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📄 materialview.cpp

📁 C:Documents and SettingsAdministrator桌面VC++多媒体特效制作百例CHAR12Material
💻 CPP
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// MaterialView.cpp : implementation of the CMaterialView class
//

#include "stdafx.h"
#include "Material.h"

#include "MaterialDoc.h"
#include "MaterialView.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

/////////////////////////////////////////////////////////////////////////////
// CMaterialView

IMPLEMENT_DYNCREATE(CMaterialView, CView)

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

/////////////////////////////////////////////////////////////////////////////
// CMaterialView construction/destruction

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

CMaterialView::~CMaterialView()
{
}

BOOL CMaterialView::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);
}

/////////////////////////////////////////////////////////////////////////////
// CMaterialView drawing

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

/////////////////////////////////////////////////////////////////////////////
// CMaterialView printing

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

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

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

/////////////////////////////////////////////////////////////////////////////
// CMaterialView diagnostics

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

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

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

/////////////////////////////////////////////////////////////////////////////
// CMaterialView message handlers

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

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

void CMaterialView::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 * 2))
       glOrtho (-6.0, 6.0, -3.0*((GLfloat)h*2)/(GLfloat)w, 
          3.0*((GLfloat)h*2)/(GLfloat)w, -10.0, 10.0);
    else
       glOrtho (-6.0*(GLfloat)w/((GLfloat)h*2), 
          6.0*(GLfloat)w/((GLfloat)h*2), -3.0, 3.0, -10.0, 10.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
	//add up
}

//add down
void CMaterialView::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);

	//初始化z-缓存,投影矩阵,光源,光照模型
	//但是在这里不指定材料特性
	GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };

    GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
    GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat position[] = { 0.0, 3.0, 2.0, 0.0 };
    GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
    GLfloat local_view[] = { 0.0 };

	//将屏幕颜色设置为白色 
    glClearColor (1.0, 1.0,1.0, 0.0);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
 
    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
    glLightfv(GL_LIGHT0, GL_POSITION, position);
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
    glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
 
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
}

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

	GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 };
    GLfloat mat_ambient[] = { 0.7, 0.7, 0.7, 1.0 };
    GLfloat mat_ambient_color[] = { 0.8, 0.8, 0.2, 1.0 };
    GLfloat mat_diffuse[] = { 0.1, 0.5, 0.8, 1.0 };
    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat no_shininess[] = { 0.0 };
    GLfloat low_shininess[] = { 5.0 };
    GLfloat high_shininess[] = { 100.0 };
    GLfloat mat_emission[] = {0.3, 0.2, 0.2, 0.0};

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

/* 在第一行、第一列绘制球体
 * 仅有散射,无环境光和镜面反射 */
    glPushMatrix();
    glTranslatef (-3.75, 3.0, 0.0);
    glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
    glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
    auxSolidSphere(0.6);
    glPopMatrix();
 
/* 在第一行、第二列绘制球体
 * 有散射和镜面反射,低亮度,无环境光 */
    glPushMatrix();
    glTranslatef (-1.25, 3.0, 0.0);
    glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
    auxSolidSphere(0.6);
    glPopMatrix();
 
/* 在第一行、第三列绘制球体
 * 有散射和镜面反射,高亮度,无环境光 */
    glPushMatrix();
    glTranslatef (1.25, 3.0, 0.0);
    glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
    auxSolidSphere(0.6);
    glPopMatrix();
 
/* 在第一行、第四列绘制球体
 * 仅有散射反射,发光,无环境光和镜面反射 */
    glPushMatrix();
    glTranslatef (3.75, 3.0, 0.0);
    glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
    glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
    auxSolidSphere(0.6);
    glPopMatrix();
 
/* 在第二行、第四列绘制球体
 * 有环境光和散射反射,无镜面反射 */
    glPushMatrix();
    glTranslatef (-3.75, 0.0, 0.0);
    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
    glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
    auxSolidSphere(0.6);
    glPopMatrix();
 
/* 在第二行、第二列绘制球体
 * 有环境光和散射反射和镜面反射,低亮度 */
    glPushMatrix();
    glTranslatef (-1.25, 0.0, 0.0);
    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, low_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
    auxSolidSphere(0.6);
    glPopMatrix();
 
/* 在第二行、第三列绘制球体
 * 有环境光和散射反射和镜面反射,高亮度 */
    glPushMatrix();
    glTranslatef (1.25, 0.0, 0.0);
    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, high_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
    auxSolidSphere(0.6);
    glPopMatrix();
 
/* 在第二行、第四列绘制球体
 * 有环境光和散射反射,发光,无镜面反射*/
    glPushMatrix();
    glTranslatef (3.75, 0.0, 0.0);
    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
    glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
    auxSolidSphere(0.6);
    glPopMatrix();
  
/* 在第三行、第一列绘制球体
 * 有彩色环境光和散射反射,无镜面反射*/
    glPushMatrix();
    glTranslatef (-3.75, -3.0, 0.0);
    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
    glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
    auxSolidSphere(0.6);
    glPopMatrix();
 
/* 在第三行、第二列绘制球体
 * 有彩色环境光和散射反射和镜面反射,低亮度*/
    glPushMatrix();
    glTranslatef (-1.25, -3.0, 0.0);
    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
    auxSolidSphere(0.6);
    glPopMatrix();
 
/* 在第三行、第三列绘制球体
 * 有彩色环境光和散射反射和镜面反射,高亮度*/
    glPushMatrix();
    glTranslatef (1.25, -3.0, 0.0);
    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
    auxSolidSphere(0.6);
    glPopMatrix();
 
/* 在第三行、第四列绘制球体
 * 有彩色环境光和散射反射,发光,无镜面反射*/
    glPushMatrix();
    glTranslatef (3.75, -3.0, 0.0);
    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
    glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
    glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
    auxSolidSphere(0.6);
    glPopMatrix();
 
	glFinish();
	SwapBuffers(wglGetCurrentDC());
}
//add up

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