继承MFC的CWnd类渲染OpenGL

我以前使用过glut的窗口环境,以及在CView中渲染OpenGL的类。但是这些都不怎么方便。首先,在windows下,MFC比glut,glui作为界面框架要方便很多,其次,CView类没有单独的CWnd类方便,自定义的窗口类可以嵌入到任意窗口内部,这样就可以脱离框架,方便移植了。
我的思路是实现一个COglWnd类。该类可以负责构建OpenGL渲染环境,并且调用模型类渲染,另外负责响应鼠标旋转放缩移动模型等,也可以添加一些额外的操作。
该类需要提供的外部接口,创建窗口和渲染模型。
COglWnd使用方法:在容器类(比如CView)的OnCreate函数内调用COglWnd的Create函数创建窗口,在容器类的OnSize函数类内调用COglWnd类的SetWindowPos移动窗口位置。
COglWnd的实现:
1.构建OpenGL渲染环境。这个必须在COglWnd的OnCreate函数类实现。具体实现我写在了SetupGLContext函数内部。该函数主要是依次调用了ChoosePixelFormat,SetPixelFormat,wglCreateContext,wglMakeCurrent函数而已。基本上就是设置下OpenGL的一些参数,然后构造下渲染环境的意思,非常好理解。具体可以google。
2.渲染。这里需要屏蔽OnEraseBkgnd函数,还有OnPaint内调用实际的渲染函数RenderScene而已。这里需要注意的是,我们屏蔽了CWnd的背景擦除函数,这样能够避免一定程度的闪烁。还有,当我们需要更新显示的时候,可以直接调用RenderScene而不是调用MFC的Invalidate函数。这样可以略去MFC的消息传递等。
3.鼠标响应。这里旋转我使用了轨迹球类。其余的直接调用OpenGL函数即可实现。
下面是我的COglWnd类,内部使用了一个vertex模版类存储数据和渲染球类来实现鼠标响应。上面所述,均可参照我的实现细节。我这个类就是嵌入在CView内作为子窗口使用的。

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#include "libyx/vertex.h"
#include "libyx/trackball.h"
#include "Mesh/TriMesh.h"
#include "Mesh/Texture.h"
#include <vector>
// COglWnd

namespace LibYX
{

class COglWnd : public CWnd
{
DECLARE_DYNAMIC(COglWnd)

public:
COglWnd();
virtual ~COglWnd();
enum CURSOR_TYPE
{
CURSOR_HAND = 0, CURSOR_PEN = 1
};

enum MOUSE_STATE
{
MOUSE_NONE = 0,
MOUSE_LEFTBUTTON_DOWN = 1, MOUSE_LEFTBUTTON_UP = 2,
MOUSE_MIDDLEBUTTON_DOWN = 3, MOUSE_MIDDLEBUTTON_UP = 4,
MOUSE_RIGHTBUTTON_DOWN = 5, MOUSE_RIGHTBUTTON_UP = 6
};

//外部接口
public:
void Create(CRect rect, CWnd *parent);
CString LoadModel();
CString SaveModel();
bool ChooseDrawColor(v4f color);
bool ChooseStrokeColor(v4f color);
CString ChooseDrawTexture();
bool ChooseBackColor(v4f color);
void RenderScene();//渲染函数

public:
void SetCursorType(int nType) { m_cursorType = nType; }

//消息处理函数
protected:
DECLARE_MESSAGE_MAP()
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg void OnDestroy();
afx_msg void OnPaint();
afx_msg BOOL OnEraseBkgnd(CDC* pDC);
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
afx_msg void OnMButtonDown(UINT nFlags, CPoint point);
afx_msg void OnMButtonUp(UINT nFlags, CPoint point);
afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
afx_msg void OnRButtonUp(UINT nFlags, CPoint point);
afx_msg void OnMouseMove(UINT nFlags, CPoint point);
afx_msg BOOL OnMouseWheel(UINT nFlags, short zDelta, CPoint pt);
afx_msg BOOL OnSetCursor(CWnd* pWnd, UINT nHitTest, UINT message);

//OpenGL函数
private:
BOOL SetupGLContext();
BOOL DetachGLContext();

private:
void SetGLViewFrustum(int left, int top, int right, int bottom, float DepthMin, float DepthMax, float Fov);
void SetGLViewFrustum(int left, int top, int right, int bottom);
void SetGLFOV(float Fov);
void ResizeGLViewport(int width, int height);
void SetEye(v3f pos, v3f dest, v3f up);

private:
void InitColor();
void InitLight();

private:
void InitialScene();
void ReleaseScene();

private:
void RenderBackGround();

public:
CTriMesh m_mesh;
CTexture m_backTexture;

private:
CRect m_rect;
CWnd* m_parent;
int m_nWinWidth;
int m_nWinHeight;
HDC m_hDC;
HGLRC m_hGLRC;
float m_fGLDepthMin;
float m_fGLDepthMax;
float m_fGLFov;
BOOL m_bGLSetup;

private:
v4f m_backColor;
v4f m_diffuseLight;
v4f m_specularLight;
v4f m_ambientLight;
v4f m_emissionLight;
v4f m_gloabalAmbientLight;

private:
v3f m_eye;
v3f m_dest;
v3f m_up;
Trackball m_trackball;

private:
int m_cursorType;
int m_mouseState;
};
};

GlWnd.cpp : 实现文件

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#include "stdafx.h"
#include "OglWnd.h"
#include "../Resource.h"
#include <gl/glew.h>

#pragma comment(lib, "opengl.lib")
#pragma comment(lib, "glu.lib")
#pragma comment(lib, "glew32.lib")

// CGlWnd
namespace LibYX
{

IMPLEMENT_DYNAMIC(COglWnd, CWnd)

COglWnd::COglWnd()
{
m_bGLSetup = false;
m_fGLDepthMin = 0.0001f;
m_fGLDepthMax = 100.0f;
m_fGLFov = 60.0f;
m_cursorType = CURSOR_HAND;
m_mouseState = MOUSE_NONE;
}

COglWnd::~COglWnd()
{

}

void COglWnd::Create(CRect rect, CWnd *parent)
{
if (m_bGLSetup) 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, "OglWnd", WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
rect, parent, 0);
m_mesh.Wnd(this);
}

CString COglWnd::LoadModel()
{
char filefilter[] = _T("M Files (*.m) |*.m|Wavefront Files (*.obj) |*.obj|");
CFileDialog dlg(TRUE, NULL, NULL, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT,
filefilter, NULL, 0);
CString pathname;

if (IDOK != dlg.DoModal())
return pathname;

pathname = dlg.GetPathName();
if (pathname.IsEmpty() == TRUE)
{
AfxMessageBox("输入模型文件名为空!");
return pathname;
}

CString ext = dlg.GetFileExt();
if (ext == "obj" || ext == "OBJ")
{
m_mesh.LoadOBJModel(pathname);
}
else if (ext == "m" || ext == "M")
{
m_mesh.LoadMModel(pathname);
}
RenderScene();

return pathname;
}

CString COglWnd::SaveModel()
{
CString pathname;
if (m_mesh.HasModelLoad() == FALSE)
{
return pathname;
}

char defExt[] = _T(".obj");
char filefilter[] = _T("Wavefront Files (*.obj) |*.obj|m Files (*.m) |*.m||");
CFileDialog dlg(FALSE, defExt, m_mesh.GetModelName().c_str(), OFN_HIDEREADONLY, filefilter, NULL, 0);

if (IDOK != dlg.DoModal())
return pathname;

CString ext = dlg.GetFileExt();

if (ext == _T("obj") || ext == _T("OBJ"))
{
pathname = dlg.GetPathName();
if (pathname.IsEmpty())
{
AfxMessageBox("输入模型文件名为空!");
}
else
{
m_mesh.SaveOBJModel(pathname);
}
}
else if (ext == _T("m") || ext == _T("M"))// Save model without material)
{
pathname = dlg.GetPathName();
if (pathname.IsEmpty())
{
AfxMessageBox("输入模型文件名为空!");
}
else
{
m_mesh.SaveMModel(pathname);
}
}

return pathname;
}

bool COglWnd::ChooseDrawColor(v4f color)
{
CColorDialog colorDialog;
COLORREF colorRef;

if (colorDialog.DoModal() == IDOK)//如果按下颜色对话框的OK键
{
colorRef = colorDialog.GetColor();
color[0] = GetRValue(colorRef);
color[1] = GetGValue(colorRef);
color[2] = GetBValue(colorRef);

m_mesh.DrawColor(color);
return true;
}

return false;
}

bool COglWnd::ChooseStrokeColor(v4f color)
{
CColorDialog colorDialog;
COLORREF colorRef;

if (colorDialog.DoModal() == IDOK)//如果按下颜色对话框的OK键
{
colorRef = colorDialog.GetColor();
color[0] = GetRValue(colorRef);
color[1] = GetGValue(colorRef);
color[2] = GetBValue(colorRef);
m_mesh.StrokeColor(color);
RenderScene();
return true;
}

return false;
}

bool COglWnd::ChooseBackColor(v4f color)
{
CColorDialog colorDialog;
COLORREF colorRef;

if (colorDialog.DoModal() == IDOK)//如果按下颜色对话框的OK键
{
colorRef = colorDialog.GetColor();
m_backColor[0] = GetRValue(colorRef);
m_backColor[1] = GetGValue(colorRef);
m_backColor[2] = GetBValue(colorRef);
color = m_backColor;
glClearColor(m_backColor[0], m_backColor[1], m_backColor[2], 1.0f);
RenderScene();
return true;
}

return false;
}

CString COglWnd::ChooseDrawTexture()
{
char filefilter[] = _T("Jpg Files (*.jpg)|*jpg|Bmp Files (*.bmp)|*.bmp|\
Png Files (*.png)|*.png|Gif Files (*.gif)|*.gif|Tga Files (*.tga)|*.tga|");
CFileDialog dlg(TRUE, NULL, NULL, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT,
filefilter, NULL, 0);
CString strPathName;

if (dlg.DoModal() == IDOK)
{
strPathName = dlg.GetPathName();
m_mesh.SetTexture(strPathName);
}

return strPathName;
}

//////////////////////////////////////////////////////////////////////////
//以下是OpenGL相关的函数
BOOL COglWnd::SetupGLContext()
{
DWORD dwFlags = (PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL);

PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR), // Structure size,
1, // Structure version number
dwFlags, // Property flags
PFD_TYPE_RGBA, // RGBA mode
24, // 24-bit color
0, 0, 0, 0, 0, 0, // 8-bit each color
0, 0, 0, 0, 0, 0, 0, // No alpha or accum. buffer,
32, // 32-bit z-buffer
0, 0, // No stencil or aux buffer
PFD_MAIN_PLANE, // Mainn layer type
0, // Reserved
0, 0, 0, // Unsupported.
};

m_hDC = GetDC()->m_hDC;

int PixelFormat = ChoosePixelFormat(m_hDC, pfd);
BOOL bOk = false;
bOk = SetPixelFormat(m_hDC, PixelFormat, pfd);
if (!bOk)
{
MessageBox(_T("GL set pixel format fail!"), _T("Error"), MB_OK);
return bOk;
}
m_hGLRC = wglCreateContext(m_hDC);
bOk = wglMakeCurrent(m_hDC, m_hGLRC);
if (!bOk)
{
MessageBox(_T("Set up GL render context fail!"), _T("Error"), MB_OK);
return bOk;
}

return bOk;
}

BOOL COglWnd::DetachGLContext()
{
wglMakeCurrent(m_hDC, NULL);
wglDeleteContext(m_hGLRC);
::ReleaseDC(this->m_hWnd, m_hDC);

return TRUE;
}

void COglWnd::SetGLViewFrustum(GLint left, GLint top, GLint right, GLint bottom,
GLfloat DepthMin, GLfloat DepthMax, GLfloat Fov)
{
m_fGLDepthMin = DepthMin;
m_fGLDepthMax = DepthMax;
m_fGLFov = Fov;

SetGLViewFrustum(left, top, right, bottom);
}

void COglWnd::SetGLViewFrustum(GLint left, GLint top, GLint right, GLint bottom)
{
glViewport(left, top, (right - left), (bottom - top));

float AspectRatio = (float)(right - left) / (float)(bottom - top);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();

gluPerspective(m_fGLFov, AspectRatio, m_fGLDepthMin, m_fGLDepthMax);
}

void COglWnd::SetGLFOV(GLfloat Fov)
{
m_fGLFov = Fov;

int vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
float AspectRatio = (float)(vp[2]) / (float)(vp[3]);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();

gluPerspective(m_fGLFov, AspectRatio, m_fGLDepthMin, m_fGLDepthMax);
}

void COglWnd::SetEye(v3f pos, v3f desti, v3f up)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(pos[0], pos[1], pos[2], desti[0], desti[1], desti[2], up[0], up[1], up[2]);
}

void COglWnd::ResizeGLViewport(GLint width, GLint height)
{
glViewport(0, 0, width, height);

float AspectRatio = (float)width / (float)height;

glMatrixMode(GL_PROJECTION);
glLoadIdentity();

gluPerspective(m_fGLFov, AspectRatio, m_fGLDepthMin, m_fGLDepthMax);
}

void COglWnd::InitialScene()
{
if (glewInit() != GLEW_OK)
{
return;
}

m_eye[0] = m_eye[1] = 0.0;
m_eye[2] = 6.0f;
m_dest[0] = m_dest[1] = m_dest[2] = 0.0;
m_up[0] = m_up[2] = 0.0;
m_up[1] = 1.0;
SetEye(m_eye, m_dest, m_up);

InitColor();
InitLight();

glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearColor(m_backColor[0], m_backColor[1], m_backColor[2], 1.0f);
glDrawBuffer(GL_BACK);

//glEnable(GL_ALPHA_TEST);
//glAlphaFunc(GL_GREATER, 0.9);//0.5可以换成任何在0~1之间的数

//m_backTexture.LoadFromFile("OglWnd\\blue_back.jpg");
//m_backTexture.Init2DTex();

m_trackball.setBallSpeed(10.0);
m_mesh.InitData();
m_mesh.DrawMouseStroke(true);
//m_mesh.LoadOBJModel("MeshData\\bunny_480k.obj");
//m_mesh.LoadModel("MeshData\\plane.obj");
m_mesh.LoadMModel("MeshData\\bunny_80k.m");
//m_mesh.LoadMModel("MeshData\\bunny_5k.m");
}

void COglWnd::InitColor()
{
//m_backColor[0] = 0.15f;
//m_backColor[1] = 0.20f;
//m_backColor[2] = 0.267f;
m_backColor[0] = m_backColor[1] = m_backColor[2] = 0.0;
}

void COglWnd::InitLight()
{
v4f lightOnePos(V4F(0.0f, 0.0f, 20.0f, 0.0f));

m_gloabalAmbientLight[0] = m_gloabalAmbientLight[1] = m_gloabalAmbientLight[2]
= m_gloabalAmbientLight[3] = 0.2f;
m_diffuseLight[0] = m_diffuseLight[1] = m_diffuseLight[2] = m_diffuseLight[3] = 1.0;
m_diffuseLight[3] = 1.0;
m_specularLight[0] = m_specularLight[1] = m_specularLight[2] = m_specularLight[3] = 1.0;
m_specularLight[3] = 1.0;
m_ambientLight[0] = m_ambientLight[1] = m_ambientLight[2] = m_ambientLight[3] = 0.2;
m_emissionLight[0] = m_emissionLight[1] = m_emissionLight[2] = m_emissionLight[3] = 0.1;

glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);

glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);//纹理映射之后再应用镜面光高亮的效果
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float*)m_gloabalAmbientLight);

glLightfv(GL_LIGHT0, GL_POSITION, (float*)lightOnePos);
glLightfv(GL_LIGHT0, GL_DIFFUSE, (float*)m_diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, (float*)m_specularLight);
}

void COglWnd::RenderBackGround()
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_DEPTH_TEST);

glEnable(GL_TEXTURE_2D);
m_backTexture.Bind2d();

glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0.0, 1.0, 0.0, 1.0);

glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2f(0.0, 1.0);
glVertex2f(0.0, 0.0);
glTexCoord2f(1.0, 1.0);
glVertex2f(1.0, 0.0);
glTexCoord2f(1.0, 0.0);
glVertex2f(1.0, 1.0);
glTexCoord2f(0.0, 0.0);
glVertex2f(0.0, 1.0);
glEnd();
glPopMatrix();

glMatrixMode(GL_PROJECTION);
glPopMatrix();

glPopAttrib();
}

void COglWnd::RenderScene()
{
if (m_hGLRC != wglGetCurrentContext())
{
wglMakeCurrent(m_hDC, m_hGLRC);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer

//RenderBackGround();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMultMatrixf((float*)(m_trackball.matrix().transpose()));

m_mesh.DrawScene();

glPopMatrix();
SwapBuffers(m_hDC);
}

void COglWnd::ReleaseScene()
{
m_mesh.DestroyData();
DetachGLContext();
}

BEGIN_MESSAGE_MAP(COglWnd, CWnd)
ON_WM_DESTROY()
ON_WM_PAINT()
ON_WM_CREATE()
ON_WM_SIZE()
ON_WM_ERASEBKGND()
ON_WM_LBUTTONDOWN()
ON_WM_LBUTTONUP()
ON_WM_MBUTTONDOWN()
ON_WM_MBUTTONUP()
ON_WM_RBUTTONDOWN()
ON_WM_RBUTTONUP()
ON_WM_MOUSEMOVE()
ON_WM_MOUSEWHEEL()
ON_WM_SETCURSOR()
ON_WM_MBUTTONDOWN()
ON_WM_MBUTTONUP()
ON_WM_RBUTTONDOWN()
ON_WM_RBUTTONUP()
END_MESSAGE_MAP()

//以下是消息处理函数
int COglWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CWnd::OnCreate(lpCreateStruct) == -1)
return -1;

if (!SetupGLContext())
{
AfxMessageBox("初始化OpenGL窗口设置失败!");
return -1;
}

InitialScene();

m_bGLSetup = TRUE;

return 0;
}

// COglWnd 消息处理程序

void COglWnd::OnSize(UINT nType, int cx, int cy)
{
CWnd::OnSize(nType, cx, cy);

// TODO: 在此处添加消息处理程序代码
m_nWinWidth = cx;
m_nWinHeight = cy;
m_mesh.WindowWidth(m_nWinWidth);
m_mesh.WindowHeight(m_nWinHeight);
m_trackball.init(cx, cy);

if (m_bGLSetup)
{
wglMakeCurrent(m_hDC, m_hGLRC);
ResizeGLViewport(cx, cy);
}
}

BOOL COglWnd::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;
//return CWnd::OnEraseBkgnd(pDC);
}

void COglWnd::OnDestroy()
{
CWnd::OnDestroy();

ReleaseScene();
}

void COglWnd::OnPaint()
{
CPaintDC dc(this); // device context for painting

if (m_bGLSetup)
{
RenderScene();
}
}

BOOL COglWnd::OnSetCursor(CWnd* pWnd, UINT nHitTest, UINT message)
{
if (m_cursorType == CURSOR_HAND)
{
SetCursor(LoadCursor(AfxGetApp()->m_hInstance, MAKEINTRESOURCE(IDC_CURSOR_HAND)));
}
else if (m_cursorType == CURSOR_PEN)
{
SetCursor(LoadCursor(AfxGetApp()->m_hInstance, MAKEINTRESOURCE(IDC_CURSOR_PEN)));
}

return TRUE;
//return CWnd::OnSetCursor(pWnd, nHitTest, message);
}

void COglWnd::OnLButtonDown(UINT nFlags, CPoint point)
{
m_mouseState = MOUSE_LEFTBUTTON_DOWN;
if (m_cursorType == CURSOR_HAND)//如果是浏览模式
{
m_trackball.buttonPressed(Trackball::LEFT_BUTTON, point.x, point.y);
m_mesh.DrawMouseStroke(false);
}
else if (m_cursorType == CURSOR_PEN)//如果是绘制模式
{
m_mesh.DrawMouseStroke(true);
m_mesh.ClearMouseStroke();//清除原鼠标点集合
//添加新鼠标点
m_mesh.AddMousePoint(V2F(point.x, m_nWinHeight - point.y - 1));
}

CWnd::OnLButtonDown(nFlags, point);
}

void COglWnd::OnLButtonUp(UINT nFlags, CPoint point)
{
m_mouseState = MOUSE_LEFTBUTTON_UP;
if (m_cursorType == CURSOR_HAND)
{
m_trackball.buttonReleased(Trackball::LEFT_BUTTON);
}
else if (m_cursorType == CURSOR_PEN)
{
//添加新鼠标点
m_mesh.AddMousePoint(V2F(point.x, m_nWinHeight - point.y - 1));
m_mesh.DrawStroke();//绘制笔画
}
RenderScene();

CWnd::OnLButtonUp(nFlags, point);
}

void COglWnd::OnMButtonDown(UINT nFlags, CPoint point)
{
m_mouseState = MOUSE_MIDDLEBUTTON_DOWN;
if (m_cursorType == CURSOR_HAND)
{
m_mesh.DrawMouseStroke(false);
m_trackball.buttonPressed(Trackball::MIDDLE_BUTTON, point.x, point.y);
}

CWnd::OnMButtonDown(nFlags, point);
}

void COglWnd::OnMButtonUp(UINT nFlags, CPoint point)
{
m_mouseState = MOUSE_MIDDLEBUTTON_UP;
if (m_cursorType == CURSOR_HAND)
{
m_trackball.buttonReleased(Trackball::MIDDLE_BUTTON);
}

CWnd::OnMButtonUp(nFlags, point);
}

void COglWnd::OnRButtonDown(UINT nFlags, CPoint point)
{
m_mouseState = MOUSE_RIGHTBUTTON_DOWN;
if (m_cursorType == CURSOR_HAND)
{
m_mesh.DrawMouseStroke(false);
m_trackball.buttonPressed(Trackball::RIGHT_BUTTON, point.x, point.y);
}

CWnd::OnRButtonDown(nFlags, point);
}

void COglWnd::OnRButtonUp(UINT nFlags, CPoint point)
{
m_mouseState = MOUSE_RIGHTBUTTON_UP;
if (m_cursorType == CURSOR_HAND)
{
m_trackball.buttonReleased(Trackball::RIGHT_BUTTON);
}

CWnd::OnRButtonUp(nFlags, point);
}

void COglWnd::OnMouseMove(UINT nFlags, CPoint point)
{
SetFocus();

if (m_cursorType == CURSOR_HAND)
{
if (m_mouseState == MOUSE_LEFTBUTTON_DOWN
|| m_mouseState == MOUSE_MIDDLEBUTTON_DOWN
|| m_mouseState == MOUSE_RIGHTBUTTON_DOWN)
{
m_trackball.update(point.x, point.y);
RenderScene();
}
}
else if (m_cursorType == CURSOR_PEN)
{
if (m_mouseState == MOUSE_LEFTBUTTON_DOWN)
{
//添加新鼠标点
m_mesh.AddMousePoint(V2F(point.x, m_nWinHeight - point.y - 1));
RenderScene();//更新显示
}
}

CWnd::OnMouseMove(nFlags, point);
}

//中键滚动放缩模型
BOOL COglWnd::OnMouseWheel(UINT nFlags, short zDelta, CPoint pt)
{
if (m_cursorType == CURSOR_HAND m_mesh.HasModelLoad())
{
float z = m_eye[2];
z += zDelta / 1000.f;
z = z < m_fGLDepthMin ? m_fGLDepthMin : z;
SetEye(m_eye, m_dest, m_up);

RenderScene();
}

return CWnd::OnMouseWheel(nFlags, zDelta, pt);
}
};

效果如下图所示的中间渲染窗口: