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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;}
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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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