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📄 mypick1view.cpp

📁 OPENGL选取对象放大/鼠标点击图形进行放大
💻 CPP
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// MyPick1View.cpp : implementation of the CMyPick1View class
//

#include "stdafx.h"
#include "MyPick1.h"

#include "MyPick1Doc.h"
#include "MyPick1View.h"

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

/////////////////////////////////////////////////////////////////////////////
// CMyPick1View

IMPLEMENT_DYNCREATE(CMyPick1View, CView)

BEGIN_MESSAGE_MAP(CMyPick1View, CView)
	//{{AFX_MSG_MAP(CMyPick1View)
	ON_WM_CREATE()
	ON_WM_DESTROY()
	ON_WM_SIZE()
	ON_WM_TIMER()
	ON_WM_LBUTTONDOWN()
	ON_WM_MOUSEMOVE()
	//}}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()

/////////////////////////////////////////////////////////////////////////////
// CMyPick1View construction/destruction

CMyPick1View::CMyPick1View()
{
	// TODO: add construction code here
	model_pick = 0;
	bug1_scaling=1, bug2_scaling=1, bug3_scaling=1;

}

CMyPick1View::~CMyPick1View()
{
}

BOOL CMyPick1View::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs
////////////////////////////////////////////////////////////////
//设置窗口类型
	cs.style |=WS_CLIPCHILDREN | WS_CLIPSIBLINGS;
////////////////////////////////////////////////////////////////
	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CMyPick1View drawing

void CMyPick1View::OnDraw(CDC* pDC)
{
	CMyPick1Doc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	// TODO: add draw code for native data here
//////////////////////////////////////////////////////////////////
	RenderScene();	//渲染场景
//////////////////////////////////////////////////////////////////

}

/////////////////////////////////////////////////////////////////////////////
// CMyPick1View printing

BOOL CMyPick1View::OnPreparePrinting(CPrintInfo* pInfo)
{
	// default preparation
	return DoPreparePrinting(pInfo);
}

void CMyPick1View::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add extra initialization before printing
}

void CMyPick1View::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add cleanup after printing
}

/////////////////////////////////////////////////////////////////////////////
// CMyPick1View diagnostics

#ifdef _DEBUG
void CMyPick1View::AssertValid() const
{
	CView::AssertValid();
}

void CMyPick1View::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CMyPick1Doc* CMyPick1View::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyPick1Doc)));
	return (CMyPick1Doc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CMyPick1View message handlers

int CMyPick1View::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	// TODO: Add your specialized creation code here
//////////////////////////////////////////////////////////////////
//初始化OpenGL和设置定时器
	m_pDC = new CClientDC(this);
	SetTimer(1, 20, NULL);
	InitializeOpenGL(m_pDC);
//////////////////////////////////////////////////////////////////
	Init();	
	return 0;
}

void CMyPick1View::OnDestroy() 
{
	CView::OnDestroy();
	
	// TODO: Add your message handler code here
/////////////////////////////////////////////////////////////////
//删除调色板和渲染上下文、定时器
	::wglMakeCurrent(0,0);
	::wglDeleteContext( m_hRC);
	if (m_hPalette)
	    DeleteObject(m_hPalette);
	if ( m_pDC )
	{
		delete m_pDC;
	}
	KillTimer(1);		
/////////////////////////////////////////////////////////////////
	
}

void CMyPick1View::OnSize(UINT nType, int cx, int cy) 
{
	CView::OnSize(nType, cx, cy);
	
	// TODO: Add your message handler code here
/////////////////////////////////////////////////////////////////
//添加窗口缩放时的图形变换函数
	glViewport(0,0,cx,cy);
/////////////////////////////////////////////////////////////////
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glFrustum(-7, 7, -5, 5, 10, 300);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	winWidth=cx;
	winHeight=cy;	
}

void CMyPick1View::OnTimer(UINT nIDEvent) 
{
	// TODO: Add your message handler code here and/or call default
/////////////////////////////////////////////////////////////////
//添加定时器响应函数和场景更新函数
	Invalidate(FALSE);	
/////////////////////////////////////////////////////////////////
	
	CView::OnTimer(nIDEvent);
}

/////////////////////////////////////////////////////////////////////
//	                  设置逻辑调色板
//////////////////////////////////////////////////////////////////////
void CMyPick1View::SetLogicalPalette(void)
{
    struct
    {
        WORD Version;
        WORD NumberOfEntries;
        PALETTEENTRY aEntries[256];
    } logicalPalette = { 0x300, 256 };

	BYTE reds[] = {0, 36, 72, 109, 145, 182, 218, 255};
	BYTE greens[] = {0, 36, 72, 109, 145, 182, 218, 255};
	BYTE blues[] = {0, 85, 170, 255};

    for (int colorNum=0; colorNum<256; ++colorNum)
    {
        logicalPalette.aEntries[colorNum].peRed =
            reds[colorNum & 0x07];
        logicalPalette.aEntries[colorNum].peGreen =
            greens[(colorNum >> 0x03) & 0x07];
        logicalPalette.aEntries[colorNum].peBlue =
            blues[(colorNum >> 0x06) & 0x03];
        logicalPalette.aEntries[colorNum].peFlags = 0;
    }

    m_hPalette = CreatePalette ((LOGPALETTE*)&logicalPalette);
}


//////////////////////////////////////////////////////////
//						初始化openGL场景
//////////////////////////////////////////////////////////
BOOL CMyPick1View::InitializeOpenGL(CDC* pDC)
{
	m_pDC = pDC;
	SetupPixelFormat();
	//生成绘制描述表
	m_hRC = ::wglCreateContext(m_pDC->GetSafeHdc());
	//置当前绘制描述表
	::wglMakeCurrent(m_pDC->GetSafeHdc(), m_hRC);

	return TRUE;
}

//////////////////////////////////////////////////////////
//						设置像素格式
//////////////////////////////////////////////////////////
BOOL CMyPick1View::SetupPixelFormat()
{
	PIXELFORMATDESCRIPTOR pfd = { 
	    sizeof(PIXELFORMATDESCRIPTOR),    // pfd结构的大小 
	    1,                                // 版本号 
	    PFD_DRAW_TO_WINDOW |              // 支持在窗口中绘图 
	    PFD_SUPPORT_OPENGL |              // 支持 OpenGL 
	    PFD_DOUBLEBUFFER,                 // 双缓存模式 
	    PFD_TYPE_RGBA,                    // RGBA 颜色模式 
	    24,                               // 24 位颜色深度 
	    0, 0, 0, 0, 0, 0,                 // 忽略颜色位 
	    0,                                // 没有非透明度缓存 
	    0,                                // 忽略移位位 
	    0,                                // 无累加缓存 
	    0, 0, 0, 0,                       // 忽略累加位 
	    32,                               // 32 位深度缓存     
	    0,                                // 无模板缓存 
	    0,                                // 无辅助缓存 
	    PFD_MAIN_PLANE,                   // 主层 
	    0,                                // 保留 
	    0, 0, 0                           // 忽略层,可见性和损毁掩模 
	}; 	
	int pixelformat;
	pixelformat = ::ChoosePixelFormat(m_pDC->GetSafeHdc(), &pfd);//选择像素格式
	::SetPixelFormat(m_pDC->GetSafeHdc(), pixelformat, &pfd);	//设置像素格式
	if(pfd.dwFlags & PFD_NEED_PALETTE)
		SetLogicalPalette();	//设置逻辑调色板
	return TRUE;
}



//////////////////////////////////////////////////////////
//						场景绘制与渲染
//////////////////////////////////////////////////////////
BOOL CMyPick1View::RenderScene() 
{
	alpha += 1;
	DrawBugs();

	::SwapBuffers(m_pDC->GetSafeHdc());		//交互缓冲区
	return TRUE;
}

void CMyPick1View::DrawBugs()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	// 初始化对象名称
	glInitNames();
	glPushName(0);
	// 设置视点
	gluLookAt(0, 30, 200, 0, 20, 0, 0, 1, 0);
	glRotatef(-90, 1, 0, 0);
	// 绘制BUG 1
	glPushMatrix();
	glTranslatef(80, 0, 0);
	// 旋转对象
	glRotatef(alpha, 0, 0, 1);
	glLoadName(BUG_1);
	if (model_pick == BUG_1)
	{
		// 如果对象被选中
		bug1_scaling += 0.1f;
		if (bug1_scaling > 2.0f) bug1_scaling = 2.0f;
	}
	else
	{
		// 如果对象没有选中
		bug1_scaling -= 0.1f;
		if (bug1_scaling < 1.0f) bug1_scaling = 1.0f;
	}
	glScalef(bug1_scaling, bug1_scaling, bug1_scaling);
	bug1.Draw();
	glPopMatrix();
	
	// 绘制对象BUG 2
	glPushMatrix();
	glRotatef(alpha, 0, 0, 1);
	glLoadName(BUG_2);
	if (model_pick == BUG_2)
	{
		bug2_scaling += 0.1f;
		if (bug2_scaling > 2.0f) bug2_scaling = 2.0f;
	}
	else
	{
		bug2_scaling -= 0.1f;
		if (bug2_scaling < 1.0f) bug2_scaling = 1.0f;
	}
	glScalef(bug2_scaling, bug2_scaling, bug2_scaling);
	bug2.Draw();
	glPopMatrix();
	
	// 绘制对象BUG 3
	glPushMatrix();
	glTranslatef(-80, 0, 0);
	glRotatef(alpha, 0, 0, 1);
	glLoadName(BUG_3);
	if (model_pick == BUG_3)
	{
		bug3_scaling += 0.1f;
		if (bug3_scaling > 2.0f) bug3_scaling = 2.0f;
	}
	else
	{
		bug3_scaling -= 0.1f;
		if (bug3_scaling < 1.0f) bug3_scaling = 1.0f;
	}
	glScalef(bug3_scaling, bug3_scaling, bug3_scaling);
	bug3.Draw();
	glPopMatrix();

	glFlush();
}

void CMyPick1View::Init()
{
	// 光源属性
	GLfloat light_ambient[] = {0.8f, 0.8f, 0.8f, 1.0f};
	GLfloat light_diffuse[] = {0.8f, 0.8f, 0.8f, 1.0f};
	GLfloat light_specular[] = {0.8f, 0.8f, 0.8f, 1.0f};
	GLfloat light_position[] = {0.0f, 100.0f, 0.0f, 1.0f};
	// 初始化纹理对象
	textr.Init();
	// 装入所有的模型
	bug1.LoadFromFile("models/bug1.obj", &textr);
	bug2.LoadFromFile("models/bug2.obj", &textr);
	bug3.LoadFromFile("models/bug3.obj", &textr);
	
	glClearColor(0, 0, 0, 1);
	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_LIGHT0);
	glDepthFunc(GL_LESS);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_LIGHTING);
	glShadeModel(GL_SMOOTH);
    glEnable(GL_DEPTH_TEST);
}

void CMyPick1View::OnLButtonDown(UINT nFlags, CPoint point) 
{
	// TODO: Add your message handler code here and/or call default
	int mx,my;
	mx = point.x;
    my = point.y;
	if  (mx & 1 << 15) mx -= (1 << 16);
	if  (my & 1 << 15) my -= (1 << 16);
	mouse_proc(mx, my);	
	CView::OnLButtonDown(nFlags, point);
}

void CMyPick1View::mouse_proc(int x, int y)
{
	GLuint selectBuff[64];
	GLint hits, viewport[4];
	// 选择缓冲区参数
	glSelectBuffer(64, selectBuff);
	glGetIntegerv(GL_VIEWPORT, viewport);
	glDisable(GL_LIGHTING);
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glRenderMode(GL_SELECT);
	glLoadIdentity();
	// 设置拾取矩阵
	gluPickMatrix(x, winHeight-y, 2, 2, viewport);
	glFrustum(-7, 7, -5, 5, 10, 300);
	glMatrixMode(GL_MODELVIEW);
	// 绘制场景
	DrawBugs();
	hits = glRenderMode(GL_RENDER);
	if(hits > 0) model_pick = selectBuff[3];
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glEnable(GL_LIGHTING);
	
}




void CMyPick1View::OnMouseMove(UINT nFlags, CPoint point) 
{
	// TODO: Add your message handler code here and/or call default
	
	CView::OnMouseMove(nFlags, point);
}

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