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📄 sceneantialiasingview.cpp

📁 C:Documents and SettingsAdministrator桌面VC++多媒体特效制作百例CHAR16SceneAntialiasing
💻 CPP
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// SceneAntialiasingView.cpp : implementation of the CSceneAntialiasingView class
//

#include "stdafx.h"
#include "SceneAntialiasing.h"

#include "SceneAntialiasingDoc.h"
#include "SceneAntialiasingView.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

//add down 
#include "jitter.h"
#include "math.h"
//add up

//定义常量add down
# define ACSIZE 8
//定义常量add up

//函数声明add down
void accPerspective(GLdouble fovy,GLdouble aspect,
					GLdouble ear,GLdouble ar,
					GLdouble pixdx,GLdouble pixdy,
					GLdouble eyedx,GLdouble eyedy,
					GLdouble focus);
void accFrustum(GLdouble left,GLdouble right,GLdouble bottom,
				GLdouble top,GLdouble ear,GLdouble ar,
				GLdouble pixdx,GLdouble pixdy,GLdouble eyedx,
				GLdouble eyedy,GLdouble focus);
void displayObjects(void);
//函数声明add up

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

/////////////////////////////////////////////////////////////////////////////
// CSceneAntialiasingView

IMPLEMENT_DYNCREATE(CSceneAntialiasingView, CView)

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

/////////////////////////////////////////////////////////////////////////////
// CSceneAntialiasingView construction/destruction

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

CSceneAntialiasingView::~CSceneAntialiasingView()
{
}

BOOL CSceneAntialiasingView::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);
}

/////////////////////////////////////////////////////////////////////////////
// CSceneAntialiasingView drawing

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

/////////////////////////////////////////////////////////////////////////////
// CSceneAntialiasingView printing

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

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

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

/////////////////////////////////////////////////////////////////////////////
// CSceneAntialiasingView diagnostics

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

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

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

/////////////////////////////////////////////////////////////////////////////
// CSceneAntialiasingView message handlers

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

void CSceneAntialiasingView::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 CSceneAntialiasingView::OnEraseBkgnd(CDC* pDC) 
{
	// TODO: Add your message handler code here and/or call default
	
	return TRUE;
}

void CSceneAntialiasingView::OnSize(UINT nType, int cx, int cy) 
{
	CView::OnSize(nType, cx, cy);

	//add down
	glViewport(0, 0, cx, cy);
	//add up
}

//add down
void CSceneAntialiasingView::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);

	//根据客户区的初始值定透视投影
	GetClientRect(&m_oldRect);

	//定义光线的位置和投影角度等:
	GLfloat mat_ambient[]={1.0,1.0,1.0,1.0};	
	GLfloat mat_specular[]={1.0,1.0,1.0,1.0};	
	GLfloat light_position[]={0.0,0.0,10.0,1.0};
	GLfloat lm_ambient[]={0.2,0.2,0.2,1.0};

	glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
	glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
	glMaterialf(GL_FRONT,GL_SHININESS,50.0);
	glLightfv(GL_LIGHT0,GL_POSITION,light_position);
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lm_ambient);

	glEnable(GL_LIGHT0);
	glEnable(GL_LIGHTING);
	glDepthFunc(GL_LEQUAL);
	glEnable(GL_DEPTH_TEST);
	glShadeModel(GL_FLAT);

	glClearColor(0.0,0.0,0.0,0.0);
	glClearAccum(0.0,0.0,0.0,0.0);
}

BOOL CSceneAntialiasingView::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 CSceneAntialiasingView::DrawScene(void)
{
	GLint viewport[4];
	int jitter;

	glGetIntegerv(GL_VIEWPORT,viewport);

	glClear(GL_ACCUM_BUFFER_BIT);
	for(jitter=0;jitter<ACSIZE;jitter++)
	{
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		accPerspective(50.0,
			(GLdouble)viewport[2]/(GLdouble)viewport[3],
			1.0,15.0,j8[jitter].x,j8[jitter].y,
			0.0,0.0,1.0);
		displayObjects();
		glAccum(GL_ACCUM,1.0/ACSIZE);
	}
	glAccum(GL_RETURN,1.0);
//	glFlush();
	
//	glFinish();
	SwapBuffers(wglGetCurrentDC());
}
//add up

//add down
void displayObjects(void)
{
	//对不同的物体定义不同的材质
	GLfloat torus_diffuse[]={0.7,0.7,0.0,1.0};
	GLfloat cube_diffuse[]={0.0,0.7,0.7,1.0};
	GLfloat sphere_diffuse[]={0.7,0.0,0.7,1.0};
	GLfloat octa_diffuse[]={0.7,0.4,0.4,1.0};

	glPushMatrix();
		glTranslatef(0.0,0.0,-5.0);
		glRotatef(30.0,1.0,0.0,0.0);

		//绘制Torus
		glPushMatrix();
			glTranslatef(-0.80,0.35,0.0);
			glRotatef(100.0,1.0,0.0,0.0);
			glMaterialfv(GL_FRONT,GL_DIFFUSE,torus_diffuse);
			auxSolidTorus(0.275,0.85);
		glPopMatrix();

		//绘制Cube
		glPushMatrix();
			glTranslatef(-0.75,0.50,0.0);
			glRotatef(45.0,0.0,0.0,1.0);
			glRotatef(45.0,1.0,0.0,0.0);
			glMaterialfv(GL_FRONT,GL_DIFFUSE,cube_diffuse);
			auxSolidCube(1.5);
		glPopMatrix();

		//绘制Sphere
		glPushMatrix();
			glTranslatef(0.75,0.60,0.0);
			glRotatef(30.0,1.0,0.0,0.0);
			glMaterialfv(GL_FRONT,GL_DIFFUSE,sphere_diffuse);
			auxSolidSphere(1.0);
		glPopMatrix();

		//绘制Octahedron
		glPushMatrix();
			glTranslatef(0.70,-0.90,0.25);
			glMaterialfv(GL_FRONT,GL_DIFFUSE,octa_diffuse);
			auxSolidOctahedron(1.0);
		glPopMatrix();

	glPopMatrix();
}

//该函数主要完成取景变换的矩阵操作。
//该函数的前6个参数与函数glFrustum()的参数含义相同。
//参数:pixdx、pixdy在象素点反走样中将用到,
//					若不进行反走样,将其设置为0.0。
//		eyedx、eyedy是跳动点的深度值,
//					若不考虑深度影响,将其设为0.0。
//		focus是视点距焦点物体的距离,focus>0.0。
void accFrustum(GLdouble left,GLdouble right,GLdouble bottom,
				GLdouble top,GLdouble ear,GLdouble ar,
				GLdouble pixdx,GLdouble pixdy,GLdouble eyedx,
				GLdouble eyedy,GLdouble focus)
{
	GLdouble xwsize,ywsize;
	GLdouble dx,dy;
	GLint viewport[4];
	
	glGetIntegerv(GL_VIEWPORT,viewport);
	xwsize=right-left;
	ywsize=top-left;
	dx=-(pixdx*xwsize/(GLdouble)viewport[2]+eyedx*ear/focus);
	dy=-(pixdy*ywsize/(GLdouble)viewport[3]+eyedy*ear/focus);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glFrustum(left+dx,right+dx,bottom+dy,top+dy,ear,ar);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glTranslatef(-eyedx,-eyedy,0.0);
}

//该函数主要实现对accFrustum()函数的调用。
//参数:前4个与函数gluPerspective()的参数意义相同,
//				提供定义取景体所需的数据。
//		后5个参数的意义与函数accFrustum()相同。
void accPerspective(GLdouble fovy,GLdouble aspect,
					GLdouble ear,GLdouble ar,
					GLdouble pixdx,GLdouble pixdy,
					GLdouble eyedx,GLdouble eyedy,
					GLdouble focus)
{
	GLdouble fov2,left,right,bottom,top;
	fov2=((fovy*3.1415926)/180.0)/2.0;

	top=ear/(cos(fov2)/sin(fov2));
	bottom=-top;
	right=top*aspect;
	left=-right;

	accFrustum(left,right,bottom,top,ear,ar,pixdx,pixdy,eyedx,eyedy,focus);
}
//add up

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