OpenGL的配置以及在MFC框架上的使用(附上源代码)

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一.配置MFC环境

首先创建一个单文档的MFC文档,相信学过MFC的朋友应该都知道。我这里取名为openGLForm,下面就是配置环境。

1. 添加链接库
笔者这里将opengl库放在项目文件夹里,使用相对路径进行配置,便于转移到另外的计算机时不用费时间去配置。这里写图片描述
库目录和include目录都是相对路径:../OpenGL,如图:
这里写图片描述
这里写图片描述
在附加依赖项上加上OpenGL32.lib GLu32.lib GLaux.lib;
做完配置以后可以自己运行一下,没有出现报错就说明配置成功,可以进行下一步啦。

2.头文件和添加响应函数
在stdafx里面添加opengl的头文件(当然也可以在其他文件中添加,比如绘图一般都是在视图中的,可以在xxxView.cpp文件中包含头文件)。如下代码所示:
include < glaux.h>
include < glut.h>;
COpenGLFormView类的属性栏,为下述消息加入消息处理函数:WM_CREATE (for OnCreate), WM_DESTROY (for OnDestroy), WM_SIZE (for OnSize), WM_ERASEBACKGROUND (for OnEraseBkground).

3.编写函数
设置窗口显示风格。窗口创建之前我们必须设置窗口风格包含WS_CLIPCHILDREN和 WS_CLIPSIBLINGS,从而避免OpenGL绘制到其他窗口中去。这些应该放在PreCreateWindow()中。

BOOL CfirstView::PreCreateWindow(CREATESTRUCT& cs){ // TODO: 在此处通过修改 // CREATESTRUCT cs 来修改窗口类或样式 cs.style |= WS_CLIPSIBLINGS | WS_CLIPCHILDREN;//Tramp return CView::PreCreateWindow(cs);}


在CfirstView.h中加入如下语句:

HGLRC m_hRC;    //Rendering Context着色描述表    CDC* m_pDC;        //Device Context设备描述表    BOOL InitializeOpenGL();    //Initialize OpenGL    BOOL SetupPixelFormat();    //Set up the Pixel Format    void RenderScene();            //Render the Scene


在OnCreate中我们将通过建立像素格式和绘制上下文来初始化OpenGL. 在InitializeOpenGL()中会创建一个设备上下文(DC),为这个DC选择一个像素格式,创建和这个DC相关的绘制上下文(RC),然后选择这个RC.这个函数会调用SetupPixelFormat()来建立像素格式。
int Clesson1View::OnCreate(LPCREATESTRUCT lpCreateStruct)

{

if (CView::OnCreate(lpCreateStruct) == -1)

  return -1;

// TODO: 在此添加您专用的创建代码

InitializeOpenGL();//初始化openGL绘图

return 0;

}

 //初始化opengl绘制

BOOL CfirstView::InitializeOpenGL()

{

//Get a DC for the Client Aream_pDC = new CClientDC(this);//Failure to Get DCif(m_pDC == NULL){    //::MessageBox("Error Obtaining DC");    return FALSE;}//Failure to set the pixel formatif(!SetupPixelFormat()){    return FALSE;}

//Create Rendering Context

m_hRC = ::wglCreateContext (m_pDC->GetSafeHdc ());

//Failure to Create Rendering Context

if(m_hRC == 0)

{

  // MessageBox("Error Creating RC");  return FALSE;

}

//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

::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;

}

//设置像素格式

BOOL CfirstView::SetupPixelFormat()

{

static PIXELFORMATDESCRIPTOR pfd =

{

  sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd  1,                              // version number  PFD_DRAW_TO_WINDOW |            // support window  PFD_SUPPORT_OPENGL |            // support OpenGL  PFD_DOUBLEBUFFER,                // double buffered  PFD_TYPE_RGBA,                  // RGBA type  24,                             // 24-bit 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,                     // accum bits ignored  16,                             // 16-bit z-buffer  0,                              // no stencil buffer  0,                              // no auxiliary buffer  PFD_MAIN_PLANE,                 // main layer  0,                              // reserved  0, 0, 0                         // layer masks ignored

};

int m_nPixelFormat = ::ChoosePixelFormat(m_pDC->GetSafeHdc(), &pfd);

if ( m_nPixelFormat == 0 )

{

  return FALSE;

}

if ( ::SetPixelFormat(m_pDC->GetSafeHdc(), m_nPixelFormat, &pfd) == FALSE)

{

  return FALSE;

}

return TRUE;

}

在OnSize()中一般用来设置视口和视锥,因为这些是和窗口大小相关的。基本操作包括设置视口,选择投影矩阵,设置模型视图矩阵。

void CfirstView::OnSize(UINT nType, int cx, int cy){ CView::OnSize(nType, cx, cy); // TODO: 在此处添加消息处理程序代码 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 ::gluPerspective(45.0f, aspect_ratio, .01f, 200.0f);//画三维 //::gluOrtho2D(-10.0f, 10.0f, -10.0f, 10.0f);    //二维 // switch back to the modelview matrix and clear it ::glMatrixMode(GL_MODELVIEW); ::glLoadIdentity();}



在绘制场景时,一般包括如下步骤:1)清空缓存。2)绘制场景。3)Flush掉渲染流水线。4)若设置了双缓冲,则交换前后台缓冲区。

void CfirstView::OnDraw(CDC* /*pDC*/){ CfirstDoc* pDoc = GetDocument(); ASSERT_VALID(pDoc); if (!pDoc)      return; // TODO: 在此处为本机数据添加绘制代码 // Clear out the color & depth buffers ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); RenderScene();//绘图都放在这 // Tell OpenGL to flush its pipeline ::glFinish(); // Now Swap the buffers ::SwapBuffers( m_pDC->GetSafeHdc() );}



为了使改变窗口大小时严重的闪烁,在OnEraseBkgnd里做一些操作,避免windows自己的窗口刷新闪烁。

BOOL CfirstView::OnEraseBkgnd(CDC* pDC){// TODO: 在此添加消息处理程序代码和/或调用默认值return TRUE;}

为了避免内存泄露,我们要将在SetupPixelFormat()中使用了new运算符来为CClientDC对象分配的内存在程序关闭时delete掉。

void CfirstView::OnDestroy(){    CView::OnDestroy();    // TODO: 在此处添加消息处理程序代码    //Make the RC non-current    if(::wglMakeCurrent (0,0) == FALSE)    {        MessageBox(_T("Could not make RC non-current"));    }    //Delete the rendering context    if(::wglDeleteContext (m_hRC)==FALSE)    {        MessageBox(_T("Could not delete RC"));    }    //Delete the DC    if(m_pDC)    {        delete m_pDC;    }    //Set it to NULL    m_pDC = NULL;}

下面写主绘图函数,RenderScene(),在窗口画了一个正方体、一个四面体。

void CfirstView::RenderScene(){    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);                     // Move Left 1.5 Units And Into The Screen 6.0    glRotatef(30,0.0f,1.0f,0.0f);                       // Rotate The Triangle On The Y axis ( NEW )    glBegin(GL_TRIANGLES);                              // Start Drawing A Triangle    glColor3f(1.0f,0.0f,0.0f);                      // Red    glVertex3f( 0.0f, 1.0f, 0.0f);                  // Top Of Triangle (Front)    glColor3f(0.0f,1.0f,0.0f);                      // Green    glVertex3f(-1.0f,-1.0f, 1.0f);                  // Left Of Triangle (Front)    glColor3f(0.0f,0.0f,1.0f);                      // Blue    glVertex3f( 1.0f,-1.0f, 1.0f);                  // Right Of Triangle (Front)    glColor3f(1.0f,0.0f,0.0f);                      // Red    glVertex3f( 0.0f, 1.0f, 0.0f);                  // Top Of Triangle (Right)    glColor3f(0.0f,0.0f,1.0f);                      // Blue    glVertex3f( 1.0f,-1.0f, 1.0f);                  // Left Of Triangle (Right)    glColor3f(0.0f,1.0f,0.0f);                      // Green    glVertex3f( 1.0f,-1.0f, -1.0f);                 // Right Of Triangle (Right)    glColor3f(1.0f,0.0f,0.0f);                      // Red    glVertex3f( 0.0f, 1.0f, 0.0f);                  // Top Of Triangle (Back)    glColor3f(0.0f,1.0f,0.0f);                      // Green    glVertex3f( 1.0f,-1.0f, -1.0f);                 // Left Of Triangle (Back)    glColor3f(0.0f,0.0f,1.0f);                      // Blue    glVertex3f(-1.0f,-1.0f, -1.0f);                 // Right Of Triangle (Back)    glColor3f(1.0f,0.0f,0.0f);                      // Red    glVertex3f( 0.0f, 1.0f, 0.0f);                  // Top Of Triangle (Left)    glColor3f(0.0f,0.0f,1.0f);                      // Blue    glVertex3f(-1.0f,-1.0f,-1.0f);                  // Left Of Triangle (Left)    glColor3f(0.0f,1.0f,0.0f);                      // Green    glVertex3f(-1.0f,-1.0f, 1.0f);                  // Right Of Triangle (Left)    glEnd();                                            // Done Drawing The Pyramid    glLoadIdentity();                                   // Reset The 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,1.0f,1.0f);                   // Rotate The Quad On The X axis ( NEW )    glBegin(GL_QUADS);                                  // Draw A Quad    glColor3f(0.0f,1.0f,0.0f);                      // 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);                  // Top Left Of The Quad (Top)    glVertex3f(-1.0f, 1.0f, 1.0f);                  // Bottom Left Of The Quad (Top)    glVertex3f( 1.0f, 1.0f, 1.0f);                  // Bottom Right Of The Quad (Top)    glColor3f(1.0f,0.5f,0.0f);                      // Set The Color To Orange    glVertex3f( 1.0f,-1.0f, 1.0f);                  // Top Right Of The Quad (Bottom)    glVertex3f(-1.0f,-1.0f, 1.0f);                  // Top Left Of The Quad (Bottom)    glVertex3f(-1.0f,-1.0f,-1.0f);                  // Bottom Left Of The Quad (Bottom)    glVertex3f( 1.0f,-1.0f,-1.0f);                  // Bottom Right Of The Quad (Bottom)    glColor3f(1.0f,0.0f,0.0f);                      // Set The Color To Red    glVertex3f( 1.0f, 1.0f, 1.0f);                  // Top Right Of The Quad (Front)    glVertex3f(-1.0f, 1.0f, 1.0f);                  // Top Left Of The Quad (Front)    glVertex3f(-1.0f,-1.0f, 1.0f);                  // Bottom Left Of The Quad (Front)    glVertex3f( 1.0f,-1.0f, 1.0f);                  // Bottom Right Of The Quad (Front)    glColor3f(1.0f,1.0f,0.0f);                      // Set The Color To Yellow    glVertex3f( 1.0f,-1.0f,-1.0f);                  // Top Right Of The Quad (Back)    glVertex3f(-1.0f,-1.0f,-1.0f);                  // 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);                  // Bottom Right Of The Quad (Back)    glColor3f(0.0f,0.0f,1.0f);                      // 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);                  // Top Left Of The Quad (Left)    glVertex3f(-1.0f,-1.0f,-1.0f);                  // Bottom Left Of The Quad (Left)    glVertex3f(-1.0f,-1.0f, 1.0f);                  // Bottom Right Of The Quad (Left)    glColor3f(1.0f,0.0f,1.0f);                      // Set The Color To Violet    glVertex3f( 1.0f, 1.0f,-1.0f);                  // Top Right Of The Quad (Right)    glVertex3f( 1.0f, 1.0f, 1.0f);                  // Top Left Of The Quad (Right)    glVertex3f( 1.0f,-1.0f, 1.0f);                  // Bottom Left Of The Quad (Right)    glVertex3f( 1.0f,-1.0f,-1.0f);                  // Bottom Right Of The Quad (Right)    glEnd();                                            // Done Drawing The Quad}

到这里点击编译运行,就可以看到如图所示的效果这里写图片描述



网上一般到这里配置就完成了,笔者在这里提供了实现坐标交互的方法,大家有兴趣的可以看一下:

在OpenGlFormView.h添加
//控制旋转和位置的变量

GLfloat m_xAngle;//GLfloat m_yAngle;GLfloat m_xPos;GLfloat m_yPos;CPoint m_MouseDownPoint;



在构造函数进行变量初始化

COpenGlFormView::COpenGlFormView(){    // TODO: 在此处添加构造代码     m_xPos=-1.5f;     m_yPos=0.0f;     m_xAngle=30;     m_yAngle=40;}



添加鼠标移动响应函数,添加代码:

void COpenGlFormView::OnMouseMove(UINT nFlags, CPoint point){    // TODO: 在此添加消息处理程序代码和/或调用默认值     m_xAngle+=(point.y-m_MouseDownPoint.y)/3.6;        m_yAngle+=(point.x-m_MouseDownPoint.x)/3.6;        //Set the mouse point        m_MouseDownPoint=point;    InvalidateRect(NULL,true);     CView::OnMouseMove(nFlags, point);  }

修改RenderScene()函数:
`void COpenGlFormView::RenderScene()

{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth BufferglLoadIdentity();glTranslatef(m_xPos, m_yPos, -5.0f);glRotatef(m_xAngle, 1.0f,0.0f,0.0f);glRotatef(m_yAngle, 0.0f,1.0f,0.0f);glBegin(GL_TRIANGLES);                              // Start Drawing A TriangleglColor3f(1.0f,0.0f,0.0f);                      // RedglVertex3f( 0.0f, 1.0f, 0.0f);                  // Top Of Triangle (Front)glColor3f(0.0f,1.0f,0.0f);                      // GreenglVertex3f(-1.0f,-1.0f, 1.0f);                  // Left Of Triangle (Front)glColor3f(0.0f,0.0f,1.0f);                      // BlueglVertex3f( 1.0f,-1.0f, 1.0f);                  // Right Of Triangle (Front)glColor3f(1.0f,0.0f,0.0f);                      // RedglVertex3f( 0.0f, 1.0f, 0.0f);                  // Top Of Triangle (Right)glColor3f(0.0f,0.0f,1.0f);                      // BlueglVertex3f( 1.0f,-1.0f, 1.0f);                  // Left Of Triangle (Right)glColor3f(0.0f,1.0f,0.0f);                      // GreenglVertex3f( 1.0f,-1.0f, -1.0f);                 // Right Of Triangle (Right)glColor3f(1.0f,0.0f,0.0f);                      // RedglVertex3f( 0.0f, 1.0f, 0.0f);                  // Top Of Triangle (Back)glColor3f(0.0f,1.0f,0.0f);                      // GreenglVertex3f( 1.0f,-1.0f, -1.0f);                 // Left Of Triangle (Back)glColor3f(0.0f,0.0f,1.0f);                      // BlueglVertex3f(-1.0f,-1.0f, -1.0f);                 // Right Of Triangle (Back)glColor3f(1.0f,0.0f,0.0f);                      // RedglVertex3f( 0.0f, 1.0f, 0.0f);                  // Top Of Triangle (Left)glColor3f(0.0f,0.0f,1.0f);                      // BlueglVertex3f(-1.0f,-1.0f,-1.0f);                  // Left Of Triangle (Left)glColor3f(0.0f,1.0f,0.0f);                      // GreenglVertex3f(-1.0f,-1.0f, 1.0f);                  // Right Of Triangle (Left)glEnd();                                            // Done Drawing The Pyramid

/*

glLoadIdentity();glTranslatef(m_xPos, m_yPos, -5.0f);glRotatef(m_xAngle, 1.0f,0.0f,0.0f);glRotatef(m_yAngle, 0.0f,1.0f,0.0f);glBegin(GL_QUADS);                                  // Draw A QuadglColor3f(0.0f,1.0f,0.0f);                      // Set The Color To GreenglVertex3f( 1.0f, 1.0f,-1.0f);                  // Top Right Of The Quad (Top)glVertex3f(-1.0f, 1.0f,-1.0f);                  // Top Left Of The Quad (Top)glVertex3f(-1.0f, 1.0f, 1.0f);                  // Bottom Left Of The Quad (Top)glVertex3f( 1.0f, 1.0f, 1.0f);                  // Bottom Right Of The Quad (Top)glColor3f(1.0f,0.5f,0.0f);                      // Set The Color To OrangeglVertex3f( 1.0f,-1.0f, 1.0f);                  // Top Right Of The Quad (Bottom)glVertex3f(-1.0f,-1.0f, 1.0f);                  // Top Left Of The Quad (Bottom)glVertex3f(-1.0f,-1.0f,-1.0f);                  // Bottom Left Of The Quad (Bottom)glVertex3f( 1.0f,-1.0f,-1.0f);                  // Bottom Right Of The Quad (Bottom)glColor3f(1.0f,0.0f,0.0f);                      // Set The Color To RedglVertex3f( 1.0f, 1.0f, 1.0f);                  // Top Right Of The Quad (Front)glVertex3f(-1.0f, 1.0f, 1.0f);                  // Top Left Of The Quad (Front)glVertex3f(-1.0f,-1.0f, 1.0f);                  // Bottom Left Of The Quad (Front)glVertex3f( 1.0f,-1.0f, 1.0f);                  // Bottom Right Of The Quad (Front)glColor3f(1.0f,1.0f,0.0f);                      // Set The Color To YellowglVertex3f( 1.0f,-1.0f,-1.0f);                  // Top Right Of The Quad (Back)glVertex3f(-1.0f,-1.0f,-1.0f);                  // 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);                  // Bottom Right Of The Quad (Back)glColor3f(0.0f,0.0f,1.0f);                      // Set The Color To BlueglVertex3f(-1.0f, 1.0f, 1.0f);                  // Top Right Of The Quad (Left)glVertex3f(-1.0f, 1.0f,-1.0f);                  // Top Left Of The Quad (Left)glVertex3f(-1.0f,-1.0f,-1.0f);                  // Bottom Left Of The Quad (Left)glVertex3f(-1.0f,-1.0f, 1.0f);                  // Bottom Right Of The Quad (Left)glColor3f(1.0f,0.0f,1.0f);                      // Set The Color To VioletglVertex3f( 1.0f, 1.0f,-1.0f);                  // Top Right Of The Quad (Right)glVertex3f( 1.0f, 1.0f, 1.0f);                  // Top Left Of The Quad (Right)glVertex3f( 1.0f,-1.0f, 1.0f);                  // Bottom Left Of The Quad (Right)glVertex3f( 1.0f,-1.0f,-1.0f);                  // Bottom Right Of The Quad (Right)glEnd();                                            // Done Drawing The Quad*/

}`
这里写图片描述


源码链接地址:http://download.csdn.net/detail/tracy_n/9190191

到这里运行就能实现跟图形进行交互啦,其实笔者也是刚刚入门opengl,学习中还有很多不懂得地方,大家有问题可以留言交流,加QQ都可以,其实笔者也有一个问题,如何在MFC框架用Openmesh读取off文件,再用Opengl进行显示?欢迎大家来讨论,留言!

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