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📄 stencilview.cpp

📁 C:Documents and SettingsAdministrator桌面VC++多媒体特效制作百例CHAR16Stencil
💻 CPP
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// StencilView.cpp : implementation of the CStencilView class
//

#include "stdafx.h"
#include "Stencil.h"

#include "StencilDoc.h"
#include "StencilView.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

//定义常量add down
# define YELLOWMAT 1
# define BLUEMAT 2
//定义常量add up

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

/////////////////////////////////////////////////////////////////////////////
// CStencilView

IMPLEMENT_DYNCREATE(CStencilView, CView)

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

/////////////////////////////////////////////////////////////////////////////
// CStencilView construction/destruction

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

CStencilView::~CStencilView()
{
}

BOOL CStencilView::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);
}

/////////////////////////////////////////////////////////////////////////////
// CStencilView drawing

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

/////////////////////////////////////////////////////////////////////////////
// CStencilView printing

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

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

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

/////////////////////////////////////////////////////////////////////////////
// CStencilView diagnostics

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

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

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

/////////////////////////////////////////////////////////////////////////////
// CStencilView message handlers

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

	return 0;
}

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

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

	//add down
	if(cy > 0)
	{
		glViewport(0, 0, cx, cy);

		if((m_oldRect.right > cx) || (m_oldRect.bottom > cy))
			RedrawWindow();

		m_oldRect.right = cx;
		m_oldRect.bottom = cy;

		glClear(GL_STENCIL_BUFFER_BIT); 
		
		//创建一个钻石形的模版区域
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		glOrtho(-3.0,3.0,-3.0,3.0,-1.0,1.0);
		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();

		glStencilFunc(GL_ALWAYS,0x1,0x1);
		glStencilOp(GL_REPLACE,GL_REPLACE,GL_REPLACE);
		glBegin(GL_QUADS);
			glVertex3f(-1.0,0.0,0.0);
			glVertex3f(0.0,1.0,0.0);
			glVertex3f(1.0,0.0,0.0);
			glVertex3f(0.0,-1.0,0.0);
		glEnd();

		//定义为透视投影
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		gluPerspective(45.0,(GLdouble)cx/cy,3.0,7.0);
		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		glTranslatef(0.0,0.0,-5.0);
	}
	//add up
}

//add down
void CStencilView::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);

	//定义光线的颜色和角度等。
	GLfloat yellow_diffuse[]={0.7,0.7,0.0,1.0};	
	GLfloat yellow_specular[]={1.0,1.0,1.0,1.0};	

	GLfloat blue_diffuse[]={0.1,0.1,0.7,1.0};	
	GLfloat blue_specular[]={0.1,1.0,1.0,1.0};	

	GLfloat position_one[]={1.0,1.0,1.0,0.0};	

	glNewList(YELLOWMAT,GL_COMPILE);
		glMaterialfv(GL_FRONT,GL_DIFFUSE,yellow_diffuse);
		glMaterialfv(GL_FRONT,GL_SPECULAR,yellow_specular);
		glMaterialf(GL_FRONT,GL_SHININESS,64.0);
	glEndList();

	glNewList(BLUEMAT,GL_COMPILE);
		glMaterialfv(GL_FRONT,GL_DIFFUSE,blue_diffuse);
		glMaterialfv(GL_FRONT,GL_SPECULAR,blue_specular);
		glMaterialf(GL_FRONT,GL_SHININESS,45.0);
	glEndList();

	glLightfv(GL_LIGHT0,GL_POSITION,position_one);

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

	glClearStencil(0x0);
	glEnable(GL_STENCIL_TEST);
}

BOOL CStencilView::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 CStencilView::DrawScene(void)
{
	//使用黑色清屏
	glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
	//使用当前定义的清屏颜色,清除颜色缓存和深度缓存
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	//在模版为1处绘制蓝色球
	glStencilFunc(GL_EQUAL,0x1,0x1);
	glCallList(BLUEMAT);
	auxSolidSphere(0.5);
	//在模版不是1处绘制蓝色球
	glStencilFunc(GL_NOTEQUAL,0x1,0x1);
	glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
	glPushMatrix();
		glRotatef(45.0,0.0,0.0,1.0);
		glRotatef(45.0,0.0,1.0,0.0);
		glCallList(YELLOWMAT);
		auxSolidTorus(0.275,0.85);
		glPushMatrix();
			glRotatef(90.0,1.0,0.0,0.0);
			auxSolidTorus(0.275,0.85);
		glPopMatrix();
	glPopMatrix();

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

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