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📄 colorcubeview.cpp

📁 C:Documents and SettingsAdministrator桌面VC++多媒体特效制作百例CHAR11ColorCube
💻 CPP
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// ColorCubeView.cpp : implementation of the CColorCubeView class
//

#include "stdafx.h"
#include "ColorCube.h"

#include "ColorCubeDoc.h"
#include "ColorCubeView.h"

//add down
#include "gl\gl.h"
#include "gl\glu.h"
#include "gl\glaux.h"
//add up

//add down 函数声明
void DrawColorBox(void);
//add up函数声明
//add down定义立方体顶点
static GLfloat p1[]={0.5,-0.5,-0.5},
			   p2[]={0.5,0.5,-0.5},
			   p3[]={0.5,0.5,0.5},
			   p4[]={0.5,-0.5,0.5},
			   p5[]={-0.5,-0.5,0.5},
			   p6[]={-0.5,0.5,0.5},
			   p7[]={-0.5,0.5,-0.5},
			   p8[]={-0.5,-0.5,-0.5};
//add up定义立方体顶点
//add down定义法矢量顶点
static GLfloat m1[]={1.0,0.0,0.0},
			   m2[]={-1.0,0.0,0.0},
			   m3[]={0.0,1.0,0.0},
			   m4[]={0.0,-1.0,0.0},
			   m5[]={0.0,0.0,1.0},
			   m6[]={0.0,0.0,-1.0};
//add up定义法矢量顶点
//add down定义颜色值
static GLfloat c1[]={0.0,0.0,1.0},
			   c2[]={0.0,1.0,1.0},
			   c3[]={1.0,1.0,1.0},
			   c4[]={1.0,0.0,1.0},
			   c5[]={1.0,0.0,0.0},
			   c6[]={1.0,1.0,0.0},
			   c7[]={0.0,1.0,0.0},
			   c8[]={1.0,1.0,1.0};
//add down定义颜色值

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

/////////////////////////////////////////////////////////////////////////////
// CColorCubeView

IMPLEMENT_DYNCREATE(CColorCubeView, CView)

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

/////////////////////////////////////////////////////////////////////////////
// CColorCubeView construction/destruction

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

CColorCubeView::~CColorCubeView()
{
}

BOOL CColorCubeView::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);
}

/////////////////////////////////////////////////////////////////////////////
// CColorCubeView drawing

void CColorCubeView::OnDraw(CDC* pDC)
{
	CColorCubeDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	// TODO: add draw code for native data here
	//add down
	DrawScene();
	//add up
}

/////////////////////////////////////////////////////////////////////////////
// CColorCubeView printing

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

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

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

/////////////////////////////////////////////////////////////////////////////
// CColorCubeView diagnostics

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

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

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

/////////////////////////////////////////////////////////////////////////////
// CColorCubeView message handlers

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

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

void CColorCubeView::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
    if (w <= h)
       glOrtho(-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w,
               1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
    else
       glOrtho(-1.5*(GLfloat)w/(GLfloat)h,
               1.5*(GLfloat)w/(GLfloat)h, 
			   -1.5, 1.5, -10.0, 10.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
	//add up
}

//add down
void CColorCubeView::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);

    glClearColor(1.0, 1.0, 1.0, 0.0);
	//定义光照
	GLfloat light_ambient[]={0.3,0.2,0.5};
	GLfloat light_diffuse[]={1.0,1.0,1.0};
	GLfloat light_position[]={2.0,2.0,2.0,1.0};

	GLfloat light1_ambient[]={0.3,0.3,0.2};
	GLfloat light1_diffuse[]={1.0,1.0,1.0};
	GLfloat light1_position[]={-2.0,-2.0,-2.0,1.0};
	
	glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
	glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
	glLightfv(GL_LIGHT0,GL_POSITION,light_position);

	glLightfv(GL_LIGHT1,GL_AMBIENT,light1_ambient);
	glLightfv(GL_LIGHT1,GL_DIFFUSE,light1_diffuse);
	glLightfv(GL_LIGHT1,GL_POSITION,light1_position);

	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_LIGHT1);

	glDepthFunc(GL_LESS);
	glEnable(GL_DEPTH_TEST);

	glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
	glEnable(GL_COLOR_MATERIAL);
}

BOOL CColorCubeView::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 CColorCubeView::DrawScene(void)
{
	//清除颜色缓冲区和深度缓冲区
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glPushMatrix ();
    glRotatef(45.0, 0.0, 1.0, 0.0);
    glRotatef(315.0, 0.0, 0.0, 1.0);
	DrawColorBox();
    glPopMatrix ();

	glFinish();
	SwapBuffers(wglGetCurrentDC());
}

void DrawColorBox(void)
{
	glBegin(GL_QUADS);
		glColor3fv(c1);
		glNormal3fv(m1);
		glVertex3fv(p1);
		glColor3fv(c2);
		glVertex3fv(p2);
		glColor3fv(c3);
		glVertex3fv(p3);
		glColor3fv(c4);
		glVertex3fv(p4);
		glColor3fv(c5);
		glNormal3fv(m5);
		glVertex3fv(p5);
		glColor3fv(c6);
		glVertex3fv(p6);
		glColor3fv(c7);
		glVertex3fv(p7);
		glColor3fv(c8);
		glVertex3fv(p8);
		glColor3fv(c5);
		glNormal3fv(m3);
		glVertex3fv(p5);
		glColor3fv(c6);
		glVertex3fv(p6);
		glColor3fv(c3);
		glVertex3fv(p3);
		glColor3fv(c4);
		glVertex3fv(p4);
		glColor3fv(c1);
		glNormal3fv(m4);
		glVertex3fv(p1);
		glColor3fv(c2);
		glVertex3fv(p2);
		glColor3fv(c7);
		glVertex3fv(p7);
		glColor3fv(c8);
		glVertex3fv(p8);
		glColor3fv(c2);
		glNormal3fv(m5);
		glVertex3fv(p2);
		glColor3fv(c3);
		glVertex3fv(p3);
		glColor3fv(c6);
		glVertex3fv(p6);
		glColor3fv(c7);
		glVertex3fv(p7);
		glColor3fv(c1);
		glNormal3fv(m6);
		glVertex3fv(p1);
		glColor3fv(c4);
		glVertex3fv(p4);
		glColor3fv(c5);
		glVertex3fv(p5);
		glColor3fv(c8);
	glEnd();
}
//add up

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