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📄 initview.cpp

📁 利用OpenGL实现三维物体的平移旋转
💻 CPP
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/*//////////////////////////////////////////////////////
//
// by 啊德
//
*//////////////////////////////////////////////////////
// initView.cpp : implementation of the CInitView class
//

#include "stdafx.h"
#include "init.h"

#include "initDoc.h"
#include "initView.h"

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

GLfloat rtrix;
GLfloat rtriy;
GLfloat rtriz;

/////////////////////////////////////////////////////////////////////////////
// CInitView

IMPLEMENT_DYNCREATE(CInitView, CView)

BEGIN_MESSAGE_MAP(CInitView, CView)
	//{{AFX_MSG_MAP(CInitView)
	ON_WM_CREATE()
	ON_WM_DESTROY()
	ON_WM_SIZE()
	ON_COMMAND(ID_DRAW_BOAT, OnDrawBoat)
	ON_COMMAND(ID_DRAW_PEOPLE, OnDrawPeople)
	ON_COMMAND(ID_EXIT, OnExit)
	ON_COMMAND(ID_MOVE_LEFT, OnMoveLeft)
	ON_COMMAND(ID_MOVE_RIGHT, OnMoveRight)
	ON_COMMAND(ID_MOVE_UP, OnMoveUp)
	ON_COMMAND(ID_ROTATE_X, OnRotateX)
	ON_COMMAND(ID_ROTATE_Y, OnRotateY)
	ON_COMMAND(ID_ROTATE_Z, OnRotateZ)
	ON_COMMAND(ID_ROTATE_Z45, OnRotateZ45)
	ON_COMMAND(ID_ZOOM_IN, OnZoomIn)
	ON_COMMAND(ID_ZOOM_OUT, OnZoomOut)
	ON_COMMAND(ID_MOVE_DOWN, OnMoveDown)
	ON_WM_PAINT()
	ON_COMMAND(ID_CUT, OnCut)
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CInitView construction/destruction

CInitView::CInitView()
{
	// TODO: add construction code here

}

CInitView::~CInitView()
{
}

BOOL CInitView::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs

	//cs.style|=WS_CLIPSILINGS|WS_CLIPCHILDREN;
	cs.style|=WS_CLIPSIBLINGS |WS_CLIPCHILDREN;

	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CInitView drawing

void CInitView::OnDraw(CDC* pDC)
{
	CInitDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	// TODO: add draw code for native data here
}

/////////////////////////////////////////////////////////////////////////////
// CInitView diagnostics

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

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

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

/////////////////////////////////////////////////////////////////////////////
// CInitView message handlers

/*void CInitView::drawscene()
{
	//clear the screen
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT);
	//**************************
	//draw your scene here
	//**************************
	//flush drawing command
	glFlush();
}*/
/*关键一步,通过PIXELFORMATDESCRIPTOR定义所需的像素格式
RC句柄的创建*/
int CInitView::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	// TODO: Add your specialized creation code here
	//初始化象素表
	PIXELFORMATDESCRIPTOR pfd={
		sizeof(PIXELFORMATDESCRIPTOR),
		1,
		PFD_DRAW_TO_WINDOW|
		PFD_SUPPORT_OPENGL|
		PFD_DOUBLEBUFFER,
		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,
	};
	//get the DC for the client area
	CClientDC clientdc(this);
	//return the requested pixel format closely mathed
	int pf=ChoosePixelFormat(clientdc.m_hDC,&pfd);
	//set the pixel format
	BOOL rt=SetPixelFormat(clientdc.m_hDC,pf,&pfd);
	//create rendering context
	hglrc=wglCreateContext(clientdc.m_hDC);
	return 0;
}
//函数在关闭窗口之前,删除RC,并将句柄RC置空
void CInitView::OnDestroy() 
{
	//CView::OnDestroy();
	
	// TODO: Add your message handler code here
	if(wglGetCurrentContext() != NULL)
		wglMakeCurrent(NULL, NULL);
	if(hglrc != NULL)
	{
		wglDeleteContext(hglrc);
		hglrc=NULL;
	}
	CView::OnDestroy();
	
}
//将OnCreate()中创建的RC句柄置为当前RC,调用函数drawscene()完成OpenGL的绘图操作
//并交换前后缓冲区
/*void CInitView::OnPaint() 
{
	CPaintDC dc(this); // device context for painting
	
	// TODO: Add your message handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC = ::GetDC(hWnd);

	//设置当前RC
	wglMakeCurrent(hDC,hglrc);
	//调用drawscene()进行OpenGL绘图
	drawscene();
	//设置当前RC为空
	wglMakeCurrent(NULL, NULL);
	//交换前后缓冲区
	SwapBuffers(hDC);
	
	// Do not call CView::OnPaint() for painting messages
}*/
//作用是在窗口大小发生变化时,相应的改变窗口大小和投影变换方式
//将场景中的物体正确地显示于窗口当中
void CInitView::OnSize(UINT nType, int cx, int cy) 
{
	CView::OnSize(nType, cx, cy);
	
	// TODO: Add your message handler code here
	GLsizei w=cx;
	GLsizei h=cy;
	//avoid the viewport
	if(!h) return;
	//define the viewport
	glViewport(0,0,w,h);
	//prepare for and then
	glMatrixMode(GL_PROJECTION);
	//define the projection transformation
	glLoadIdentity();
	gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f);
	
	//******************************
	//define your own projection transformation here
	//*******************************
	//back to modelview matrix
	glMatrixMode(GL_MODELVIEW); 
	glLoadIdentity();	
}

void CInitView::draw_people()
{
	myinit();
	//glTranslatef(-1.5f,0.0f,-6.0f);						// Move Left 1.5 Units And Into The Screen 6.0
	glNewList(1,GL_COMPILE);
		//glRotatef(rtri,0.0f,1.0f,0.0f);	
/*		glBegin(GL_TRIANGLES);							
			glColor3f(1.0f,0.0f,0.0f);					
			glVertex3f( 0.0f, 0.5f, 0.0f);				
			glColor3f(0.0f,1.0f,0.0f);					
			glVertex3f(-0.5f,-0.5f, 0.0f);				
			glColor3f(0.0f,0.0f,0.5f);					
			glVertex3f( 0.5f,-0.5f, 0.0f);
		glEnd();*/
		//rtri+=0.2f;
		glBegin(GL_QUADS);
			glColor3f(0.0f,1.0f,0.0f);
			glVertex3f( 0.5f, 0.5f,-0.5f);
			glVertex3f(-0.5f, 0.5f,-0.5f);
			glVertex3f(-0.5f, 0.5f, 0.5f);
			glVertex3f( 0.5f, 0.5f, 0.5f);
			glColor3f(1.0f,0.5f,0.0f);
			glVertex3f( 0.5f,-0.5f, 0.5f);
			glVertex3f(-0.5f,-0.5f, 0.5f);
			glVertex3f(-0.5f,-0.5f,-0.5f);
			glVertex3f( 0.5f,-0.5f,-0.5f);
			glColor3f(1.0f,0.0f,0.0f);
			glVertex3f( 0.5f, 0.5f, 0.5f);
			glVertex3f(-0.5f, 0.5f, 0.5f);
			glVertex3f(-0.5f,-0.5f, 0.5f);
			glVertex3f( 0.5f,-0.5f, 0.5f);
			glColor3f(1.0f,1.0f,0.0f);
			glVertex3f( 0.5f,-0.5f,-0.5f);
			glVertex3f(-0.5f,-0.5f,-0.5f);
			glVertex3f(-0.5f, 0.5f,-0.5f);
			glVertex3f( 0.5f, 0.5f,-0.5f);
			glColor3f(0.0f,0.0f,1.0f);
			glVertex3f(-0.5f, 0.5f, 0.5f);
			glVertex3f(-0.5f, 0.5f,-0.5f);
			glVertex3f(-0.5f,-0.5f,-0.5f);
			glVertex3f(-0.5f,-0.5f, 0.5f);
			glColor3f(1.0f,0.0f,1.0f);
			glVertex3f( 0.5f, 0.5f,-0.5f);
			glVertex3f( 0.5f, 0.5f, 0.5f);
			glVertex3f( 0.5f,-0.5f, 0.5f);
			glVertex3f( 0.5f,-0.5f,-0.5f);
		glEnd();
	glEndList();

	glNewList(2,GL_COMPILE);
		//头
		glLoadIdentity();
		glTranslatef(0.0f,0.7f,0.0f);
		glScalef(0.2f,0.3f,0.3f);
		glCallList(1);
		//体
		glLoadIdentity();
		glTranslatef(0.0f,0.2f,0.0f);
		glScalef(0.4f,0.6f,0.6f);
		glCallList(1);
		//左脚
		glLoadIdentity();
		glTranslatef(-0.1f,-0.5f,0.0f);
		glScalef(0.1f,0.7f,0.5f);
		glCallList(1);
		//右脚
		glLoadIdentity();
		glTranslatef(0.1f,-0.5f,0.0f);
		glScalef(0.1f,0.7f,0.5f);
		glCallList(1);
		//左手
		glLoadIdentity();
		glTranslatef(-0.3f,0.1f,0.0f);
		glScalef(0.08f,0.7f,0.5f);
		glCallList(1);
		//右手
		glLoadIdentity();
		glTranslatef(0.3f,0.1f,0.0f);
		glScalef(0.08f,0.7f,0.5f);
		glCallList(1);
	glEndList();
	glRotatef(12,1.0f,1.0f,0.0f);
	glCallList(1);
	stat=2;
	glFlush();
}

void CInitView::draw_boat()
{
	myinit();
	glNewList(3,GL_COMPILE);
		glBegin(GL_LINES);
			glVertex3f(-0.4f,0.3f,0.0f);
			glVertex3f(0.4f,0.3f,0.0f);
			glVertex3f(0.4f,0.3f,0.0f);
			glVertex3f(0.25f,-0.3f,0.0f);
			glVertex3f(0.25f,-0.3f,0.0f);
			glVertex3f(-0.25f,-0.3f,0.0f);
			glVertex3f(-0.25f,-0.3f,0.0f);
			glVertex3f(-0.4f,0.3f,0.0f);
			glVertex3f(-0.2f,0.3f,0.0f);
			glVertex3f(0.0f,0.6f,0.0f);
			glVertex3f(0.0f,0.6f,0.0f);
			glVertex3f(0.2f,0.3f,0.0f);
		glEnd();
	glEndList();
	glCallList(3);
	stat=3;
	glFlush();
}

void CInitView::OnDrawBoat() 
{
	// TODO: Add your command handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC=::GetDC(hWnd);
	wglMakeCurrent(hDC,hglrc);
	glLoadIdentity();
	draw_boat();
	wglMakeCurrent(NULL, NULL);
	SwapBuffers(hDC);
}


void CInitView::OnDrawPeople() 
{
	// TODO: Add your command handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC=::GetDC(hWnd);
	wglMakeCurrent(hDC,hglrc);
	glLoadIdentity();
	draw_people();
	wglMakeCurrent(NULL, NULL);
	SwapBuffers(hDC);
	
}

void CInitView::OnExit() 
{
	// TODO: Add your command handler code here
	exit(0);
}

void CInitView::OnMoveLeft() 
{
	// TODO: Add your command handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC=::GetDC(hWnd);
	wglMakeCurrent(hDC,hglrc);
	myinit();
	glTranslatef(-0.05f,0.0f,0.0f);

	if(stat==2)	glCallList(1);
	else if(stat==3)	glCallList(3);
	glFlush();
	wglMakeCurrent(NULL, NULL);
	SwapBuffers(hDC);
}

void CInitView::OnMoveRight() 
{
	// TODO: Add your command handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC=::GetDC(hWnd);
	wglMakeCurrent(hDC,hglrc);
	myinit();
	glTranslatef(0.05f,0.0f,0.0f);

	if(stat==2)	glCallList(1);
	else if(stat==3)	glCallList(3);
	glFlush();
	wglMakeCurrent(NULL, NULL);
	SwapBuffers(hDC);	
}

void CInitView::OnMoveUp() 
{
	// TODO: Add your command handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC=::GetDC(hWnd);
	wglMakeCurrent(hDC,hglrc);
	myinit();
	glTranslatef(0.0f,0.05f,0.0f);

	if(stat==2)	glCallList(1);
	else if(stat==3)	glCallList(3);
	glFlush();
	wglMakeCurrent(NULL, NULL);
	SwapBuffers(hDC);	
}

void CInitView::OnRotateX() 
{
	// TODO: Add your command handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC=::GetDC(hWnd);
	wglMakeCurrent(hDC,hglrc);
	myinit();
	glRotatef(rtrix,1.0f,0.0f,0.0f);
/*	glBegin(GL_TRIANGLES);							
		glColor3f(1.0f,0.0f,0.0f);					
		glVertex3f( 0.0f, 0.5f, 0.0f);				
		glColor3f(0.0f,1.0f,0.0f);					
		glVertex3f(-0.5f,-0.5f, 0.0f);				
		glColor3f(0.0f,0.0f,0.5f);					
		glVertex3f( 0.5f,-0.5f, 0.0f);
	glEnd();*/
	if(stat==2)	glCallList(1);
	else if(stat==3)	glCallList(3);
	rtrix+=0.1f;
	glFlush();
	wglMakeCurrent(NULL, NULL);
	SwapBuffers(hDC);
	
}

void CInitView::OnRotateY() 
{
	// TODO: Add your command handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC=::GetDC(hWnd);
	wglMakeCurrent(hDC,hglrc);
	myinit();
	glRotatef(rtriy,0.0f,1.0f,0.0f);

	if(stat==2)	glCallList(1);
	else if(stat==3)	glCallList(3);
	rtriy+=0.1f;
	glFlush();
	wglMakeCurrent(NULL, NULL);
	SwapBuffers(hDC);
}

void CInitView::OnRotateZ() 
{
	// TODO: Add your command handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC=::GetDC(hWnd);
	wglMakeCurrent(hDC,hglrc);
	myinit();
	glRotatef(rtriz,0.0f,0.0f,1.0f);

	if(stat==2)	glCallList(1);
	else if(stat==3)	glCallList(3);
	rtriz+=0.1f;
	glFlush();
	wglMakeCurrent(NULL, NULL);
	SwapBuffers(hDC);	
}

void CInitView::OnRotateZ45() 
{
	// TODO: Add your command handler code here
	
}

void CInitView::OnZoomIn() 
{
	// TODO: Add your command handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC=::GetDC(hWnd);
	wglMakeCurrent(hDC,hglrc);
	myinit();
	glScalef(0.8f,0.8f,0.8f);

	if(stat==2)	glCallList(1);
	else if(stat==3)	glCallList(3);
	glFlush();
	wglMakeCurrent(NULL, NULL);
	SwapBuffers(hDC);		
}

void CInitView::OnZoomOut() 
{
	// TODO: Add your command handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC=::GetDC(hWnd);
	wglMakeCurrent(hDC,hglrc);
	myinit();
	glScalef(1.1f,1.1f,1.1f);

	if(stat==2)	glCallList(1);
	else if(stat==3)	glCallList(3);
	glFlush();
	wglMakeCurrent(NULL, NULL);
	SwapBuffers(hDC);	
}

void CInitView::myinit()
{
/*	glClearColor(0.0,0.0,0.0,0.0);
	glClearDepth(1.0f);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);*/
	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
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
}

void CInitView::OnMoveDown() 
{
	// TODO: Add your command handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC=::GetDC(hWnd);
	wglMakeCurrent(hDC,hglrc);
	myinit();
	glTranslatef(0.0f,-0.05f,0.0f);
	/*glBegin(GL_TRIANGLES);							
		glColor3f(1.0f,0.0f,0.0f);					
		glVertex3f( 0.0f, 0.5f, 0.0f);				
		glColor3f(0.0f,1.0f,0.0f);					
		glVertex3f(-0.5f,-0.5f, 0.0f);				
		glColor3f(0.0f,0.0f,0.5f);					
		glVertex3f( 0.5f,-0.5f, 0.0f);
	glEnd();*/
	if(stat==2)	glCallList(1);
	else if(stat==3)	glCallList(3);
	glFlush();
	wglMakeCurrent(NULL, NULL);
	SwapBuffers(hDC);	
}


void CInitView::OnCut() 
{
	// TODO: Add your command handler code here
	HWND hWnd = GetSafeHwnd();
	HDC hDC=::GetDC(hWnd);
	wglMakeCurrent(hDC,hglrc);
	myinit();
	GLdouble eqn[4]={0.0,1.0,0.0,0.0};
	GLdouble eqn2[4]={1.0,0.0,0.0,0.0};
	glClipPlane(GL_CLIP_PLANE0,eqn);
	glEnable(GL_CLIP_PLANE0);
	glClipPlane(GL_CLIP_PLANE1,eqn2);
	glEnable(GL_CLIP_PLANE1);

	if(stat==2)	glCallList(1);
	else if(stat==3)	glCallList(3);
	glFlush();
	wglMakeCurrent(NULL, NULL);
	SwapBuffers(hDC);
}

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