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📄 text3dview.cpp

📁 C:Documents and SettingsAdministrator桌面VC++多媒体特效制作百例CHAR10Text3D
💻 CPP
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	//add down
	Init(); //初始化OpenGL
	//add up
	
	return 0;
}

void CText3DView::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 CText3DView::OnEraseBkgnd(CDC* pDC) 
{
	return TRUE;
}

void CText3DView::OnSize(UINT nType, int cx, int cy) 
{
	CView::OnSize(nType, cx, cy);
	
    glViewport(0, 0, cx,cy);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
	glFrustum(-7.0, 7.0, -7.0, 7.0, 6.0, 20.0);
    glMatrixMode(GL_MODELVIEW);
}

//add down
void CText3DView::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);

	int count1 =  sizeof(letterM) / (3 * sizeof(GLfloat)); 
	int count2 =  sizeof(letterO) / (3 * sizeof(GLfloat));
	int count3 =  sizeof(letterT) / (3 * sizeof(GLfloat)); 
	int count4 =  sizeof(letterH) / (3 * sizeof(GLfloat));

	int i;
	
    GLfloat light_ambient[] = { 1.0, 1.0, 1.0, 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);
    
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glDepthFunc(GL_LESS);
    glEnable(GL_DEPTH_TEST);

	glDrawBuffer(GL_FRONT_AND_BACK);
	glClearColor(0.0, 0.0, 0.0, 1.0);
	glClear(GL_COLOR_BUFFER_BIT);
	glClear(GL_ACCUM_BUFFER_BIT);
	glDrawBuffer(GL_BACK);	

/* Zero position of text */

    		for(i = 0; i < count1; i++) {
	    		letterM[i][1] = letterM[i][1] - 3.175;
	    	}
    		for(i = 0; i < count2; i++) {
	    		letterO[i][1] = letterO[i][1] - 3.175;
			}
    		for(i = 0; i < count3; i++) {
	    		letterT[i][1] = letterT[i][1] - 3.175;
			} 
    		for(i = 0; i < count4; i++) {
	    		letterH[i][1] = letterH[i][1] - 3.175;
			} 

}

BOOL CText3DView::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 CText3DView::DrawScene(void)
{
	int i, j;
	GLfloat xPos = -0.34;
	glLoadIdentity();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		
	glTranslatef(0.0, 0.0, -10.0);

	extrudeSolidFromPolygon(letterM, sizeof(letterM), width2, REPEAT_SIDE, 
		REPEAT_EDGE, REPEAT1);
	extrudeSolidFromPolygon(letterO, sizeof(letterO), width2, REPEAT2_SIDE, 
		REPEAT2_EDGE, REPEAT2);
	extrudeSolidFromPolygon(letterT, sizeof(letterT), width2, REPEAT3_SIDE, 
		REPEAT3_EDGE, REPEAT3);
	extrudeSolidFromPolygon(letterH, sizeof(letterH), width2, REPEAT4_SIDE, 
		REPEAT4_EDGE, REPEAT4);			

	for(j = 1; j < 5; j++){ 
		width = 0.0;
checkErrors();
		for(i = 0; i < 10; i++){ 

			glPushMatrix();
				repeat(j);
			glPopMatrix();
			
			glPushMatrix();
				glRotatef(90.0, 0.0, 1.0, 0.0); 
				if(j == 1){
					extrudeSolidFromPolygon(letterM, sizeof(letterM), width, M_SIDE, 
						M_EDGE, M_WHOLE);
					glCallList(M_WHOLE);					
				}
				if(j == 2){
					extrudeSolidFromPolygon(letterO, sizeof(letterO), width, O_SIDE, 
						O_EDGE, O_WHOLE);
					glCallList(O_WHOLE);
				}				
				if(j == 3){
					extrudeSolidFromPolygon(letterT, sizeof(letterT), width, T_SIDE, 
						T_EDGE, T_WHOLE);
					glCallList(T_WHOLE);
				}
				if(j == 4){
					extrudeSolidFromPolygon(letterH, sizeof(letterH), width, H_SIDE, 
						H_EDGE, H_WHOLE);
					glCallList(H_WHOLE);
				}				
				glFinish();
				SwapBuffers(wglGetCurrentDC());
		    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
				width = width + 0.2;
			glPopMatrix();
		}
		for(i = 0; i < 45 ; i++){
				
			glPushMatrix();
				repeat(j);
			glPopMatrix();					
			
			glPushMatrix();					
				glRotatef(90.0 - (2.0 * i), 0.0, 1.0, 0.0);
				if(j == 1){
				glCallList(M_WHOLE);
				}
				if(j == 2){
				glCallList(O_WHOLE);
				}
				if(j == 3){
				glCallList(T_WHOLE);
				}
				if(j == 4){
				glCallList(H_WHOLE);
				}			
				glFinish();
				SwapBuffers(wglGetCurrentDC());
			glPopMatrix();
		} 
		for(i = 1; i < 32 ; i++){
			
			glPushMatrix();
				repeat(j);
			glPopMatrix();
			
			glPushMatrix();
				glTranslatef(i * xPos, i * 0.3, i * -0.3);
				if(j == 1){
				glCallList(M_WHOLE);
				}
				if(j == 2){
				glCallList(O_WHOLE);
				}
				if(j == 3){
				glCallList(T_WHOLE);
				}
				if(j == 4){
				glCallList(H_WHOLE);
				}		
				glFinish();
				SwapBuffers(wglGetCurrentDC());
			glPopMatrix();
		}				

		if(j == 1){
			xPos = xPos + 0.25;
		}
		else{
			xPos = xPos + 0.21;
		}
	}
}

/* Mark Kilgard's tessellation code from the "dino" demos. */
void CText3DView::extrudeSolidFromPolygon(GLfloat data[][3], unsigned int dataSize,
		GLdouble thickness, GLuint side, GLuint edge, GLuint whole)
{
	GLdouble vertex[3], dx, dy, len;
	int i, k;
	int flag = 0;
	int count = dataSize / (3 * sizeof(GLfloat));
    static GLUtriangulatorObj *tobj = NULL;

    if (tobj == NULL) {
    	tobj = gluNewTess();
    	
    	gluTessCallback(tobj, GLU_TESS_BEGIN, glBegin);
    	gluTessCallback(tobj, GLU_TESS_VERTEX, glVertex3fv);
    	gluTessCallback(tobj, GLU_TESS_END, glEnd);
    }
    glNewList(side, GL_COMPILE);
    	glShadeModel(GL_SMOOTH);
    	gluBeginPolygon(tobj);
    		for(i = 0; i < count; i++) {
    			/* This detects a new contour from a large number placed in
    			the unused z coordinate of the vertex where the new contour 
    			starts. See the coordinates for letterO, above. The coordinate 
    			must be reset below for additional calls. */

    			if (data[i][2] > 1000.0) {
    				data[i][2] = 0.0;
    				flag = 1; k = i;
    				gluNextContour(tobj, GLU_INTERIOR); 
    			}
    			
    			vertex[0] = data[i][0];
    			vertex[1] = data[i][1];
    			vertex[2] = 0.0;
    			gluTessVertex(tobj, vertex, data[i]);
    		}
    	gluEndPolygon(tobj);
    glEndList();
	
				/* Reset coordinate for new calls. */
				if (flag == 1) {
				data[k][2] = 10000.0;
				flag = 0;
				}
	glNewList(edge, GL_COMPILE);
		glBegin(GL_QUAD_STRIP);
		for(i = 0; i <= count; i++) {
			glVertex3f(data[i % count][0], data[i % count][1], 0.0);
			glVertex3f(data[i % count][0], data[i % count][1], thickness);
			/* Normals */
			dx = data[(i+ 1) % count][1] - data[i % count][1];
			dy = data[i % count][0] - data[(i + 1) % count][0];
			len = sqrt(dx * dx + dy * dy);
			glNormal3f(dx / len, dy / len, 0.0);
		}
		glEnd();
	glEndList();
	
	glNewList(whole, GL_COMPILE);
		glFrontFace(GL_CW);

		glMaterialfv(GL_FRONT, GL_DIFFUSE, edgeColor);
		glMaterialfv(GL_FRONT, GL_SHININESS, shininess);
		glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);				

		glCallList(edge);
		glNormal3f(0.0, 0.0, -1.0); 
		glCallList(side);
		glPushMatrix();
			glTranslatef(0.0, 0.0, thickness);
			glFrontFace(GL_CCW);
			glNormal3f(0.0, 0.0, 1.0);

		glMaterialfv(GL_FRONT, GL_DIFFUSE, sideColor);
		glMaterialfv(GL_FRONT, GL_SHININESS, shininess);
		glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);		
		
			glCallList(side);
		glPopMatrix();
	glEndList();
}

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