
0, // 模板缓冲
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
int pixelformat;
if (!(pixelformat = ChoosePixelFormat(hdc, &pfd))) //在DC中选择合适的象素格式并返回索引号
{
MessageBox(L"选择像素格式失败!");
return false;
}
if (!SetPixelFormat(hdc, pixelformat, &pfd)) //设置指定象素格式
{
MessageBox(L"设置像素格式失败!");
return false;
}
return true;
}
void MyOpengl::Display() //绘制图形
{
float tmp;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.f, 0.f, 3.f, 0.f, 0.f, -5.f, 0.f, 1.f, 0.f);
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
tmp = scene_max.x - scene_min.x;
tmp = aisgl_max(scene_max.y - scene_min.y, tmp);
tmp = aisgl_max(scene_max.z - scene_min.z, tmp);
tmp = 1.f / tmp;
glScalef(tmp, tmp, tmp);
glTranslatef(-scene_center.x, -scene_center.y, -scene_center.z);
if (scene_list == 0) {
scene_list = glGenLists(1);
glNewList(scene_list, GL_COMPILE);
recursive_render(scene, scene->mRootNode);
glEndList();
}
glCallList(scene_list);
SwapBuffers(hdc); //利用双缓冲
}
//void MyOpengl::Reflesh() //刷新控件
//{
// Invalidate(false);//是控件无效
// this->UpdateWindow();//更新控件
//}
#pragma region assimp 导入模型相关
void MyOpengl::set_float4(float f[4], float a, float b, float c, float d)
{
f[0] = a;
f[1] = b;
f[2] = c;
f[3] = d;
}
void MyOpengl::color4_to_float4(const C_STRUCT aiColor4D* c, float f[4])
{
f[0] = c->r;
f[1] = c->g;
f[2] = c->b;
f[3] = c->a;
}
void MyOpengl::apply_material(const C_STRUCT aiMaterial* mtl)
{
float c[4];
GLenum fill_mode;
int ret1, ret2;
C_STRUCT aiColor4D diffuse;
C_STRUCT aiColor4D specular;
C_STRUCT aiColor4D ambient;
C_STRUCT aiColor4D emission;
int two_sided;
int wireframe;
unsigned int max;
float shininess, strength;
set_float4(c, 0.8f, 0.8f, 0.8f, 1.0f);
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_DIFFUSE, &diffuse))
color4_to_float4(&diffuse, c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, c);
set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_SPECULAR, &specular))
color4_to_float4(&specular, c);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c);
set_float4(c, 0.2f, 0.2f, 0.2f, 1.0f);
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_AMBIENT, &ambient))
color4_to_float4(&ambient, c);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, c);
set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_EMISSIVE, &emission))
color4_to_float4(&emission, c);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, c);
shininess = 0;
strength = 0;
max = 1;
ret1 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max);
if (ret1 == AI_SUCCESS) {
max = 1;
ret2 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS_STRENGTH, &strength, &max);
if (ret2 == AI_SUCCESS)
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength);
else
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
}
else {
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
set_float4(c, 0.0f, 0.0f, 0.0f, 0.0f);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c);
}
max = 1;
if (AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_ENABLE_WIREFRAME, &wireframe, &max))
fill_mode = wireframe ? GL_LINE : GL_FILL;
else
fill_mode = GL_FILL;
glPolygonMode(GL_FRONT_AND_BACK, fill_mode);
max = 1;
if ((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided)
glDisable(GL_CULL_FACE);
else
glEnable(GL_CULL_FACE);
}
void MyOpengl::recursive_render(const C_STRUCT aiScene* sc, const C_STRUCT aiNode* nd)
{
unsigned int i;
unsigned int n = 0, t;
C_STRUCT aiMatrix4x4 m = nd->mTransformation;
aiTransposeMatrix4(&m);
glPushMatrix();
glMultMatrixf((float*)&m);
for (; n < nd->mNumMeshes; ++n) {
const C_STRUCT aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
apply_material(sc->mMaterials[mesh->mMaterialIndex]);
if (mesh->mNormals == NULL) {
glDisable(GL_LIGHTING);
}
else {
glEnable(GL_LIGHTING);
}
for (t = 0; t < mesh->mNumFaces; ++t) {
const C_STRUCT aiFace* face = &mesh->mFaces[t];
GLenum face_mode;
switch (face->mNumIndices) {
case 1: face_mode = GL_POINTS; break;
case 2: face_mode = GL_LINES; break;
case 3: face_mode = GL_TRIANGLES; break;
default: face_mode = GL_POLYGON; break;
}
glBegin(face_mode);
for (i = 0; i < face->mNumIndices; i++) {
int index = face->mIndices[i];
if (mesh->mColors[0] != NULL)
glColor4fv((GLfloat*)&mesh->mColors[0][index]);
if (mesh->mNormals != NULL)
glNormal3fv(&mesh->mNormals[index].x);
glVertex3fv(&mesh->mVertices[index].x);
}
glEnd();
}
}
for (n = 0; n < nd->mNumChildren; ++n) {
recursive_render(sc, nd->mChildren[n]);
}
glPopMatrix();
}
int MyOpengl::loadasset(const char* path)
{
/**
* aiImportFile:读取给定文件并返回其内容。
* 如果调用成功,导入的数据将以Aisene结构返回。作为data的根。
* 数据是只读的,它保留ASIMP库的属性,在调用aiReleaseImport()之前将保持稳定。
* 完成后,调用aiReleaseImport()释放与此文件关联的资源。
* 如果导入失败,则返回NULL。调用aiGetErrorString()检索人类可读的错误文本。
*
*/
scene = aiImportFile(path, aiProcessPreset_TargetRealtime_MaxQuality);
if (scene) {
get_bounding_box(&scene_min, &scene_max);
scene_center.x = (scene_min.x + scene_max.x) / 2.0f;
scene_center.y = (scene_min.y + scene_max.y) / 2.0f;
scene_center.z = (scene_min.z + scene_max.z) / 2.0f;
return 0;
}
return 1;
}
void MyOpengl::get_bounding_box_for_node(const C_STRUCT aiNode* nd,
C_STRUCT aiVector3D* min,
C_STRUCT aiVector3D* max,
C_STRUCT aiMatrix4x4* trafo
) {
C_STRUCT aiMatrix4x4 prev;
unsigned int n = 0, t;
prev = *trafo;
//将两个4x4矩阵相乘。第一个参数接收结果。
aiMultiplyMatrix4(trafo, &nd->mTransformation);
for (; n < nd->mNumMeshes; ++n) {
const C_STRUCT aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
for (t = 0; t < mesh->mNumVertices; ++t) {
C_STRUCT aiVector3D tmp = mesh->mVertices[t];
//用4x4矩阵变换向量
aiTransformVecByMatrix4(&tmp, trafo);
min->x = aisgl_min(min->x, tmp.x);
min->y = aisgl_min(min->y, tmp.y);
min->z = aisgl_min(min->z, tmp.z);
max->x = aisgl_max(max->x, tmp.x);
max->y = aisgl_max(max->y, tmp.y);
max->z = aisgl_max(max->z, tmp.z);
}
}
for (n = 0; n < nd->mNumChildren; ++n) {
get_bounding_box_for_node(nd->mChildren[n], min, max, trafo);
}
*trafo = prev;
}
void MyOpengl::get_bounding_box(C_STRUCT aiVector3D* min, C_STRUCT aiVector3D* max)
{
C_STRUCT aiMatrix4x4 trafo;
aiIdentityMatrix4(&trafo);//获取4x4身份矩阵。
min->x = min->y = min->z = 1e10f;
max->x = max->y = max->z = -1e10f;
get_bounding_box_for_node(scene->mRootNode, min, max, &trafo);
}
void MyOpengl::print_error(const char* msg) {
printf("ERROR: %s\n", msg);
}
#pragma endregion
#pragma region 鼠标控制旋转
void MyOpengl::OnLButtonDown(UINT nFlags, CPoint point)
{
mouseDown = true;
xdiff = point.x - yrot;
ydiff = -point.y + xrot;
CWnd::OnLButtonDown(nFlags, point);
}
void MyOpengl::OnLButtonUp(UINT nFlags, CPoint point)
{
// TODO: 在此添加消息处理程序代码和/或调用默认值
mouseDown = false;
CWnd::OnLButtonUp(nFlags, point);
}
void MyOpengl::OnMouseMove(UINT nFlags, CPoint point)
{
if (mouseDown) {
yrot = point.x - xdiff;
xrot = point.y + ydiff;
if (yrot >= 360)
yrot = yrot % 360;
else if (yrot <= -360)
yrot = yrot % 360;
if (xrot >= 90)
xrot = 90;
else if (xrot <= -90)
xrot = -90;
Invalidate();//刷新界面
}
CWnd::OnMouseMove(nFlags, point);
}
void MyOpengl::updateMouseDownState()
{
mouseDown = false;
}
#pragma endregion
BOOL COpenGLTest04Dlg::OnInitDialog()
{
CDialogEx::OnInitDialog();
// 设置此对话框的图标。 当应用程序主窗口不是对话框时,框架将自动
// 执行此操作
SetIcon(m_hIcon, TRUE); // 设置大图标
SetIcon(m_hIcon, FALSE); // 设置小图标
CWnd* wnd = GetDlgItem(IDC_STATIC_PIC);
myOpengl = new MyOpengl(wnd); //先在.h中声明:MyOpengl* myOpengl;
CRect rect; //在这个矩形中画图
//获取控件相对于屏幕的位置
wnd->GetWindowRect(&rect);
myOpengl->Create(NULL,NULL,WS_CHILD|WS_CLIPSIBLINGS|WS_CLIPCHILDREN|WS_VISIBLE,rect,this,0);
return TRUE; // 除非将焦点设置到控件,否则返回 TRUE
}
有个问题就是:当没有在控件内松开鼠标是不会触发OnLButtonUp事件的,我的解决办法就是在对话窗口类中也添加OnLButtonUp事件(主要是我的对话框是满屏的)
void COpenGLTest04Dlg::OnLButtonUp(UINT nFlags, CPoint point)
{
myOpengl->updateMouseDownState();//修改鼠标按下状态
CDialogEx::OnLButtonUp(nFlags, point);
}