《基于MFC的OpenGL编程》Part 0 基于MFC的OpenGL基本框架
OpenGL环境配置
(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。
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
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(); }