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1、MFC下OpenGL入門源文件1, 建一工程文件,我這里命名為first,現在first工程里面我們沒有添加任何東西,所有的東西都是MFC自動幫我們創建的。2, 添加鏈接庫。這一步很關鍵。打開菜單欄下的項目->屬性->配置屬性->鏈接器->輸入->附加依賴項里加入OpenGL32.lib GLu32.lib GLaux.lib,如圖 3, 加頭文件,在stdafx里面添加opengl的頭文件。如下代碼所示:/-Tramp-添加OpenGL庫頭文件->#include "stdio.h"#i
2、nclude "math.h"#include "glgl.h"#include "glglu.h"#include "glglaux.h"/-<代碼 4, CCY457OpenGLView類的屬性欄,為下述消息加入消息處理函數:WM_CREATE (for OnCreate), WM_DESTROY (for OnDestroy), WM_SIZE (for OnSize), WM_ERASEBACKGROUND (for
3、OnEraseBkground).如下圖: 5, 設置窗口顯示風格。窗口創建之前我們必須設置窗口風格包含WS_CLIPCHILDREN和 WS_CLIPSIBLINGS,從而避免OpenGL繪制到其他窗口中去。這些應該放在PreCreateWindow()中。 BOOL CfirstView:PreCreateWindow(CREATESTRUCT& cs) / TODO: 在此處通過修改 / CREATESTRUCT cs
4、0;來修改窗口類或樣式 cs.style |= WS_CLIPSIBLINGS | WS_CLIPCHILDREN;/Tramp return CView:PreCreateWindow(cs);代碼 6, 在CfirstView.h中加入如下語句: /*/ /* 設置的變量是Rendering Context(著色描述表)。每一個OpenGL都被連接到一個著
5、; 色描述表上。著色描述表將所有的OpenGL調用命令連接到Device Context(設備描述表)上。 我將OpenGL的著色描述表定義為hRC 。要讓您的程序能夠繪制窗口的話,還需要創建一個 設備描述表,也就是第二行的內容。Windows的設備描述表被定義為hDC 。DC將窗口連接到 GDI(Graphics Device Interface圖形設備接口)。而RC將OpenGL連接到DC
6、60;
7、160; */ /*/ HGLRC m_hRC; /Rendering Context著色描述表 CDC* m_pDC; /Device
8、 Context設備描述表 BOOL InitializeOpenGL(); /Initialize OpenGL BOOL SetupPixelFormat(); /Set up the Pixel Format void RenderScene(); &
9、#160; /Render the Scene 7, 在OnCreate中我們將通過建立像素格式和繪制上下文來初始化OpenGL. 在InitializeOpenGL()中會創建一個設備上下文(DC),為這個DC選擇一個像素格式,創建和這個DC相關的繪制上下文(RC),然后選擇這個RC.這個函數會調用SetupPixelFormat()來建立像素格式。int Clesson1View:OnCreate(LPCREATESTRUCT lpCreateStruct) if (CVie
10、w:OnCreate(lpCreateStruct) = -1) return -1; / TODO: 在此添加您專用的創建代碼 InitializeOpenGL();/初始化openGL繪圖 return 0; /初始化opengl繪制BOOL CfirstView:InitializeOpenGL() /Get a DC fo
11、r the Client Area m_pDC = new CClientDC(this); /Failure to Get DC if(m_pDC = NULL) /:MessageBox("Error Obtaining DC");
12、 return FALSE; /Failure to set the pixel format if(!SetupPixelFormat() return FALSE; /Create Renderi
13、ng Context m_hRC = :wglCreateContext (m_pDC->GetSafeHdc (); /Failure to Create Rendering Context if(m_hRC = 0) / MessageBox("Error Creating RC"); return FALSE; &
14、#160;/Make the RC Current if(:wglMakeCurrent (m_pDC->GetSafeHdc (), m_hRC)=FALSE) / MessageBox("Error making RC Current"); return FALSE; /Specify Black as the clear color
15、 :glClearColor(0.0f,0.0f,0.0f,0.0f); /Specify the back of the buffer as clear depth :glClearDepth(1.0f); /Enable Depth Testing :glEnable(GL_DEPTH_TEST); return TRUE; /設置像素格式BOOL CfirstView:SetupPixelFormat() static PIXELFORMATDESCRIPTOR pfd
16、 = sizeof(PIXELFORMATDESCRIPTOR), / size of this pfd 1,
17、160; / version number PFD_DRAW_TO_WINDOW | / support window PFD_SUPPORT_OPENGL |
18、0; / support OpenGL PFD_DOUBLEBUFFER, / double buffered PFD_TYPE_RGBA,
19、 / RGBA type 24, / 24-bit color depth &
20、#160; 0, 0, 0, 0, 0, 0, / color bits ignored 0,
21、160; / no alpha buffer 0, / shif
22、t bit ignored 0, / no accumulation buffer 0, 0, 0, 0,
23、160; / accum bits ignored 16,
24、160; / 16-bit z-buffer 0, / no stencil buffer
25、; 0, / no auxiliary buffer PFD_MAIN_PLANE,
26、160; / main layer 0,
27、; / reserved 0, 0, 0 / layer masks ignored int m_nPixelFormat = :ChoosePixelFormat(m_pDC->GetSafe
28、Hdc(), &pfd); if ( m_nPixelFormat = 0 ) return FALSE; if ( :SetPixelFormat(m_pDC->GetSafeHdc(), m_nPixelFormat, &pfd) = FALSE) return FALSE;
29、;return TRUE; 8, 在OnSize()中一般用來設置視口和視錐,因為這些是和窗口大小相關的?;静僮靼ㄔO置視口,選擇投影矩陣,設置模型視圖矩陣。void CfirstView:OnSize(UINT nType, int cx, int cy) CView:OnSize(nType, cx, cy); / TODO: 在此處添加消息處理程序代碼 GLdouble aspect_ratio; / wi
30、dth/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
31、0;aspect_ratio = (GLdouble)cx/(GLdouble)cy; / select the projection matrix and clear it :glMatrixMode(GL_PROJECTION); :glLoadIdentity(); / select the viewing volume :gluPerspective(45.0f, aspect_ratio, .01f, 200.0f);/畫三維 /:gluOrtho2D(-10.0f, 10.0f, -10.0f, 10.
32、0f); /二維 / switch back to the modelview matrix and clear it :glMatrixMode(GL_MODELVIEW); :glLoadIdentity(); 9, 在繪制場景時,一般包括如下步驟:1)清空緩存。2)繪制場景。3)Flush掉渲染流水線。4)若設置了雙緩沖,則交換前后臺緩沖區。void CfirstView:OnDraw(CDC* /*pDC*/) CfirstDoc* pD
33、oc = GetDocument(); ASSERT_VALID(pDoc); if (!pDoc) return; / TODO: 在此處為本機數據添加繪制代碼 / Clear out the color & depth buffers :glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); RenderScen
34、e();/繪圖都放在這 / Tell OpenGL to flush its pipeline :glFinish(); / Now Swap the buffers :SwapBuffers( m_pDC->GetSafeHdc() ); 10, 為了使改變窗口大小時嚴重的閃爍,在OnEraseBkgnd里做一些操作,避免windows自己的窗口刷新閃爍。BOOL
35、 CfirstView:OnEraseBkgnd(CDC* pDC)/ TODO: 在此添加消息處理程序代碼和/或調用默認值 return TRUE;11, 為了避免內存泄露,我們要將在SetupPixelFormat()中使用了new運算符來為CClientDC對象分配的內存在程序關閉時delete掉。 void CfirstView:OnDestroy()&
36、#160; CView:OnDestroy(); / TODO: 在此處添加消息處理程序代碼 /Make the RC non-current if(:wglMakeCurrent (0,0) = FALSE) MessageBox(_T("C
37、ould not make RC non-current"); /Delete the rendering context if(:wglDeleteContext (m_hRC)=FALSE) MessageBox(_T("Could not delete RC");
38、160; /Delete the DC if(m_pDC) delete m_pDC; /Set it to NULL m_pDC = NULL; 12, &
39、#160; 下面寫主繪圖函數,RenderScene(),在窗口畫了一個正方體、一個四面體。 void CfirstView:RenderScene() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); / Clear Screen And Depth Buffer glLoadIdentity();
40、0; / Reset The Current Modelview Matrix glTranslatef(-1.5f,0.0f,-6.0f);
41、60; / Move Left 1.5 Units And Into The Screen 6.0 glRotatef(30,0.0f,1.0f,0.0f); &
42、#160; / Rotate The Triangle On The Y axis ( NEW ) glBegin(GL_TRIANGLES); / Start
43、Drawing A Triangle glColor3f(1.0f,0.0f,0.0f); / Red glVertex3f( 0.0f, 1.0f, 0.0f);
44、; / Top Of Triangle (Front) glColor3f(0.0f,1.0f,0.0f); / Green &
45、#160;glVertex3f(-1.0f,-1.0f, 1.0f); / Left Of Triangle (Front) glColor3f(0.0f,0.0f,1.0f);
46、60; / Blue glVertex3f( 1.0f,-1.0f, 1.0f); / Right Of Triangle (Front) glColor3f(1.0f,0.0f,0.0f);
47、0; / Red glVertex3f( 0.0f, 1.0f, 0.0f); / Top
48、 Of Triangle (Right) glColor3f(0.0f,0.0f,1.0f); / Blue glVertex3f( 1.0f,-1.0f, 1.0f);
49、160; / Left Of Triangle (Right) glColor3f(0.0f,1.0f,0.0f); / Green
50、60; glVertex3f( 1.0f,-1.0f, -1.0f); / Right Of Triangle (Right) glColor3f(1.0f,0.0f,0.0f);
51、60; / Red glVertex3f( 0.0f, 1.0f, 0.0f); / Top Of Triangle (Back) glColor3f(0.0f,1.0f,0.0f);
52、160; / Green glVertex3f( 1.0f,-1.0f, -1.0f); / Left Of Tr
53、iangle (Back) glColor3f(0.0f,0.0f,1.0f); / Blue glVertex3f(-1.0f,-1.0f, -1.0f);
54、160; / Right Of Triangle (Back) glColor3f(1.0f,0.0f,0.0f); / Red glVer
55、tex3f( 0.0f, 1.0f, 0.0f); / Top Of Triangle (Left) glColor3f(0.0f,0.0f,1.0f);
56、60; / Blue glVertex3f(-1.0f,-1.0f,-1.0f); / Left Of Triangle (Left) glColor3f(0.0f,1.0f,0.0f);
57、 / Green glVertex3f(-1.0f,-1.0f, 1.0f); / Right Of Triang
58、le (Left) glEnd(); &
59、#160;/ Done Drawing The Pyramid glLoadIdentity(); / Reset The
60、Current Modelview Matrix glTranslatef(1.5f,0.0f,-7.0f); / Move Right 1.5 Units And Into The Screen 7.0 glRotatef(25,1.0f,1.
61、0f,1.0f); / Rotate The Quad On The X axis ( NEW ) glBegin(GL_QUADS);
62、 / Draw A Quad glColor3f(0.0f,1.0f,0.0f);
63、60;/ Set The Color To Green glVertex3f( 1.0f, 1.0f,-1.0f); / Top Right Of The Quad (Top) glVertex3f(-1.0f, 1.0f,-1.0f);
64、0; / Top Left Of The Quad (Top) glVertex3f(-1.0f, 1.0f, 1.0f); / Bottom Left Of The Quad (Top
65、) glVertex3f( 1.0f, 1.0f, 1.0f); / Bottom Right Of The Quad (Top) glColor3f(1.0f,0.5f,0.0f); &
66、#160; / Set The Color To Orange glVertex3f( 1.0f,-1.0f, 1.0f); / Top Right Of The Quad (Bottom)
67、0; glVertex3f(-1.0f,-1.0f, 1.0f); / Top Left Of The Quad (Bottom) glVertex3f(-1.0f,-1.0f,-1.0f);
68、60; / Bottom Left Of The Quad (Bottom) glVertex3f( 1.0f,-1.0f,-1.0f); / Bottom Right Of The Quad (Bottom)
69、 glColor3f(1.0f,0.0f,0.0f); / Set The Color To Red glVertex3f( 1.0f, 1.0f, 1.0f);
70、 / Top Right Of The Quad (Front) glVertex3f(-1.0f, 1.0f, 1.0f); / Top Left Of The Quad (Front) glVer
71、tex3f(-1.0f,-1.0f, 1.0f); / Bottom Left Of The Quad (Front) glVertex3f( 1.0f,-1.0f, 1.0f);
72、160; / Bottom Right Of The Quad (Front) glColor3f(1.0f,1.0f,0.0f); / Set The Color To Yellow glVerte
73、x3f( 1.0f,-1.0f,-1.0f); / Top Right Of The Quad (Back) glVertex3f(-1.0f,-1.0f,-1.0f); &
74、#160; / Top Left Of The Quad (Back) glVertex3f(-1.0f, 1.0f,-1.0f); / Bottom Left Of The Quad (Back) glVertex3f( 1.0f, 1.0f,-1.0f);
75、 / Bottom Right Of The Quad (Back) glColor3f(0.0f,0.0f,1.0f); &
76、#160; / Set The Color To Blue glVertex3f(-1.0f, 1.0f, 1.0f); / Top Right Of The Quad (Left) glVertex3f(-1.0f, 1.0f,-1.0f);
77、160; / Top Left Of The Quad (Left) glVertex3f(-1.0f,-1.0f,-1.0f); / Bottom Left Of The Quad (Left) glVertex3f(-1
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