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📄 teaview.cpp

📁 C:Documents and SettingsAdministrator桌面VC++多媒体特效制作百例CHAR07 ea
💻 CPP
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// TeaView.cpp : implementation of the CTeaView class
//

#include "stdafx.h"
#include "Tea.h"

#include "TeaDoc.h"
#include "TeaView.h"

//add down加入OpenGL头文件
#include "gl\gl.h"
#include "gl\glu.h"
#include "gl\glaux.h"
//add up加入OpenGL头文件

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CTeaView

IMPLEMENT_DYNCREATE(CTeaView, CView)

BEGIN_MESSAGE_MAP(CTeaView, CView)
	//{{AFX_MSG_MAP(CTeaView)
	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()

/////////////////////////////////////////////////////////////////////////////
// CTeaView construction/destruction

CTeaView::CTeaView()
{
	//add down
	m_pDC = NULL;
	//add up

}

CTeaView::~CTeaView()
{
}

BOOL CTeaView::PreCreateWindow(CREATESTRUCT& cs)
{
	//add down
	cs.style |= WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
	//add up

	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CTeaView drawing

void CTeaView::OnDraw(CDC* pDC)
{
	CTeaDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);

	//add down
	DrawScene();
	//add up
}

/////////////////////////////////////////////////////////////////////////////
// CTeaView printing

BOOL CTeaView::OnPreparePrinting(CPrintInfo* pInfo)
{
	// default preparation
	return DoPreparePrinting(pInfo);
}

void CTeaView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add extra initialization before printing
}

void CTeaView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add cleanup after printing
}

/////////////////////////////////////////////////////////////////////////////
// CTeaView diagnostics

#ifdef _DEBUG
void CTeaView::AssertValid() const
{
	CView::AssertValid();
}

void CTeaView::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CTeaDoc* CTeaView::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CTeaDoc)));
	return (CTeaDoc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CTeaView message handlers

void CTeaView::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 CTeaView::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	//add down
	Init(); //初始化 OpenGL
	//add up
	
	return 0;
}

BOOL CTeaView::OnEraseBkgnd(CDC* pDC) 
{
	return TRUE;
}

void CTeaView::OnSize(UINT nType, int cx, int cy) 
{
	CView::OnSize(nType, cx, cy);
	
    glViewport(0, 0, cx, cy);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if (cx <= cy) 
	glOrtho (-4.0, 4.0, -4.0*(GLfloat)cy/(GLfloat)cx, 
	    4.0*(GLfloat)cy/(GLfloat)cx, -10.0, 10.0);
    else 
	glOrtho (-4.0*(GLfloat)cx/(GLfloat)cy, 
	    4.0*(GLfloat)cx/(GLfloat)cy, -4.0, 4.0, -10.0, 10.0);
    glMatrixMode(GL_MODELVIEW);
	
}

//add down
void CTeaView::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 light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
    GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
/*	light_position is NOT default value	*/
    GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };

    glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);
    
    glFrontFace (GL_CW);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_AUTO_NORMAL);
    glEnable(GL_NORMALIZE);
    glDepthFunc(GL_LESS);
    glEnable(GL_DEPTH_TEST);
}

BOOL CTeaView::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 CTeaView::DrawScene(void)
{
    GLdouble eqn[4] = {1.0, 0.0, -1.0, 1.0};
    GLfloat two_side_on[] = { GL_TRUE };
    GLfloat two_side_off[] = { GL_FALSE };
    GLfloat mat_diffuse[] = { 0.8, 0.8, 0.8, 1.0 };
    GLfloat back_diffuse[] = { 0.8, 0.2, 0.8, 1.0 };

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glPushMatrix ();
    glClipPlane (GL_CLIP_PLANE0, eqn);	/*  slice objects   */
    glEnable (GL_CLIP_PLANE0); 

    glPushMatrix ();
    glTranslatef (0.0, 2.0, 0.0);
    auxSolidTeapot(1.0);	/*  one-sided lighting	*/
    glPopMatrix ();

	/*  two-sided lighting, but same material	*/
    glLightModelf (GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
    glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
    glPushMatrix ();
    glTranslatef (0.0, 0.0, 0.0);
    auxSolidTeapot(1.0);
    glPopMatrix ();

	/*  two-sided lighting, two different materials	*/
    glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv (GL_BACK, GL_DIFFUSE, back_diffuse);
    glPushMatrix ();
    glTranslatef (0.0, -2.0, 0.0);
    auxSolidTeapot(1.0);
    glPopMatrix ();

    glLightModelf (GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
    glDisable (GL_CLIP_PLANE0);
    glPopMatrix ();

   SwapBuffers(wglGetCurrentDC());
}
//add up


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