📄 views.c
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#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
/* Windows globals, defines, and prototypes */
CHAR szAppName[]="Views";
HWND ghWnd;
HDC ghDC;
HGLRC ghRC;
GLUquadricObj *qobj;
#define WIDTH 400
#define HEIGHT 400
static GLint sphere,cyl,mol;
// light
static GLfloat light1_pos[] = {20.0,10.0,40.0,1.0};
GLfloat cyl_amb_dif[] = {0.0,1.0,0.0,1.0};
GLfloat cyl_spec[] = {1.0,1.0,1.0,1.0};
GLfloat sph_amb_dif[] = {0.8,0.2,0.5,1.0};
GLfloat sph_spec[] = {1.0,1.0,1.0,1.0};
static int Width, Height;
LONG WINAPI MainWndProc (HWND, UINT, WPARAM, LPARAM);
BOOL bSetupPixelFormat(HDC);
GLvoid resize(GLsizei, GLsizei);
GLvoid initializeGL(GLsizei, GLsizei);
GLvoid drawScene(HWND hWnd);
void MakeSphere(void);
void MakeCylinder(void);
void MakeMol(void);
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg;
WNDCLASS wndclass;
/* Register the frame class */
wndclass.style = 0;
wndclass.lpfnWndProc = (WNDPROC)MainWndProc;
wndclass.cbClsExtra = 0;
wndclass.cbWndExtra = 0;
wndclass.hInstance = hInstance;
wndclass.hIcon = LoadIcon (hInstance, szAppName);
wndclass.hCursor = LoadCursor (NULL,IDC_ARROW);
wndclass.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wndclass.lpszMenuName = szAppName;
wndclass.lpszClassName = szAppName;
if (!RegisterClass (&wndclass) )
return FALSE;
/* Create the frame */
ghWnd = CreateWindow (szAppName,
"Multiple Views",
WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
CW_USEDEFAULT,
CW_USEDEFAULT,
WIDTH,
HEIGHT,
NULL,
NULL,
hInstance,
NULL);
/* make sure window was created */
if (!ghWnd)
return FALSE;
/* show and update main window */
ShowWindow (ghWnd, nCmdShow);
UpdateWindow (ghWnd);
while(GetMessage(&msg,NULL,0,0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}
/* main window procedure */
LONG WINAPI MainWndProc (
HWND hWnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam)
{
LONG lRet = 1;
PAINTSTRUCT ps;
RECT rect;
//static BOOL Right = TRUE;
switch (uMsg) {
case WM_CREATE:
ghDC = GetDC(hWnd);
if (!bSetupPixelFormat(ghDC))
PostQuitMessage (0);
ghRC = wglCreateContext(ghDC);
wglMakeCurrent(ghDC, ghRC);
GetClientRect(hWnd, &rect);
initializeGL(rect.right, rect.bottom);
break;
case WM_SIZE:
GetClientRect(hWnd, &rect);
resize(rect.right, rect.bottom);
InvalidateRect(hWnd,NULL,TRUE);
break;
case WM_PAINT:
BeginPaint(hWnd, &ps);
drawScene(hWnd);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
if (ghRC)
wglDeleteContext(ghRC);
if (ghDC)
ReleaseDC(hWnd, ghDC);
PostQuitMessage (0);
break;
default:
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
}
return lRet;
}
BOOL bSetupPixelFormat(HDC hdc)
{
PIXELFORMATDESCRIPTOR *ppfd;
int pixelformat;
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
32, // stencil buffer
0, // no auxiliary buffer
PFD_MAIN_PLANE, // main layer
0, // reserved
0, 0, 0 // layer masks ignored
};
pfd.cColorBits = GetDeviceCaps(ghDC,BITSPIXEL);
ppfd = &pfd;
pixelformat = ChoosePixelFormat(hdc, ppfd);
if ( (pixelformat = ChoosePixelFormat(hdc, ppfd)) == 0 )
{
MessageBox(NULL, "ChoosePixelFormat failed", "Error", MB_OK);
return FALSE;
}
if (SetPixelFormat(hdc, pixelformat, ppfd) == FALSE)
{
MessageBox(NULL, "SetPixelFormat failed", "Error", MB_OK);
return FALSE;
}
return TRUE;
}
/* OpenGL code */
GLfloat aspect;
GLvoid resize( GLsizei width, GLsizei height )
{
Width = width;
Height = height;
}
GLvoid initializeGL(GLsizei width, GLsizei height)
{
FILE* fp;
int i,j;
GLfloat tmp;
srand(1234);
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj,GLU_FILL);
gluQuadricNormals(qobj,GLU_SMOOTH);
glClearColor(1.0,1.0,1.0,0.0);
glShadeModel(GL_SMOOTH);
//glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0,GL_POSITION,light1_pos);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
MakeSphere();
MakeCylinder();
MakeMol();
}
GLvoid drawScene(hWnd)
{
// View 1
glEnable(GL_SCISSOR_TEST);
//glPushAttrib(GL_SCISSOR_BIT);
glScissor(0,0,Width/2,Height);
glClearColor(0.55,0.7,0.7,0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
//glPopAttrib();
//aspect = Width/(2.0*Height);
aspect = Width/(Height);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 60.0, aspect, 5.0, 70.0);
//glOrtho(-30.0,30.0,-30.0,30.0,-5.0,50.0);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glViewport(0,0,Width/2,Height);
glPushMatrix();
gluLookAt(25.0,25.0,50.0,25.0,25.0,20.0,0.0,1.0,0.0);
glLightfv(GL_LIGHT0,GL_POSITION,light1_pos);
glTranslatef(25.0,25.0,10.0);
glCallList(mol);
glPopMatrix();
// View 2
glEnable(GL_SCISSOR_TEST);
//glPushAttrib(GL_SCISSOR_BIT);
glScissor(Width/2 + 1,Height/2 +1,Width/2,Height/2);
glClearColor(0.77,0.7,0.7,0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glPopAttrib();
glDisable(GL_SCISSOR_TEST);
aspect = Width/(Height);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 60.0, aspect, 5.0, 70.0);
//glOrtho(-30.0,30.0,-30.0,30.0,-5.0,50.0);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glViewport(Width/2 + 1,Height/2 +1,Width/2,Height/2);
glPushMatrix();
gluLookAt(25.0,50.0,50.0,25.0,25.0,20.0,0.0,1.0,0.0);
glLightfv(GL_LIGHT0,GL_POSITION,light1_pos);
glTranslatef(25.0,25.0,10.0);
glCallList(mol);
glPopMatrix();
// View 3
glEnable(GL_SCISSOR_TEST);
//glPushAttrib(GL_SCISSOR_BIT);
glScissor(Width/2 +1,0,Width/2,Height/2);
glClearColor(0.0,0.6,0.7,0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glPopAttrib();
glDisable(GL_SCISSOR_TEST);
aspect = Width/(Height);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 60.0, aspect, 5.0, 70.0);
//glOrtho(-30.0,30.0,-30.0,30.0,-5.0,50.0);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glViewport(Width/2 +1,0,Width/2,Height/2);
glPushMatrix();
gluLookAt(0.0,25.0,50.0,25.0,25.0,20.0,0.0,1.0,0.0);
glLightfv(GL_LIGHT0,GL_POSITION,light1_pos);
glTranslatef(25.0,25.0,10.0);
glCallList(mol);
glPopMatrix();
SwapBuffers(ghDC);
}
void MakeSphere(void)
{
sphere = glGenLists(1);
glNewList(sphere,GL_COMPILE);
glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,sph_amb_dif);
glMaterialfv(GL_FRONT,GL_SPECULAR,sph_spec);
glMaterialf(GL_FRONT,GL_SHININESS,100.0);
gluSphere(qobj,2.5,20,20);
glEndList();
}
void MakeCylinder(void)
{
cyl = glGenLists(1);
glNewList(cyl,GL_COMPILE);
glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,cyl_amb_dif);
glMaterialfv(GL_FRONT,GL_SPECULAR,cyl_spec);
glMaterialf(GL_FRONT,GL_SHININESS,100.0);
gluCylinder(qobj,0.5,0.5,10.0,20,20);
glEndList();
}
void MakeMol(void)
{
int i;
mol = glGenLists(1);
glNewList(mol,GL_COMPILE);
glCallList(sphere);
glCallList(cyl);
glPushMatrix();
glRotatef(270.0,1.0,0.0,0.0);
for(i=0;i<3;i++)
{
glPushMatrix();
glRotatef(120.0*i,0.0,1.0,0.0);
glCallList(cyl);
glTranslatef(0.0,0.0,10.0);
glCallList(sphere);
glPopMatrix();
}
glPopMatrix();
glTranslatef(0.0,0.0,10.0);
glPushMatrix();
glRotatef(270.0,1.0,0.0,0.0);
for(i=0;i<3;i++)
{
glPushMatrix();
glRotatef(60.0+120.0*i,0.0,1.0,0.0);
glCallList(cyl);
glTranslatef(0.0,0.0,10.0);
glCallList(sphere);
glPopMatrix();
}
glPopMatrix();
glEndList();
}
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