• VC基于单文档OpenGL框架


    本文是在VC6.0的环境下,运用MFC实现的OpenGL最基本框架,需要简单了解MFC编程(会在VC6.0里创建MFC单文档应用程序就行),甚至不必了解OpenGL的知识。以下是具体的步骤。

    1、创建MFC单文档应用程序
    2
    、添加lib

    Project->Setting->Link  添加"*.lib"  opengl32.lib glu32.lib glut32.lib glaux.lib

    以上的lib文件需要存在于VC6.0安装好的目录下的lib文件夹底下,例如:

    C:Program FilesMicrosoft Visual StudioVC98Lib

    如果一些lib文件没有,可以去网上搜下,自己下载。

    3、在stdafx.h中添加OpenGL头文件

    //OpenGL Headers
    #include <glgl.h>          //OpenGL32库的头文件
    #include <glglu.h>         //GLu32库的头文件
    #include <glglut.h>        //OpenGL实用库的头文件
    #include <glglaux.h>       //GLaux库的头文件

    以上的头文件需要存在于VC6.0安装好的目录下的Include下的GL文件夹下,例如:

    C:Program FilesMicrosoft Visual StudioVC98IncludeGL

    如果一些头文件没有,可以去网上搜下,自己下载。

    4、在MainFrame中设置程序标题、风格和窗口大小

    cs.style = WS_OVERLAPPED | WS_CAPTION | WS_THICKFRAME | WS_SYSMENU |          
    WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_MAXIMIZE;
    cs.lpszName = "OpenGL最基本框架";
    //cs.cx = 500;
    //cs.cy = 500;

    5、设定OpenGL风格

    CMyVIew中的PreCreateWindow中添加
    cs.style |= WS_CLIPSIBLINGS | WS_CLIPCHILDREN;

    在客户区绘制

    6、在CMyView中添加公有(public)成员变量

    CClientDC *m_pDC;  //Device Context 设备上下文
    HGLRC  m_hRC;      //Rendering Context 着色上下文
    CRect  m_oldRect;
    CString m_WindowTitle ; //窗口标题

    7、在CMyView中添加保护(protected)成员函数
    7.1、设置像素格式,即OpenGL怎样操作像素

    BOOL CMyView::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
            32,                             // 32-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 )
     {
        MessageBox("ChoosePixelFormat failed.");
        return FALSE;
     }
     if ( ::SetPixelFormat(m_pDC->GetSafeHdc(), m_nPixelFormat, &pfd) == FALSE)
     {
        MessageBox("SetPixelFormat failed.");
        return FALSE;
     }
        return TRUE;
    }

    7.2、创建着色描述表并当前化着色表

    BOOL CMyView::InitOpenGL()
    {
     //Get a DC for the Client Area
     m_pDC = new CClientDC(this);
     //Failure to Get DC
     if(m_pDC == NULL)
     {
      MessageBox("Error Obtaining DC");
      return FALSE;
     }
     //Failure to set the pixel format
     if(!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;
     }
     //GetClientRect(&m_oldRect);
     // 启用阴影平滑
     ::glShadeModel(GL_SMOOTH);
     
     //黑色背景
     ::glClearColor(0.0f,0.0f,0.0f,0.0f);
     //设置深度缓存
     ::glClearDepth(1.0f);
     //启用深度测试
     ::glEnable(GL_DEPTH_TEST);
     //所作深度测试的类型
     ::glDepthFunc(GL_LEQUAL);   
     //告诉系统对透视进行修正
     ::glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);  
     
     return TRUE;
    }

    7.3 删除着色表,响应WM_DESTROY消息

    void CMyView::OnDestroy()
    {
     CView::OnDestroy();
     //Delete the RC
     if(m_hRC)
     {
      //Make the RC non-current
      if(::wglMakeCurrent (NULL,NULL) == FALSE)
      {
       ::MessageBox(NULL,"释放DC或RC失败。","关闭错误",MB_OK | MB_ICONINFORMATION);
      }
      //Delete the rendering context
      if(::wglDeleteContext (m_hRC)==FALSE)
      {
       ::MessageBox(NULL,"释放RC失败。","关闭错误",MB_OK | MB_ICONINFORMATION);
      }
        m_hRC = NULL;
     }
     
     //Delete the DC
     if(m_pDC)
     {
      delete m_pDC;
     }
     //Set it to NULL
     m_pDC = NULL;

    8、响应WM_CREATE消息

    int CMyView::OnCreate(LPCREATESTRUCT lpCreateStruct)
    {
     if (CView::OnCreate(lpCreateStruct) == -1)
      return -1;
     
     GetParentFrame()->GetWindowText(m_WindowTitle);
     GetParentFrame()->ModifyStyle(FWS_ADDTOTITLE,0);
      
     if(!InitOpenGL())
     {
      ::MessageBox(NULL,"初始化OpenGL失败.","",MB_OK|MB_ICONEXCLAMATION);
      return -1;
     }
     return 0;
    }

    9、响应WM_SIZE消息

    void CMyView::OnSize(UINT nType, int cx, int cy)
    {
     CView::OnSize(nType, cx, cy);
     
     // TODO: Add your message handler code here
     if ( cx <= 0 || cy <= 0 )
     {
      return;
     }
     if((m_oldRect.right > cx) || (m_oldRect.bottom> cy))
     {
      RedrawWindow();
     }
     m_oldRect.right = cx;
     m_oldRect.bottom = cy;
    
     //选择投影矩阵
     ::glMatrixMode(GL_PROJECTION);
     //重置投影矩阵
           ::glLoadIdentity();
     //计算窗口的外观比例
     ::gluPerspective(45, (GLfloat)cx/(GLfloat)cy, 0.1f, 3.0*10e+11f);
     //设置模型观察矩阵
     ::glMatrixMode(GL_MODELVIEW);
     //重置模型观察矩阵
     ::glLoadIdentity();
     //::glFrustum(-1.0, 1.0, -1.0, 1.0, 0.0, 7.0);
     //设置当前的视口
     ::glViewport(0, 0, cx, cy);
    }

    10、绘制

    void CMyView::DrawScene()
    {
           glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
           glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
           glLoadIdentity();
           glColor3f(1.0f,0.0f,0.0f);
           glTranslatef(-1.5f,0.0f,-6.0f);
           glBegin(GL_TRIANGLES);              // 绘制三角形
           glVertex3f( 0.0f, 1.0f, 0.0f);       // 上顶点
           glVertex3f(-1.0f,-1.0f, 0.0f);       // 左下
           glVertex3f( 1.0f,-1.0f, 0.0f);       // 右下
        glEnd(); 
           SwapBuffers(wglGetCurrentDC());      
    }

    此后,各种绘制代码可以放入DrawScene()中,来扩充自己想要的功能。

    11、在OnDraw()中调用DrawScene()

    原文链接:

    VC基于单文档opengl框架

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  • 原文地址:https://www.cnblogs.com/rainbow70626/p/8975775.html
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