MFC初始化OpenGL编程环境

//库文件

opengl32.lib

glu32.lib

// odemoView.h : CodemoView 类的接口

#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
 

public:
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnDestroy();
afx_msg void OnSize(UINT nType, int cx, int cy);


protected:
BOOL SetWindowPixelFormat(HDC hDC);//设置像素格式
BOOL CreateViewGLContext(HDC hDC);//创建绘制环境(RC)并使之成为当前绘制环境
BOOL InitGL(GLvoid);//初始化openGL
int DrawGLScene(GLvoid);//绘图代码区
int m_GLPixelIndex;//像素格式索引
HGLRC m_hGLContext;//绘制环境

// odemoView.cpp : CodemoView 类的实现

CodemoView::CodemoView()
{
// TODO: 在此处添加构造代码
this->m_GLPixelIndex = 0;
this->m_hGLContext = NULL;
}

BOOL CodemoView::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_CLIPCHILDREN | WS_CLIPSIBLINGS);//openGL必需的
return CView::PreCreateWindow(cs);
}

BOOL CodemoView::SetWindowPixelFormat(HDC hDC)
{//定义窗口的像素格式
PIXELFORMATDESCRIPTOR pixelDesc=
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|
PFD_DOUBLEBUFFER|PFD_SUPPORT_GDI,
PFD_TYPE_RGBA,
24,
0,0,0,0,0,0,
0,
0,
0,
0,0,0,0,
32,
0,
0,
PFD_MAIN_PLANE,
0,
0,0,0
};
this->m_GLPixelIndex = ChoosePixelFormat(hDC,&pixelDesc);//选择最相近的像素格式
if(this->m_GLPixelIndex==0)
{//选择失败
this->m_GLPixelIndex = 1;//默认的像素格式
if(DescribePixelFormat(hDC,this->m_GLPixelIndex,sizeof(PIXELFORMATDESCRIPTOR),&pixelDesc)==0)
{//用默认的像素格式进行设置
return FALSE;
}
}
if(SetPixelFormat(hDC,this->m_GLPixelIndex,&pixelDesc)==FALSE)
{
return FALSE;
}
return TRUE;
}

BOOL CodemoView::InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0,0.0,0.0,0.0); // 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
return TRUE; // Initialization Went OK
}

BOOL CodemoView::CreateViewGLContext(HDC hDC)
{
this->m_hGLContext = wglCreateContext(hDC);//创建RC
if(this->m_hGLContext==NULL)
{//创建失败
return FALSE;
}
if(wglMakeCurrent(hDC,this->m_hGLContext)==FALSE)
{//选为当前RC失败
return FALSE;
}
return TRUE;
}

int CodemoView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct) == -1)
return -1;
// TODO: 在此添加您专用的创建代码
HWND hWnd = this->GetSafeHwnd();
HDC hDC = ::GetDC(hWnd);
if(this->SetWindowPixelFormat(hDC)==FALSE)
{//设置像素格式
return 0;
}
if(this->CreateViewGLContext(hDC)==FALSE)
{//创建RC并选为所用
return 0;
}
if(!this->InitGL())
{//初始化openGL
return 0;
}
return 0;
}

void CodemoView::OnDestroy()
{
CView::OnDestroy();
// TODO: 在此处添加消息处理程序代码
if(wglGetCurrentContext()!=NULL)
{
wglMakeCurrent(NULL,NULL);
}
if(this->m_hGLContext!=NULL)
{
wglDeleteContext(this->m_hGLContext);
this->m_hGLContext = NULL;
}
}

void CodemoView::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
GLsizei width,height;
width = cx;
height = cy;
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);//透视投影
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

int CodemoView::DrawGLScene(GLvoid)
{//在这里写绘图代码

}

<完>

原文地址:https://www.cnblogs.com/afarmer/p/1634989.html