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📄 sceneantialiastingview.cpp

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// SceneAntialiastingView.cpp : implementation of the CSceneAntialiastingView class
//

#include "stdafx.h"
#include "SceneAntialiasting.h"

#include "SceneAntialiastingDoc.h"
#include "SceneAntialiastingView.h"

//add down加入OpenGL头文件
#include "gl\gl.h"
#include "gl\glu.h"
#include "gl\glaux.h"
//add up加入OpenGL头文件

//add down 
#include <stdlib.h>
#include <math.h>
#include "jitter.h"

//add up

//定义常量add down
# define ACSIZE 8
//定义常量add up

//函数声明add down

//函数声明add up
#define PI_ 3.14159265358979323846



void accFrustum(GLdouble left, GLdouble right, GLdouble bottom, 
   GLdouble top, GLdouble znear, GLdouble zfar, GLdouble pixdx, 
   GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus);

void accPerspective(GLdouble fovy, GLdouble aspect, 
   GLdouble znear, GLdouble zfar, GLdouble pixdx, GLdouble pixdy, 
   GLdouble eyedx, GLdouble eyedy, GLdouble focus);
void displayObjects(void);


#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CSceneAntialiastingView

IMPLEMENT_DYNCREATE(CSceneAntialiastingView, CView)

BEGIN_MESSAGE_MAP(CSceneAntialiastingView, CView)
	//{{AFX_MSG_MAP(CSceneAntialiastingView)
	ON_WM_CREATE()
	ON_WM_DESTROY()
	ON_WM_ERASEBKGND()
	ON_WM_SIZE()
	//}}AFX_MSG_MAP
	// Standard printing commands
	ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
	ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
	ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CSceneAntialiastingView construction/destruction

CSceneAntialiastingView::CSceneAntialiastingView()
{
	// TODO: add construction code here
	//add down
	m_pDC = NULL;
	//add up

}

CSceneAntialiastingView::~CSceneAntialiastingView()
{
}

BOOL CSceneAntialiastingView::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs
	//add down
	cs.style |= WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
	//add up

	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CSceneAntialiastingView drawing

void CSceneAntialiastingView::OnDraw(CDC* pDC)
{
	CSceneAntialiastingDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	// TODO: add draw code for native data here
	//add down
	DrawScene();
	//add up
}

/////////////////////////////////////////////////////////////////////////////
// CSceneAntialiastingView printing

BOOL CSceneAntialiastingView::OnPreparePrinting(CPrintInfo* pInfo)
{
	// default preparation
	return DoPreparePrinting(pInfo);
}

void CSceneAntialiastingView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add extra initialization before printing
}

void CSceneAntialiastingView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add cleanup after printing
}

/////////////////////////////////////////////////////////////////////////////
// CSceneAntialiastingView diagnostics

#ifdef _DEBUG
void CSceneAntialiastingView::AssertValid() const
{
	CView::AssertValid();
}

void CSceneAntialiastingView::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CSceneAntialiastingDoc* CSceneAntialiastingView::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CSceneAntialiastingDoc)));
	return (CSceneAntialiastingDoc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CSceneAntialiastingView message handlers

int CSceneAntialiastingView::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	//add down
	Init(); //初始化 OpenGL
	//add up
	
	return 0;
}

void CSceneAntialiastingView::OnDestroy() 
{
	//add down
	HGLRC   hrc;

	hrc = ::wglGetCurrentContext();

	::wglMakeCurrent(NULL,  NULL);

	if (hrc)
		::wglDeleteContext(hrc);

	if (m_pDC)
		delete m_pDC;
	//add up

	CView::OnDestroy();
	
	// TODO: Add your message handler code here
	
}

BOOL CSceneAntialiastingView::OnEraseBkgnd(CDC* pDC) 
{
	// TODO: Add your message handler code here and/or call default
	
	return CView::OnEraseBkgnd(pDC);
}

void CSceneAntialiastingView::OnSize(UINT nType, int cx, int cy) 
{
	CView::OnSize(nType, cx, cy);
	
	//add down
	CDC*pdc=GetDC();
	wglMakeCurrent(pdc->m_hDC,hrc);
	int width=cx;
	int height=cy;
	if(!height)return;
	glViewport(0, 0, (GLint)width,(GLint)height);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	if(cx<=cy)
		glOrtho(-2.25,2.25,-2.25*cy/cx,2.25*cy/cx,-10.0,10.0);
	else
		glOrtho(-2.25*cy/cx,2.25*cy/cx,-2.25,2.25,-10.0,10.0);
	glMatrixMode(GL_MODELVIEW);
	//add up
	
}
//add down
void CSceneAntialiastingView::Init()
{
	PIXELFORMATDESCRIPTOR pfd;
	int         n;
	HGLRC       hrc;

	m_pDC = new CClientDC(this);

	ASSERT(m_pDC != NULL);

	if (!bSetupPixelFormat())
		return;

	n = ::GetPixelFormat(m_pDC->GetSafeHdc());
	::DescribePixelFormat(m_pDC->GetSafeHdc(), n, sizeof(pfd), &pfd);

	hrc = wglCreateContext(m_pDC->GetSafeHdc());
	wglMakeCurrent(m_pDC->GetSafeHdc(), hrc);

	//根据客户区的初始值定透视投影
	GetClientRect(&m_oldRect);

	//定义光线的位置和投影角度等:
	GLfloat mat_ambient[]={1.0,1.0,1.0,1.0};	
	GLfloat mat_specular[]={1.0,1.0,1.0,1.0};	
	GLfloat light_position[]={0.0,0.0,10.0,1.0};
	GLfloat lm_ambient[]={0.2,0.2,0.2,1.0};

	glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
	glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
	glMaterialf(GL_FRONT,GL_SHININESS,50.0);
	glLightfv(GL_LIGHT0,GL_POSITION,light_position);
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lm_ambient);

	glEnable(GL_LIGHT0);
	glEnable(GL_LIGHTING);
	glDepthFunc(GL_LEQUAL);
	glEnable(GL_DEPTH_TEST);
	glShadeModel(GL_FLAT);

	glClearColor(0.0,0.0,0.0,0.0);
	glClearAccum(0.0,0.0,0.0,0.0);
}

BOOL CSceneAntialiastingView::bSetupPixelFormat()
{
	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 pixelformat;

	if ( (pixelformat = ChoosePixelFormat(m_pDC->GetSafeHdc(), &pfd)) == 0 )
	{
		MessageBox("ChoosePixelFormat failed");
		return FALSE;
	}

	if (SetPixelFormat(m_pDC->GetSafeHdc(), pixelformat, &pfd) == FALSE)
	{
		MessageBox("SetPixelFormat failed");
		return FALSE;
	}

	return TRUE;
}

void CSceneAntialiastingView::DrawScene(void)
{
	wglMakeCurrent(m_pDC->m_hDC,hrc);
	CSceneAntialiastingDoc*pDoc=GetDocument();
	ASSERT_VALID(pDoc);
	Init();
	GLint viewport[4];
	int jitter;
	glGetIntegerv(GL_VIEWPORT,viewport);
	if(!viewport[3])
		return;


	glClear(GL_ACCUM_BUFFER_BIT);
	for(jitter=0;jitter<ACSIZE;jitter++)
	{
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		accPerspective(50.0,(double)viewport[2]/(double)viewport[3],
			1.0,15.0,j8[jitter].x,j8[jitter].y,0.0,0.0,1.0);
		displayObjects();
		glAccum(GL_ACCUM,1.0/ACSIZE);
		glFlush();
		auxSwapBuffers();
	}
	glAccum(GL_RETURN,1.0);
	glFlush();
	auxSwapBuffers();
	wglMakeCurrent(m_pDC->m_hDC,NULL);
	SwapBuffers(m_pDC->m_hDC);
}
//add up
	void accFrustum(GLdouble left, GLdouble right, GLdouble bottom, 
   GLdouble top, GLdouble znear, GLdouble zfar, GLdouble pixdx, 
   GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus)
{
   GLdouble xwsize, ywsize; 
   GLdouble dx, dy;
   GLint viewport[4];

   glGetIntegerv (GL_VIEWPORT, viewport);
	
   xwsize = right - left;
   ywsize = top - bottom;
	
   dx = -(pixdx*xwsize/(GLdouble) viewport[2] + eyedx*znear/focus);
   dy = -(pixdy*ywsize/(GLdouble) viewport[2] + eyedy*znear/focus);
	
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   glFrustum (left + dx, right + dx, bottom + dy, top + dy, znear, zfar);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   glTranslatef (-eyedx, -eyedy, 0.0);
}

/*  accPerspective()
 * 
 *  The first 4 arguments are identical to the gluPerspective() call.
 *  pixdx and pixdy are anti-alias jitter in pixels. 
 *  Set both equal to 0.0 for no anti-alias jitter.
 *  eyedx and eyedy are depth-of field jitter in pixels. 
 *  Set both equal to 0.0 for no depth of field effects.
 *
 *  focus is distance from eye to plane in focus. 
 *  focus must be greater than, but not equal to 0.0.
 *
 *  Note that accPerspective() calls accFrustum().
 */
void accPerspective(GLdouble fovy, GLdouble aspect, 
   GLdouble znear, GLdouble zfar, GLdouble pixdx, GLdouble pixdy, 
   GLdouble eyedx, GLdouble eyedy, GLdouble focus)
{
   GLdouble fov2,left,right,bottom,top;

   fov2 = ((fovy*PI_) / 180.0) / 2.0;

   top = znear / (cos(fov2) / sin(fov2));
   bottom = -top;

   right = top * aspect;
   left = -right;

   accFrustum (left, right, bottom, top, znear, zfar,
               pixdx, pixdy, eyedx, eyedy, focus);
}

//add down
void displayObjects(void)
{
	GLfloat torus_diffuse[]={0.7,0.7,0.0,1.0};
	GLfloat cube_diffuse[]={0.0,0.7,0.7,1.0};
	GLfloat sphere_diffuse[]={0.7,0.0,0.7,1.0};
	GLfloat octa_diffuse[]={0.7,0.4,0.4,1.0};

	glPushMatrix();
		glTranslatef(0.0,0.0,-5.0);
		glRotatef(30.0,1.0,0.0,0.0);

		glPushMatrix();
			glTranslatef(-0.80,0.35,0.0);
			glRotatef(100.0,1.0,0.0,0.0);
			glMaterialfv(GL_FRONT,GL_DIFFUSE,torus_diffuse);
			auxSolidCube(1.0);
		glPopMatrix();

		glPushMatrix();
			glTranslatef(-0.75,0.50,0.0);
			glRotatef(45.0,0.0,0.0,1.0);
			glRotatef(45.0,1.0,0.0,0.0);
			glMaterialfv(GL_FRONT,GL_DIFFUSE,cube_diffuse);
			auxSolidTorus(0.275,0.85);
		glPopMatrix();

		glPushMatrix();
			glTranslatef(0.75,0.60,0.0);
			glRotatef(30.0,1.0,0.0,0.0);
			glMaterialfv(GL_FRONT,GL_DIFFUSE,sphere_diffuse);
			auxSolidSphere(1.0);
		glPopMatrix();

		glPushMatrix();
			glTranslatef(0.70,-0.90,0.25);
			glMaterialfv(GL_FRONT,GL_DIFFUSE,octa_diffuse);
			auxSolidOctahedron(1.0);
		glPopMatrix();

	glPopMatrix();
}
//add up

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