📄 gl2view.cpp
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glRotatef(m_fAngleY,0.0f,1.0f,0.0f);
glRotatef(m_fAngleZ,0.0f,0.0f,1.0f);
DrawCube(0.3);
glPopMatrix();
glFinish();
SwapBuffers(wglGetCurrentDC());
bBusy=FALSE;
}
void CGl2View::GLTextOut(GLuint id,const char * const textstring)
{
if ( 0 == id || 0 == textstring )
{
return;
}
GLsizei size = strlen( textstring );
::glListBase( id );
::glCallLists( size, GL_UNSIGNED_BYTE, (const GLvoid*)textstring );
}
void CGl2View::CreateRGBPalette()
{
PIXELFORMATDESCRIPTOR pfd;
LOGPALETTE *pPal;
int n, i;
// get the initially choosen video mode
n = ::GetPixelFormat(m_pDC->GetSafeHdc());
::DescribePixelFormat(m_pDC->GetSafeHdc(), n, sizeof(pfd), &pfd);
// if is an indexed one...
if (pfd.dwFlags & PFD_NEED_PALETTE)
{
// ... construct an equilibrated palette (3 red bits, 3 green bits, 2 blue bits)
// NOTE: this code is integrally taken from MFC example Cube
n = 1 << pfd.cColorBits;
pPal = (PLOGPALETTE) new char[sizeof(LOGPALETTE) + n * sizeof(PALETTEENTRY)];
ASSERT(pPal != NULL);
pPal->palVersion = 0x300;
pPal->palNumEntries = n;
for (i=0; i<n; i++)
{
pPal->palPalEntry[i].peRed=ComponentFromIndex(i, pfd.cRedBits, pfd.cRedShift);
pPal->palPalEntry[i].peGreen=ComponentFromIndex(i, pfd.cGreenBits, pfd.cGreenShift);
pPal->palPalEntry[i].peBlue=ComponentFromIndex(i, pfd.cBlueBits, pfd.cBlueShift);
pPal->palPalEntry[i].peFlags=0;
}
// fix up the palette to include the default Windows palette
if ((pfd.cColorBits == 8) &&
(pfd.cRedBits == 3) && (pfd.cRedShift == 0) &&
(pfd.cGreenBits == 3) && (pfd.cGreenShift == 3) &&
(pfd.cBlueBits == 2) && (pfd.cBlueShift == 6)
)
{
for (i = 1 ; i <= 12 ; i++)
pPal->palPalEntry[defaultOverride[i]] = defaultPalEntry[i];
}
m_cPalette.CreatePalette(pPal);
delete pPal;
// set the palette
m_pOldPalette=m_pDC->SelectPalette(&m_cPalette, FALSE);
m_pDC->RealizePalette();
}
}
unsigned char CGl2View::ComponentFromIndex(int i, UINT nbits, UINT shift)
{
unsigned char val;
val = (unsigned char) (i >> shift);
switch (nbits)
{
case 1:
val &= 0x1;
return _oneto8[val];
case 2:
val &= 0x3;
return _twoto8[val];
case 3:
val &= 0x7;
return _threeto8[val];
default:
return 0;
}
}
void CGl2View::OnTimer(UINT nIDEvent)
{
m_fAngleY+=10.f;
m_fAngleX+=1.0f;
m_fAngleZ+=5.0f;
Invalidate(FALSE);
// TODO: Add your message handler code here and/or call default
CView::OnTimer(nIDEvent);
}
void CGl2View::OnPlayPause()
{
m_play=m_play?FALSE:TRUE;
if(m_play)
SetTimer(1,45,NULL);
else
KillTimer(1);
// TODO: Add your command handler code here
}
void CGl2View::DrawCube(GLdouble dLength)
{
glPushMatrix();
glRotatef(30.0f,1.0f,0.0f,0.0f);
glRotatef(20.0f,0.0f,1.0f,0.0f);
glScalef(1.2f,1.2f,1.2f);
double dNormal[3];
/////////////////////////////在前面
double dPoint1[3]={-dLength,dLength,dLength};
double dPoint2[3]={-dLength,-dLength,dLength};
double dPoint3[3]={dLength,-dLength,dLength};
double dPoint4[3]={dLength,dLength,dLength};
CalculateNormal(dPoint1,dPoint2,dPoint3,dNormal);
glBegin(GL_POLYGON);
glNormal3dv(dNormal);
glVertex3f(-dLength,dLength,dLength);
glVertex3f(-dLength,-dLength,dLength);
glVertex3f(dLength,-dLength,dLength);
glVertex3f(dLength,dLength,dLength);
glEnd();
//////////////////////////////在右面
// dPoint1[3]={dLength,dLength,dLength};
// dPoint2[3]={dLength,-dLength,dLength};
// dPoint3[3]={dLength,-dLength,-dLength};
// dPoint4[3]={dLength,dLength,-dLength};
dPoint1[0]=dLength;dPoint1[1]=dLength;dPoint1[2]=dLength;
dPoint2[0]=dLength;dPoint2[1]=-dLength;dPoint2[2]=dLength;
dPoint3[0]=dLength;dPoint3[1]=-dLength;dPoint3[2]=-dLength;
dPoint4[0]=dLength;dPoint4[1]=dLength;dPoint4[2]=-dLength;
CalculateNormal(dPoint1,dPoint2,dPoint3,dNormal);
glBegin(GL_POLYGON);
glNormal3dv(dNormal);
glVertex3f(dLength,dLength,dLength);
glVertex3f(dLength,-dLength,dLength);
glVertex3f(dLength,-dLength,-dLength);
glVertex3f(dLength,dLength,-dLength);
glEnd();
///////////////////////在后面
// dPoint1[3]={dLength,dLength,-dLength};
// dPoint2[3]={dLength,-dLength,-dLength};
// dPoint3[3]={-dLength,-dLength,-dLength};
// dPoint4[3]={-dLength,dLength,-dLength};
dPoint1[0]=dLength;dPoint1[1]=dLength;dPoint1[2]=-dLength;
dPoint2[0]=dLength;dPoint2[1]=-dLength;dPoint2[2]=-dLength;
dPoint3[0]=-dLength;dPoint3[1]=-dLength;dPoint3[2]=-dLength;
dPoint4[0]=-dLength;dPoint4[1]=dLength;dPoint4[2]=-dLength;
CalculateNormal(dPoint1,dPoint2,dPoint3,dNormal);
glBegin(GL_POLYGON);
glNormal3dv(dNormal);
glVertex3f(dLength,dLength,-dLength);
glVertex3f(dLength,-dLength,-dLength);
glVertex3f(-dLength,-dLength,-dLength);
glVertex3f(-dLength,dLength,-dLength);
glEnd();
////////////////////////在左面
// dPoint1[3]={-dLength,dLength,-dLength};
// dPoint2[3]={-dLength,-dLength,-dLength};
// dPoint3[3]={-dLength,-dLength,dLength};
// dPoint4[3]={-dLength,dLength,dLength};
dPoint1[0]=-dLength;dPoint1[1]=dLength;dPoint1[2]=-dLength;
dPoint2[0]=-dLength;dPoint2[1]=-dLength;dPoint2[2]=-dLength;
dPoint3[0]=-dLength;dPoint3[1]=-dLength;dPoint3[2]=dLength;
dPoint4[0]=-dLength;dPoint4[1]=dLength;dPoint4[2]=dLength;
CalculateNormal(dPoint1,dPoint2,dPoint3,dNormal);
glBegin(GL_POLYGON);
glNormal3dv(dNormal);
glVertex3f(-dLength,dLength,-dLength);
glVertex3f(-dLength,-dLength,-dLength);
glVertex3f(-dLength,-dLength,dLength);
glVertex3f(-dLength,dLength,dLength);
glEnd();
///////////////////////在下面
// dPoint1[0]=dLength;dPoint1[1]=dLength;dPoint1[2]=-dLength;
// dPoint2[0]=-dLength;dPoint2[1]=dLength;dPoint2[2]=-dLength;
// dPoint3[0]=-dLength;dPoint3[1]=-dLength;dPoint3[2]=-dLength;
// dPoint4[0]=dLength;dPoint4[1]=-dLength;dPoint4[2]=-dLength;
// CalculateNormal(dPoint1,dPoint2,dPoint3,dNormal);
// glBegin(GL_POLYGON);
// glNormal3dv(dNormal);
//
// glVertex3f(dLength,dLength,-dLength);
// glVertex3f(-dLength,dLength,-dLength);
// glVertex3f(-dLength,-dLength,-dLength);
// glVertex3f(dLength,-dLength,-dLength);
// glEnd();
//
dPoint1[0]=-dLength;dPoint1[1]=-dLength;dPoint1[2]=dLength;
dPoint2[0]=dLength;dPoint2[1]=-dLength;dPoint2[2]=dLength;
dPoint3[0]=dLength;dPoint3[1]=-dLength;dPoint3[2]=-dLength;
dPoint4[0]=-dLength;dPoint4[1]=-dLength;dPoint4[2]=-dLength;
CalculateNormal(dPoint1,dPoint2,dPoint3,dNormal);
glBegin(GL_POLYGON);
glNormal3dv(dNormal);
glVertex3f(-dLength,-dLength,dLength);
glVertex3f(dLength,-dLength,dLength);
glVertex3f(dLength,-dLength,-dLength);
glVertex3f(-dLength,-dLength,-dLength);
glEnd();
///////////////////在上面
// dPoint1[3]={-dLength,dLength,-dLength};
// dPoint2[3]={-dLength,dLength,dLength};
// dPoint3[3]={dLength,dLength,dLength};
// dPoint4[3]={dLength,dLength,-dLength};
dPoint1[0]=-dLength;dPoint1[1]=dLength;dPoint1[2]=-dLength;
dPoint2[0]=-dLength;dPoint2[1]=dLength;dPoint2[2]=dLength;
dPoint3[0]=dLength;dPoint3[1]=dLength;dPoint3[2]=dLength;
dPoint4[0]=dLength;dPoint4[1]=dLength;dPoint4[2]=-dLength;
CalculateNormal(dPoint1,dPoint2,dPoint3,dNormal);
glBegin(GL_POLYGON);
glNormal3dv(dNormal);
glVertex3f(-dLength,dLength,-dLength);
glVertex3f(-dLength,dLength,dLength);
glVertex3f(dLength,dLength,dLength);
glVertex3f(dLength,dLength,-dLength);
glEnd();
glPopMatrix();
}
void CGl2View::CalculateNormal(GLdouble* dVertex1,GLdouble* dVertex2,GLdouble* dVertex3,GLdouble* dNormal)
{
GLdouble dVector1[3],dVector2[3];
dVector1[0]=dVertex2[0]-dVertex1[0];
dVector1[1]=dVertex2[1]-dVertex1[1];
dVector1[2]=dVertex2[2]-dVertex1[2];
dVector2[0]=dVertex3[0]-dVertex1[0];
dVector2[1]=dVertex3[1]-dVertex1[1];
dVector2[2]=dVertex3[2]-dVertex1[2];
dNormal[0]=dVector1[1]*dVector2[2]-dVector1[2]*dVector2[1];
dNormal[1]=dVector1[2]*dVector2[0]-dVector1[0]*dVector2[2];
dNormal[2]=dVector1[0]*dVector2[1]-dVector1[1]*dVector2[0];
double dNormalLength=sqrt(dNormal[0]*dNormal[0]+dNormal[1]*dNormal[1]+dNormal[2]*dNormal[2]);
if(dNormalLength!=0.0)
{
dNormal[0]=dNormal[0]/dNormalLength;
dNormal[1]=dNormal[1]/dNormalLength;
dNormal[2]=dNormal[2]/dNormalLength;
}
else
{
dNormal[0]=0.0;
dNormal[1]=0.0;
dNormal[2]=0.0;
}
}
void CGl2View::CreatLights()
{
glLightfv(GL_LIGHT0,GL_AMBIENT,m_lightAmb);
glLightfv(GL_LIGHT0,GL_DIFFUSE,m_lightDif);
glLightfv(GL_LIGHT0,GL_SPECULAR,m_lightSpe);
glLightfv(GL_LIGHT0,GL_POSITION,m_lightPos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void CGl2View::OnLButtonDown(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
CView::OnLButtonDown(nFlags, point);
}
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