📄 jingshenview.cpp
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// JingShenView.cpp : implementation of the CJingShenView class
//
#include "stdafx.h"
#include "JingShen.h"
#include "JingShenDoc.h"
#include "JingShenView.h"
//add down
#include "gl\gl.h"
#include "gl\glu.h"
#include "gl\glaux.h"
#include <stdlib.h>
#include <math.h>
#include "jitter.h"
#define PI_ 3.1415926
GLuint SphereList;
void accFrustum(GLdouble left, GLdouble right, GLdouble bottom,
GLdouble top, GLdouble near, GLdouble far, GLdouble pixdx,
GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus);
void accPerspective(GLdouble fovy, GLdouble aspect,
GLdouble near, GLdouble far, GLdouble pixdx, GLdouble pixdy,
GLdouble eyedx, GLdouble eyedy, GLdouble focus);
void renderSphere (GLfloat x, GLfloat y, GLfloat z,
GLfloat ambr, GLfloat ambg, GLfloat ambb,
GLfloat difr, GLfloat difg, GLfloat difb,
GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine);
#ifdef WIN32
#define near zNear
#define far zFar
#endif
//add up
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CJingShenView
IMPLEMENT_DYNCREATE(CJingShenView, CView)
BEGIN_MESSAGE_MAP(CJingShenView, CView)
//{{AFX_MSG_MAP(CJingShenView)
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()
/////////////////////////////////////////////////////////////////////////////
// CJingShenView construction/destruction
CJingShenView::CJingShenView()
{
//add down
m_pDC = NULL;
//add up
}
CJingShenView::~CJingShenView()
{
}
BOOL CJingShenView::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);
}
/////////////////////////////////////////////////////////////////////////////
// CJingShenView drawing
void CJingShenView::OnDraw(CDC* pDC)
{
CJingShenDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
//add down
DrawScene();
//add up
}
/////////////////////////////////////////////////////////////////////////////
// CJingShenView printing
BOOL CJingShenView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CJingShenView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CJingShenView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CJingShenView diagnostics
#ifdef _DEBUG
void CJingShenView::AssertValid() const
{
CView::AssertValid();
}
void CJingShenView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CJingShenDoc* CJingShenView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CJingShenDoc)));
return (CJingShenDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CJingShenView message handlers
int CJingShenView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct) == -1)
return -1;
//add down
Init(); //初始化OpenGL
//add up
return 0;
}
void CJingShenView::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 CJingShenView::OnEraseBkgnd(CDC* pDC)
{
return TRUE;
}
void CJingShenView::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, (GLsizei) w, (GLsizei) h);
//重新设置坐标系统
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//建立正交变换下的剪切体
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//add up
}
void CJingShenView::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);
GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat position[] = { 0.0, 3.0, 3.0, 0.0 };
GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
GLfloat local_view[] = { 0.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
glFrontFace (GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
glClearColor(1.0, 1.0, 1.0, 0.0);
glClearAccum(0.0, 0.0, 0.0, 0.0);
/* make sphere display list */
SphereList = glGenLists(1);
glNewList (SphereList, GL_COMPILE);
auxSolidSphere (0.5);
glEndList ();
}
BOOL CJingShenView::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 CJingShenView::DrawScene(void)
{
int jitter;
GLint viewport[4];
glGetIntegerv (GL_VIEWPORT, viewport);
glClear(GL_ACCUM_BUFFER_BIT);
for (jitter = 0; jitter < 8; jitter++) {
//清除颜色缓冲区和深度缓冲区
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
accPerspective (45.0,
(GLdouble) viewport[2]/(GLdouble) viewport[3],
1.0, 15.0, 0.0, 0.0,
0.33*j8[jitter].x, 0.33*j8[jitter].y, 5.0);
/* ruby, gold, silver, emerald, and cyan spheres */
renderSphere (-1.1, -0.5, -4.5, 0.1745, 0.01175,
0.01175, 0.61424, 0.04136, 0.04136,
0.727811, 0.626959, 0.626959, 0.6);
renderSphere (-0.5, -0.5, -5.0, 0.24725, 0.1995,
0.0745, 0.75164, 0.60648, 0.22648,
0.628281, 0.555802, 0.366065, 0.4);
renderSphere (0.2, -0.5, -5.5, 0.19225, 0.19225,
0.19225, 0.50754, 0.50754, 0.50754,
0.508273, 0.508273, 0.508273, 0.4);
renderSphere (1.0, -0.5, -6.0, 0.0215, 0.1745, 0.0215,
0.07568, 0.61424, 0.07568, 0.633,
0.727811, 0.633, 0.6);
renderSphere (1.8, -0.5, -6.5, 0.0, 0.1, 0.06, 0.0,
0.50980392, 0.50980392, 0.50196078,
0.50196078, 0.50196078, 0.25);
glAccum (GL_ACCUM, 0.125);
glFlush();
auxSwapBuffers();
}
glAccum (GL_RETURN, 1.0);
GLfloat white[3]={1.0,1.0,1.0};
int i,j;
char teststring[33];
glFinish();
SwapBuffers(wglGetCurrentDC());
}
//add up
void accFrustum(GLdouble left, GLdouble right, GLdouble bottom,
GLdouble top, GLdouble near, GLdouble far, 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*near/focus);
dy = -(pixdy*ywsize/(GLdouble) viewport[3] + eyedy*near/focus);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum (left + dx, right + dx, bottom + dy, top + dy, near, far);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef (-eyedx, -eyedy, 0.0);
}
void accPerspective(GLdouble fovy, GLdouble aspect,
GLdouble near, GLdouble far, GLdouble pixdx, GLdouble pixdy,
GLdouble eyedx, GLdouble eyedy, GLdouble focus)
{
GLdouble fov2,left,right,bottom,top;
fov2 = ((fovy*PI_) / 180.0) / 2.0;
top = near / (cos(fov2) / sin(fov2));
bottom = -top;
right = top * aspect;
left = -right;
accFrustum (left, right, bottom, top, near, far,pixdx, pixdy, eyedx, eyedy, focus);
}
void renderSphere (GLfloat x, GLfloat y, GLfloat z,
GLfloat ambr, GLfloat ambg, GLfloat ambb,
GLfloat difr, GLfloat difg, GLfloat difb,
GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine)
{
GLfloat mat[4];
glPushMatrix();
glTranslatef (x, y, z);
mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0;
glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
mat[0] = difr; mat[1] = difg; mat[2] = difb;
glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
mat[0] = specr; mat[1] = specg; mat[2] = specb;
glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
glMaterialf (GL_FRONT, GL_SHININESS, shine*128.0);
glCallList(SphereList);
glPopMatrix();
}
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