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Nehe的OpenGL框架(MFC版)

2011-11-16 14:52 411 查看
 Nehe的几个OpenGL框架都是Win32 sdk版本的,我现在需要在MFC下学习OpenGL,今天看了他写的第一个OpenGL框架,就在MFC中实现了下。为了简单起见,把全屏那部分就抛弃掉了,毕竟重点不在这上面,而且MFC要实现这个全屏的功能也不像sdk那么容易。。。

// openGLDemoView.h : interface of the COpenGLDemoView class

//

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

protected:

    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

// openGLDemoView.cpp : implementation of the COpenGLDemoView class

//

COpenGLDemoView::COpenGLDemoView()

{

    // TODO: add construction code here

    this->m_GLPixelIndex = 0;

    this->m_hGLContext = NULL;

}

BOOL COpenGLDemoView::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);

}

BOOL COpenGLDemoView::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 COpenGLDemoView::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 COpenGLDemoView::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;

}

int COpenGLDemoView::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 COpenGLDemoView::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 COpenGLDemoView::OnSize(UINT nType, int cx, int cy) 

{

    CView::OnSize(nType, cx, cy);

    

    // TODO: Add your message handler code here

    GLsizei width,height;

    width = cx;

    height = cy;

    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(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);//透视投影

    glMatrixMode(GL_MODELVIEW);                            // Select The Modelview Matrix

    glLoadIdentity();                                    // Reset The Modelview Matrix

}

void COpenGLDemoView::OnPaint() 

{

    CPaintDC dc(this); // device context for painting

    this->DrawGLScene();

}

int COpenGLDemoView::DrawGLScene(GLvoid)                                   

{// 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();

    return TRUE;                                        // Everything Went OK

}



作者:洞庭散人

出处:http://phinecos.cnblogs.com/    

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