有些时候用到OpenGL需要每次进行配置,有点麻烦,可以直接基于CWND派生一个OpenGL类,在需要的时候直接用就可以了。下面附赠上这样一个类,其中删掉了我项目具体绘制的一些东西,如有错误不能用请联系我~~~
h文件:
#if !defined(AFX_OPENGL_H__38B5D1C8_2DFF_4A7D_9A99_3AC401C19D72__INCLUDED_) #define AFX_OPENGL_H__38B5D1C8_2DFF_4A7D_9A99_3AC401C19D72__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 // OpenGL.h : header file #include <gl/glu.h> #inclede <gl/gl.h> ///////////////////////////////////////////////////////////////////////////// // COpenGL window class COpenGL : public CWnd { // Construction public: COpenGL(); // Overrides // ClassWizard generated virtual function overrides //{{AFX_VIRTUAL(COpenGL) //}}AFX_VIRTUAL // Implementation public: virtual void RenderGLScene(); void Create(CRect rect, CWnd *parent); virtual ~COpenGL(); // Generated message map functions protected: CRect m_rect; CWnd* m_parent; DEVMODE m_DMsaved; public: // 根据需要增、删 BOOL m_bInit; HDC m_hDC; HGLRC m_hRC; // 读取数据 int DrawXXX(); int InitGL(); void KillGLWindow(); //{{AFX_MSG(COpenGL) afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct); afx_msg void OnPaint(); afx_msg void OnSize(UINT nType, int cx, int cy); //}}AFX_MSG DECLARE_MESSAGE_MAP() }; //////////////////////////////////////////////////////////// //{{AFX_INSERT_LOCATION}} // Microsoft Visual C++ will insert additional declarations immediately before the previous line. #endif // !defined(AFX_OPENGL_H__38B5D1C8_2DFF_4A7D_9A99_3AC401C19D72__INCLUDED_)
CPP文件:
#include "stdafx.h" #include "OpenGL.h" #include "math.h" #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// COpenGL::COpenGL():m_bInit(FALSE),m_hDC(NULL),m_hRC(NULL),m_parent(NULL) { } COpenGL::~COpenGL() { KillGLWindow(); // Shutdown } BEGIN_MESSAGE_MAP(COpenGL, CWnd) //{{AFX_MSG_MAP(COpenGL) ON_WM_CREATE() ON_WM_PAINT() ON_WM_SIZE() //}}AFX_MSG_MAP ON_WM_ERASEBKGND() END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // COpenGL message handlers void COpenGL::Create(CRect rect, CWnd *parent) { if (m_bInit) return; ASSERT(rect); ASSERT(parent); m_rect = rect; m_parent = parent; CString className = AfxRegisterWndClass( CS_HREDRAW | CS_VREDRAW | CS_OWNDC,NULL,(HBRUSH)GetStockObject(BLACK_BRUSH),NULL); CreateEx(WS_EX_CLIENTEDGE,className,_T("OpenGL"),WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN,rect,parent,0); } int COpenGL::OnCreate(LPCREATESTRUCT lpCreateStruct) { if (CWnd::OnCreate(lpCreateStruct) == -1) return -1; // TODO: Add your specialized creation code here EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &m_DMsaved); GLuint PixelFormat; // Holds The Results After Searching For A Match static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format m_DMsaved.dmBitsPerPel, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if ( !( m_hDC = ::GetDC ( m_hWnd ) ) ) { // Did We Get A Device Context? KillGLWindow (); // Reset The Display TRACE ( "Can't Create A GL Device Context." ); return FALSE; } if ( !( PixelFormat = ChoosePixelFormat ( m_hDC, &pfd ) ) ) { // Did Windows Find A Matching Pixel Format? KillGLWindow (); // Reset The Display TRACE ( "Can't Find A Suitable PixelFormat." ); return FALSE; } if ( !SetPixelFormat ( m_hDC, PixelFormat, &pfd ) ) { // Are We Able To Set The Pixel Format? KillGLWindow (); // Reset The Display TRACE ( "Can't Set The PixelFormat." ); return FALSE; } if ( !( m_hRC = wglCreateContext ( m_hDC ) ) ) { // Are We Able To Get A Rendering Context? KillGLWindow (); // Reset The Display TRACE( " Can't Create A GL Rendering Context." ); return FALSE; } if ( !wglMakeCurrent ( m_hDC, m_hRC ) ) { // Try To Activate The Rendering Context KillGLWindow (); // Reset The Display TRACE ( "Can't Activate The GL Rendering Context." ); return FALSE; } if ( !InitGL () ) { // Initialize Our Newly Created GL Window KillGLWindow (); // Reset The Display TRACE ( "Initialization Failed." ); return FALSE; } m_bInit = TRUE; return 0; } void COpenGL::KillGLWindow() { if ( m_hRC ) { // Do We Have A Rendering Context? if ( !wglMakeCurrent ( NULL, NULL ) ) { // Are We Able To Release The DC And RC Contexts? TRACE ( "Release Of DC And RC Failed." ); } if ( !wglDeleteContext ( m_hRC ) ) { // Are We Able To Delete The RC? TRACE ( "Release Rendering Context Failed." ); } m_hRC = NULL; // Set RC To NULL } if ( m_hDC && !::ReleaseDC ( m_hWnd, m_hDC ) ) { // Are We Able To Release The DC TRACE ( "Release Device Context Failed." ); m_hDC = NULL; // Set DC To NULL } if ( m_hWnd && !::DestroyWindow ( m_hWnd ) ) { // Are We Able To Destroy The Window? TRACE( "Could Not Release m_hWnd." ); m_hWnd = NULL; // Set m_hWnd To NULL } } int COpenGL::InitGL() { glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // 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 glEnable(GL_TEXTURE_2D); // Enable Texture Mapping return TRUE; // Initialization Went OK } void COpenGL::RenderGLScene() { if(!m_bInit) return; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //画模型 DrawXXX(); SwapBuffers(m_hDC); } void COpenGL::OnPaint() { //CPaintDC dc(this); // device context for painting // TODO: Add your message handler code here ::ValidateRect ( m_hWnd, NULL ); RenderGLScene(); // Do not call CWnd::OnPaint() for painting messages } void COpenGL::OnSize(UINT nType, int cx, int cy) { CWnd::OnSize(nType, cx, cy); // TODO: Add your message handler code here if ( cy==0) { // Prevent A Divide By Zero By cy=1; // Making Height Equal One } glViewport(0,0,cx,cy); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); //设置投影矩阵 glLoadIdentity(); // 初始化 gluPerspective(45.0f,(GLfloat)cx/(GLfloat)cy,0.1f,100.0f); //设置视点 glMatrixMode(GL_MODELVIEW); //设置模型矩阵 glLoadIdentity(); // 初始化 } int COpenGL::DrawXXX() { //具体的绘制 return 1; }
OpenGL在MFC中的使用总结(二),布布扣,bubuko.com
原文地址:http://blog.csdn.net/sin_geek/article/details/38731651