📄 fogview.cpp
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// FogView.cpp : implementation of the CFogView class
//
#include "stdafx.h"
#include "Fog.h"
#include "FogDoc.h"
#include "FogView.h"
//add down
#include "gl\gl.h"
#include "gl\glu.h"
#include "gl\glaux.h"
//add up
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CFogView
IMPLEMENT_DYNCREATE(CFogView, CView)
BEGIN_MESSAGE_MAP(CFogView, CView)
//{{AFX_MSG_MAP(CFogView)
ON_WM_DESTROY()
ON_WM_CREATE()
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()
/////////////////////////////////////////////////////////////////////////////
// CFogView construction/destruction
CFogView::CFogView()
{
//add down
m_pDC = NULL;
//add up
}
CFogView::~CFogView()
{
}
BOOL CFogView::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);
}
/////////////////////////////////////////////////////////////////////////////
// CFogView drawing
void CFogView::OnDraw(CDC* pDC)
{
CFogDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
//add down
DrawScene();
//add up
}
/////////////////////////////////////////////////////////////////////////////
// CFogView printing
BOOL CFogView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CFogView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CFogView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CFogView diagnostics
#ifdef _DEBUG
void CFogView::AssertValid() const
{
CView::AssertValid();
}
void CFogView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CFogDoc* CFogView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CFogDoc)));
return (CFogDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CFogView message handlers
void CFogView::OnDestroy()
{
//add down
HGLRC hrc;
hrc = ::wglGetCurrentContext();
::wglMakeCurrent(NULL, NULL);
if (hrc)
::wglDeleteContext(hrc);
if (m_pDC)
delete m_pDC;
//add up
CView::OnDestroy();
}
int CFogView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct) == -1)
return -1;
//add down
Init(); //初始化OpenGL
//add up
return 0;
}
BOOL CFogView::OnEraseBkgnd(CDC* pDC)
{
// TODO: Add your message handler code here and/or call default
return CView::OnEraseBkgnd(pDC);
}
void CFogView::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();
//建立正交投影
if(w<=(h*3))
glOrtho(-6.0,6.0,-2.0*((GLfloat)h*3)/(GLfloat)w,
2.0*((GLfloat)h*3)/(GLfloat)w,0.0,10.0);
else
glOrtho(-6.0*(GLfloat)w/((GLfloat)h*3),
6.0*(GLfloat)w/((GLfloat)h*3),
-2.0,2.0,0.0,10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//add up
}
//add down
void CFogView::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[]={0.7,0.6,0.4,1.00};
GLfloat mat_diffuse[]={0.7,0.55,2.9,1.0};
GLfloat mat_specular[]={1.0,1.0,1.0,0.15};
GLfloat mat_shininess[]={15.0};
GLfloat position[]={5.0,5.0,5.0,1.0};
GLfloat fogColor[4]={0.6,0.6,0.6,1.0};
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
//进行深度测试
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glLightfv(GL_LIGHT0,GL_POSITION,position);
glFrontFace(GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
//产生雾的效果
//雾化的步骤:
//1. 使用glEnable(GL_FOG)启用雾;
//2. 控制雾。调用函数glFog*()来选择控制浓度和颜色的雾方程;
//3. 若有必要,可用函数glHint(GL_FOG_HINT)提供一个值。
glEnable(GL_FOG);
{
glFogi(GL_FOG_MODE,GL_LINEAR);
glFogfv(GL_FOG_COLOR,fogColor);
glFogf(GL_FOG_START,3.0);
glFogf(GL_FOG_END,15.0);
glHint(GL_FOG_HINT,GL_DONT_CARE);
}
glDepthFunc(GL_LEQUAL);
}
BOOL CFogView::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 CFogView::DrawScene(void)
{
//清除颜色缓冲区和深度缓冲区
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//在(-3.0,-1.5,-2.0)绘制一个圆锥体
glPushMatrix();
glTranslatef(-3.0,-1.5,-2.0);
glRotatef(-90.0,1.0,0.0,0.0);
glIndexi(16);
auxSolidCone(1.0,2.0);
glPopMatrix();
//在(-0.5,-0.5,-7.0)绘制一个圆锥体
glPushMatrix();
glTranslatef(-0.5,-0.5,-7.0);
glRotatef(-90.0,1.0,0.0,0.0);
glIndexi(16);
auxSolidCone(1.0,2.0);
glPopMatrix();
//在(2.0,0.8,-10.0)绘制一个圆锥体
glPushMatrix();
glTranslatef(2.0,0.8,-10.0);
glRotatef(-90.0,1.0,0.0,0.0);
glIndexi(16);
auxSolidCone(1.0,2.0);
glPopMatrix();
//刷新屏幕,绘制图形
glFinish();
SwapBuffers(wglGetCurrentDC());
}
//add up
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