📄 deptha~3.cpp
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// DepthAlphaView.cpp : implementation of the CDepthAlphaView class
//
#include "stdafx.h"
#include "DepthAlpha.h"
#include "DepthAlphaDoc.h"
#include "DepthAlphaView.h"
//add down
#include "gl\gl.h"
#include "gl\glu.h"
#include "gl\glaux.h"
//add up
//add down定义常量
GLboolean eyePosition=GL_FALSE;
//add up定义常量
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CDepthAlphaView
IMPLEMENT_DYNCREATE(CDepthAlphaView, CView)
BEGIN_MESSAGE_MAP(CDepthAlphaView, CView)
//{{AFX_MSG_MAP(CDepthAlphaView)
ON_WM_CREATE()
ON_WM_DESTROY()
ON_WM_ERASEBKGND()
ON_WM_SIZE()
ON_WM_LBUTTONDOWN()
//}}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()
/////////////////////////////////////////////////////////////////////////////
// CDepthAlphaView construction/destruction
CDepthAlphaView::CDepthAlphaView()
{
//add down
m_pDC = NULL;
//add up
}
CDepthAlphaView::~CDepthAlphaView()
{
}
BOOL CDepthAlphaView::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);
}
/////////////////////////////////////////////////////////////////////////////
// CDepthAlphaView drawing
void CDepthAlphaView::OnDraw(CDC* pDC)
{
CDepthAlphaDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
//add down
DrawScene();
//add up
}
/////////////////////////////////////////////////////////////////////////////
// CDepthAlphaView printing
BOOL CDepthAlphaView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CDepthAlphaView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CDepthAlphaView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CDepthAlphaView diagnostics
#ifdef _DEBUG
void CDepthAlphaView::AssertValid() const
{
CView::AssertValid();
}
void CDepthAlphaView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CDepthAlphaDoc* CDepthAlphaView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CDepthAlphaDoc)));
return (CDepthAlphaDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CDepthAlphaView message handlers
int CDepthAlphaView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct) == -1)
return -1;
//add down
Init(); //初始化OpenGL
//add up
return 0;
}
void CDepthAlphaView::OnDestroy()
{
//add down
HGLRC hrc;
hrc = ::wglGetCurrentContext();
::wglMakeCurrent(NULL, NULL);
if (hrc)
::wglDeleteContext(hrc);
if (m_pDC)
delete m_pDC;
//add up
CView::OnDestroy();
}
BOOL CDepthAlphaView::OnEraseBkgnd(CDC* pDC)
{
return TRUE;
}
void CDepthAlphaView::OnSize(UINT nType, int cx, int cy)
{
CView::OnSize(nType, cx, cy);
//add down
int w=cx;
int h=cy;
//避免除数为0
if(h==0) h=1;
//设置视口与窗口匹配
glViewport(0,0,w,h);
//重新设置坐标系统
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//建立透视投影
gluPerspective(30.0,(GLfloat)w/(GLfloat)h,1.0,20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//add up
}
//add down
void CDepthAlphaView::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);
//定义材质和光照
GLfloat mat_ambient[]={0.5,0,0.0,0.15};
GLfloat mat_specular[]={0.5,0.5,1.0,0.15};
GLfloat mat_shininess[]={50.0};
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LEQUAL);
//进行深度测试
glEnable(GL_DEPTH_TEST);
}
BOOL CDepthAlphaView::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 CDepthAlphaView::DrawScene(void)
{
GLfloat position[]={0.0,0.0,1.0,1.0};
GLfloat mat_torus[]={0.75,0.5,0.0,1.0};
GLfloat mat_cylinder[]={0.0,0.75,0.75,0.15};
//清除颜色缓冲区和深度缓冲区
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLightfv(GL_LIGHT0,GL_POSITION,position);
glPushMatrix();
if(eyePosition)
gluLookAt(0.0,0.0,9.0,0.0,0.0,0.0,0.0,1.0,0.0);
else
gluLookAt(0.0,0.0,-9.0,0.0,0.0,0.0,0.0,1.0,0.0);
glPushMatrix();
glTranslatef(0.0,0.0,1.0);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_torus);
auxSolidTorus(0.275,0.85);
glPopMatrix();
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_cylinder);
glTranslatef(0.0,0.0,-1.0);
auxSolidCylinder(1.0,2.0);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glPopMatrix();
//刷新屏幕,绘制图形
glFinish();
SwapBuffers(wglGetCurrentDC());
}
void CDepthAlphaView::OnLButtonDown(UINT nFlags, CPoint point)
{
//add down
if(eyePosition)
eyePosition=GL_FALSE;
else
eyePosition=GL_TRUE;
//刷新屏幕,重新绘制图形
DrawScene();
//add up
CView::OnLButtonDown(nFlags, point);
}
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