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2008-04-28 20:59:14

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  今天写了个基于MFC对话框的OpenGL类:COpenGL,可以在对话框程序中使用OpenGL了,并且提供了全屏与非全屏转换的两个函数,很容易使用,速度快。  使用方法:在对话框上加一个Static控件(或者其他的也可以),在OnInitDialog()中加人下面这段代码(假设控件ID为IDC_OPENGL,m_openGL是类COpenGL的对象): Code: CRect rect;GetDlgItem(IDC_OPENGL)->GetWindowRect(rect);ScreenToClient(rect);m_openGL.Create(rect, this);  然后在适当的地方调用m_openGL.RenderGLScene()就可以了。  以下是类代码(OpenGL.h和OpenGL.cpp): Code:#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///////////////////////////////////////////////////////////////////////////////// COpenGL windowclass COpenGL : public CWnd{ // Construction public:  COpenGL();   // Attributes public:  // Operations public:  // Overrides  // ClassWizard generated virtual function overrides  //{{AFX_VIRTUAL(COpenGL)  //}}AFX_VIRTUAL  // Implementation public:  BOOL SetNormScreen();  BOOL SetFullScreen(int width, int height, int depth);  virtual void RenderGLScene();  void Create(CRect rect, CWnd *parent);  virtual ~COpenGL();  // Generated message map functions protected:  CRect m_rect;  CWnd* m_parent;  BOOL m_bFullScreen;  DEVMODE m_DMsaved;  BOOL m_bInit;  int InitGL();  void KillGLWindow();  HDC m_hDC;  HGLRC m_hRC;  //{{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_)Code:// OpenGL.cpp : implementation file//#include "stdafx.h"#include "DialogOpenGL.h"#include "OpenGL.h"#include #include #ifdef _DEBUG#define new DEBUG_NEW#undef THIS_FILEstatic char THIS_FILE[] = __FILE__;#endif/////////////////////////////////////////////////////////////////////////////// COpenGLCOpenGL::COpenGL():m_bInit(FALSE),m_bFullScreen(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()  ON_WM_KEYDOWN() //}}AFX_MSG_MAPEND_MESSAGE_MAP()/////////////////////////////////////////////////////////////////////////////// COpenGL message handlersvoid 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(0,className,"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_bFullScreen) // Are We In Fullscreen Mode?  {   if (!ChangeDisplaySettings(NULL,CDS_TEST)) { // if the shortcut doesn't work    ChangeDisplaySettings(NULL,CDS_RESET); // Do it anyway (to get the values out of the registry)    ChangeDisplaySettings(&m_DMsaved,CDS_RESET); // change it to the saved settings   } else {    ChangeDisplaySettings(NULL,CDS_RESET);   }   ShowCursor(TRUE); // Show Mouse Pointer  }   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, 0.5f); // 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); // Clear Screen And Depth Buffer  glLoadIdentity();  // EXAMPLE OPENGL CODE START ////////////////////////////////////////////////////////  //////////////////////////////////////////////////////////////////////////////  static GLfloat xrot; // X Rotation   static GLfloat yrot; // Y Rotation   static GLfloat zrot; // Z Rotation   glPushMatrix(); // Push Matrix Onto Stack (Copy The Current Matrix)  glLoadIdentity(); // Reset The Current Modelview Matrix  glTranslatef(0.0f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0  glRotatef(xrot,1.0f,0.0f,0.0f);  glRotatef(yrot,0.0f,1.0f,0.0f);  glRotatef(zrot,0.0f,0.0f,1.0f);  glBegin(GL_QUADS);  // Front Face  glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f, -1.0f, 1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, -1.0f, 1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, 1.0f, 1.0f);  glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f, 1.0f, 1.0f);  // Back Face  glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f, -1.0f, -1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f(-1.0f, 1.0f, -1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, 1.0f, -1.0f);  glColor3f(0.0f,0.0f,1.0f);glVertex3f( 1.0f, -1.0f, -1.0f);  // Top Face  glColor3f(0.0f,1.0f,0.0f);glVertex3f(-1.0f, 1.0f, -1.0f);  glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f, 1.0f, 1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, 1.0f, 1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, 1.0f, -1.0f);  // Bottom Face  glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f, -1.0f, -1.0f);  glColor3f(0.0f,0.0f,1.0f);glVertex3f( 1.0f, -1.0f, -1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, -1.0f, 1.0f);  glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f, -1.0f, 1.0f);  // Right face  glColor3f(0.0f,0.0f,1.0f);glVertex3f( 1.0f, -1.0f, -1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, 1.0f, -1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, 1.0f, 1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, -1.0f, 1.0f);  // Left Face  glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f, -1.0f, -1.0f);  glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f, -1.0f, 1.0f);  glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f, 1.0f, 1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f(-1.0f, 1.0f, -1.0f);  glEnd();  glPopMatrix(); // Pop Matrix Off The Stack  xrot =1.3f;  yrot =1.2f;  zrot =1.4f; // Decrease The Rotation Variable For The Quad  //////////////////////////////////////////////////////////////////////////////  // EXAMPLE OPENGL CODE END //////////////////////////////////////////////////////////  // Swap our scene to the front  SwapBuffers(m_hDC);  Invalidate(FALSE); } void COpenGL::OnPaint()  {  CPaintDC dc(this); // device context for painting   // TODO: Add your message handler code here  ::ValidateRect ( m_hWnd, NULL );  // 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); // Select The Projection Matrix  glLoadIdentity(); // Reset The Projection Matrix  gluPerspective(45.0f,(GLfloat)cx/(GLfloat)cy,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window  glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix  glLoadIdentity(); // Reset The Modelview Matrix  } BOOL COpenGL::SetFullScreen(int width, int height, int depth) {  if(!m_bInit) return FALSE;  if (m_bFullScreen) return TRUE;  DEVMODE dmScreenSettings; // Device Mode  memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared  dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure  dmScreenSettings.dmPelsWidth = width; // Selected Screen Width  dmScreenSettings.dmPelsHeight = height; // Selected Screen Height  dmScreenSettings.dmBitsPerPel = depth; // Selected Bits Per Pixel  dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;  // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.  if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)  {   return m_bFullScreen = FALSE;  }  SetParent(NULL);  SetWindowPos(&CWnd::wndTop,0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN), SWP_SHOWWINDOW);  ShowCursor(FALSE);  SetFocus();  return m_bFullScreen = TRUE; } BOOL COpenGL::SetNormScreen() {  if(!m_bInit) return FALSE;  if (m_bFullScreen) // Are We In Fullscreen Mode?  {   if (!ChangeDisplaySettings(NULL,CDS_TEST)) { // if the shortcut doesn't work    ChangeDisplaySettings(NULL,CDS_RESET); // Do it anyway (to get the values out of the registry)    ChangeDisplaySettings(&m_DMsaved,CDS_RESET); // change it to the saved settings   } else {    ChangeDisplaySettings(NULL,CDS_RESET);   }   SetParent(m_parent);   SetWindowPos(&CWnd::wndTop,m_rect.left, m_rect.top, m_rect.Width(), m_rect.Height(), SWP_SHOWWINDOW);    ShowCursor(TRUE); // Show Mouse Pointer   m_bFullScreen = FALSE;  } return TRUE;}   今天写了个基于MFC对话框的OpenGL类:COpenGL,可以在对话框程序中使用OpenGL了,并且提供了全屏与非全屏转换的两个函数,很容易使用,速度快。  使用方法:在对话框上加一个Static控件(或者其他的也可以),在OnInitDialog()中加人下面这段代码(假设控件ID为IDC_OPENGL,m_openGL是类COpenGL的对象): Code: CRect rect;GetDlgItem(IDC_OPENGL)->GetWindowRect(rect);ScreenToClient(rect);m_openGL.Create(rect, this);  然后在适当的地方调用m_openGL.RenderGLScene()就可以了。  以下是类代码(OpenGL.h和OpenGL.cpp): Code:#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///////////////////////////////////////////////////////////////////////////////// COpenGL windowclass COpenGL : public CWnd{ // Construction public:  COpenGL();   // Attributes public:  // Operations public:  // Overrides  // ClassWizard generated virtual function overrides  //{{AFX_VIRTUAL(COpenGL)  //}}AFX_VIRTUAL  // Implementation public:  BOOL SetNormScreen();  BOOL SetFullScreen(int width, int height, int depth);  virtual void RenderGLScene();  void Create(CRect rect, CWnd *parent);  virtual ~COpenGL();  // Generated message map functions protected:  CRect m_rect;  CWnd* m_parent;  BOOL m_bFullScreen;  DEVMODE m_DMsaved;  BOOL m_bInit;  int InitGL();  void KillGLWindow();  HDC m_hDC;  HGLRC m_hRC;  //{{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_)Code:// OpenGL.cpp : implementation file//#include "stdafx.h"#include "DialogOpenGL.h"#include "OpenGL.h"#include #include #ifdef _DEBUG#define new DEBUG_NEW#undef THIS_FILEstatic char THIS_FILE[] = __FILE__;#endif/////////////////////////////////////////////////////////////////////////////// COpenGLCOpenGL::COpenGL():m_bInit(FALSE),m_bFullScreen(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()  ON_WM_KEYDOWN() //}}AFX_MSG_MAPEND_MESSAGE_MAP()/////////////////////////////////////////////////////////////////////////////// COpenGL message handlersvoid 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(0,className,"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_bFullScreen) // Are We In Fullscreen Mode?  {   if (!ChangeDisplaySettings(NULL,CDS_TEST)) { // if the shortcut doesn't work    ChangeDisplaySettings(NULL,CDS_RESET); // Do it anyway (to get the values out of the registry)    ChangeDisplaySettings(&m_DMsaved,CDS_RESET); // change it to the saved settings   } else {    ChangeDisplaySettings(NULL,CDS_RESET);   }   ShowCursor(TRUE); // Show Mouse Pointer  }   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, 0.5f); // 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); // Clear Screen And Depth Buffer  glLoadIdentity();  // EXAMPLE OPENGL CODE START ////////////////////////////////////////////////////////  //////////////////////////////////////////////////////////////////////////////  static GLfloat xrot; // X Rotation   static GLfloat yrot; // Y Rotation   static GLfloat zrot; // Z Rotation   glPushMatrix(); // Push Matrix Onto Stack (Copy The Current Matrix)  glLoadIdentity(); // Reset The Current Modelview Matrix  glTranslatef(0.0f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0  glRotatef(xrot,1.0f,0.0f,0.0f);  glRotatef(yrot,0.0f,1.0f,0.0f);  glRotatef(zrot,0.0f,0.0f,1.0f);  glBegin(GL_QUADS);  // Front Face  glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f, -1.0f, 1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, -1.0f, 1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, 1.0f, 1.0f);  glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f, 1.0f, 1.0f);  // Back Face  glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f, -1.0f, -1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f(-1.0f, 1.0f, -1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, 1.0f, -1.0f);  glColor3f(0.0f,0.0f,1.0f);glVertex3f( 1.0f, -1.0f, -1.0f);  // Top Face  glColor3f(0.0f,1.0f,0.0f);glVertex3f(-1.0f, 1.0f, -1.0f);  glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f, 1.0f, 1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, 1.0f, 1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, 1.0f, -1.0f);  // Bottom Face  glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f, -1.0f, -1.0f);  glColor3f(0.0f,0.0f,1.0f);glVertex3f( 1.0f, -1.0f, -1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, -1.0f, 1.0f);  glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f, -1.0f, 1.0f);  // Right face  glColor3f(0.0f,0.0f,1.0f);glVertex3f( 1.0f, -1.0f, -1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, 1.0f, -1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, 1.0f, 1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f( 1.0f, -1.0f, 1.0f);  // Left Face  glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f, -1.0f, -1.0f);  glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f, -1.0f, 1.0f);  glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f, 1.0f, 1.0f);  glColor3f(0.0f,1.0f,0.0f);glVertex3f(-1.0f, 1.0f, -1.0f);  glEnd();  glPopMatrix(); // Pop Matrix Off The Stack  xrot =1.3f;  yrot =1.2f;  zrot =1.4f; // Decrease The Rotation Variable For The Quad  //////////////////////////////////////////////////////////////////////////////  // EXAMPLE OPENGL CODE END //////////////////////////////////////////////////////////  // Swap our scene to the front  SwapBuffers(m_hDC);  Invalidate(FALSE); } void COpenGL::OnPaint()  {  CPaintDC dc(this); // device context for painting   // TODO: Add your message handler code here  ::ValidateRect ( m_hWnd, NULL );  // 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); // Select The Projection Matrix  glLoadIdentity(); // Reset The Projection Matrix  gluPerspective(45.0f,(GLfloat)cx/(GLfloat)cy,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window  glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix  glLoadIdentity(); // Reset The Modelview Matrix  } BOOL COpenGL::SetFullScreen(int width, int height, int depth) {  if(!m_bInit) return FALSE;  if (m_bFullScreen) return TRUE;  DEVMODE dmScreenSettings; // Device Mode  memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared  dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure  dmScreenSettings.dmPelsWidth = width; // Selected Screen Width  dmScreenSettings.dmPelsHeight = height; // Selected Screen Height  dmScreenSettings.dmBitsPerPel = depth; // Selected Bits Per Pixel  dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;  // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.  if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)  {   return m_bFullScreen = FALSE;  }  SetParent(NULL);  SetWindowPos(&CWnd::wndTop,0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN), SWP_SHOWWINDOW);  ShowCursor(FALSE);  SetFocus();  return m_bFullScreen = TRUE; } BOOL COpenGL::SetNormScreen() {  if(!m_bInit) return FALSE;  if (m_bFullScreen) // Are We In Fullscreen Mode?  {   if (!ChangeDisplaySettings(NULL,CDS_TEST)) { // if the shortcut doesn't work    ChangeDisplaySettings(NULL,CDS_RESET); // Do it anyway (to get the values out of the registry)    ChangeDisplaySettings(&m_DMsaved,CDS_RESET); // change it to the saved settings   } else {    ChangeDisplaySettings(NULL,CDS_RESET);   }   SetParent(m_parent);   SetWindowPos(&CWnd::wndTop,m_rect.left, m_rect.top, m_rect.Width(), m_rect.Height(), SWP_SHOWWINDOW);    ShowCursor(TRUE); // Show Mouse Pointer   m_bFullScreen = FALSE;  } return TRUE;} 下载本文示例代码


制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类制作一个基于MFC对话框的OpenGL类
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