www.pudn.com > WaterWaveInOpengl.rar > MyOpenGLFrameView.cpp
// MyOpenGLFrameView.cpp : implementation of the CMyOpenGLFrameView class
//
#include "stdafx.h"
#include "MyOpenGLFrame.h"
#include "MyOpenGLFrameDoc.h"
#include "MyOpenGLFrameView.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
CClientDC *m_pDC;
CMyOpenGLFrameDoc *m_pDoc;
//定义调色板的值down
unsigned char threeto8[8] =
{
0, 0111>>1, 0222>>1, 0333>>1, 0444>>1, 0555>>1, 0666>>1, 0377
};
unsigned char twoto8[4] =
{
0, 0x55, 0xaa, 0xff
};
unsigned char oneto8[2] =
{
0, 255
};
static int defaultOverride[13] =
{
0, 3, 24, 27, 64, 67, 88, 173, 181, 236, 247, 164, 91
};
static PALETTEENTRY defaultPalEntry[20] =
{
{ 0, 0, 0, 0 },
{ 0x80,0, 0, 0 },
{ 0, 0x80,0, 0 },
{ 0x80,0x80,0, 0 },
{ 0, 0, 0x80, 0 },
{ 0x80,0, 0x80, 0 },
{ 0, 0x80,0x80, 0 },
{ 0xC0,0xC0,0xC0, 0 },
{ 192, 220, 192, 0 },
{ 166, 202, 240, 0 },
{ 255, 251, 240, 0 },
{ 160, 160, 164, 0 },
{ 0x80,0x80,0x80, 0 },
{ 0xFF,0, 0, 0 },
{ 0, 0xFF,0, 0 },
{ 0xFF,0xFF,0, 0 },
{ 0, 0, 0xFF, 0 },
{ 0xFF,0, 0xFF, 0 },
{ 0, 0xFF,0xFF, 0 },
{ 0xFF,0xFF,0xFF, 0 }
};
//定义调色板的值up
/////////////////////////////////////////////////////////////////////////////
// CMyOpenGLFrameView
IMPLEMENT_DYNCREATE(CMyOpenGLFrameView, CView)
BEGIN_MESSAGE_MAP(CMyOpenGLFrameView, CView)
//{{AFX_MSG_MAP(CMyOpenGLFrameView)
ON_WM_CREATE()
ON_WM_DESTROY()
ON_WM_ERASEBKGND()
ON_WM_SIZE()
ON_WM_TIMER()
ON_WM_KEYDOWN()
ON_WM_LBUTTONDOWN()
//}}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()
/////////////////////////////////////////////////////////////////////////////
// CMyOpenGLFrameView construction/destruction
CMyOpenGLFrameView::CMyOpenGLFrameView()
{
// TODO: add construction code here
//add down
m_pDC = NULL;
m_pOldPalette = NULL;
rtri=0; // 用于三角形的角度 ( 新增 )
rquad=0; // 用于四边形的角度 ( 新增 )
//add up
m_bFullView=FALSE;
m_pDoc=NULL;
}
CMyOpenGLFrameView::~CMyOpenGLFrameView()
{
}
BOOL CMyOpenGLFrameView::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);
}
/////////////////////////////////////////////////////////////////////////////
// CMyOpenGLFrameView drawing
//add down
void CMyOpenGLFrameView::Init()
{
PIXELFORMATDESCRIPTOR pfd;
int n;
HGLRC hrc;
GLfloat fMaxObjSize, fAspect;
GLfloat fNearPlane, fFarPlane;
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);
CreateRGBPalette();
hrc = wglCreateContext(m_pDC->GetSafeHdc());
wglMakeCurrent(m_pDC->GetSafeHdc(), hrc);
GetClientRect(&m_oldRect);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
//定义初始化时的投影方式
if (m_oldRect.bottom)
fAspect = (GLfloat)m_oldRect.right/m_oldRect.bottom;
else // don't divide by zero, not that we should ever run into that...
fAspect = 1.0f;
fNearPlane = 3.0f;
fFarPlane = 7.0f;
fMaxObjSize = 3.0f;
m_fRadius = fNearPlane + fMaxObjSize / 2.0f;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, fAspect, fNearPlane, fFarPlane);
glMatrixMode(GL_MODELVIEW);
}
BOOL CMyOpenGLFrameView::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;
}
unsigned char CMyOpenGLFrameView::ComponentFromIndex(int i, UINT nbits, UINT shift)
{
unsigned char val;
val = (unsigned char) (i >> shift);
switch (nbits)
{
case 1:
val &= 0x1;
return oneto8[val];
case 2:
val &= 0x3;
return twoto8[val];
case 3:
val &= 0x7;
return threeto8[val];
default:
return 0;
}
}
//创建调色板
void CMyOpenGLFrameView::CreateRGBPalette()
{
PIXELFORMATDESCRIPTOR pfd;
LOGPALETTE *pPal;
int n, i;
n = ::GetPixelFormat(m_pDC->GetSafeHdc());
::DescribePixelFormat(m_pDC->GetSafeHdc(), n, sizeof(pfd), &pfd);
if (pfd.dwFlags & PFD_NEED_PALETTE)
{
n = 1 << pfd.cColorBits;
pPal = (PLOGPALETTE) new char[sizeof(LOGPALETTE) + n * sizeof(PALETTEENTRY)];
ASSERT(pPal != NULL);
pPal->palVersion = 0x300;
pPal->palNumEntries = n;
for (i=0; ipalPalEntry[i].peRed =
ComponentFromIndex(i, pfd.cRedBits, pfd.cRedShift);
pPal->palPalEntry[i].peGreen =
ComponentFromIndex(i, pfd.cGreenBits, pfd.cGreenShift);
pPal->palPalEntry[i].peBlue =
ComponentFromIndex(i, pfd.cBlueBits, pfd.cBlueShift);
pPal->palPalEntry[i].peFlags = 0;
}
/* fix up the palette to include the default GDI palette */
if ((pfd.cColorBits == 8) &&
(pfd.cRedBits == 3) && (pfd.cRedShift == 0) &&
(pfd.cGreenBits == 3) && (pfd.cGreenShift == 3) &&
(pfd.cBlueBits == 2) && (pfd.cBlueShift == 6)
)
{
for (i = 1 ; i <= 12 ; i++)
pPal->palPalEntry[defaultOverride[i]] = defaultPalEntry[i];
}
m_cPalette.CreatePalette(pPal);
delete pPal;
m_pOldPalette = m_pDC->SelectPalette(&m_cPalette, FALSE);
m_pDC->RealizePalette();
}
}
void CMyOpenGLFrameView::DrawScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 清除屏幕和深度缓存
glLoadIdentity(); // 重置当前的模型观察矩阵
glTranslatef(-1.5f,0.0f,-6.0f); // 左移1.5单位,并移入屏幕6.0
glRotatef(rtri,0.0f,1.0f,0.0f); // 绕Y轴旋转三角形 ( 新增 )
glBegin(GL_TRIANGLES); // 绘制三角形
glColor3f(1.0f,0.0f,0.0f); // 红色
glVertex3f( 0.0f, 1.0f, 0.0f); // 三角形的上顶点 (前侧面)
glColor3f(0.0f,1.0f,0.0f); // 绿色
glVertex3f(-1.0f,-1.0f, 1.0f); //三角形的左下顶点 (前侧面)
glColor3f(0.0f,0.0f,1.0f); // 蓝色
glVertex3f( 1.0f,-1.0f, 1.0f); // 三角形的右下顶点 (前侧面)
glColor3f(1.0f,0.0f,0.0f); // 红色
glVertex3f( 0.0f, 1.0f, 0.0f); // 三角形的上顶点 (后侧面)
glColor3f(0.0f,1.0f,0.0f); // 绿色
glVertex3f( 1.0f,-1.0f, -1.0f); // 三角形的左下顶点 (后侧面)
glColor3f(0.0f,0.0f,1.0f); // 蓝色
glVertex3f(-1.0f,-1.0f, -1.0f); // 三角形的右下顶点 (后侧面)
glColor3f(1.0f,0.0f,0.0f); // 红色
glVertex3f( 0.0f, 1.0f, 0.0f); // 三角形的上顶点 (左侧面)
glColor3f(0.0f,0.0f,1.0f); // 蓝色
glVertex3f(-1.0f,-1.0f,-1.0f); // 三角形的左下顶点 (左侧面)
glColor3f(0.0f,1.0f,0.0f); // 绿色
glVertex3f(-1.0f,-1.0f, 1.0f); // 三角形的右下顶点 (左侧面)
glColor3f(1.0f,0.0f,0.0f); // 红色
glVertex3f( 0.0f, 1.0f, 0.0f); // 三角形的上顶点 (右侧面)
glColor3f(0.0f,0.0f,1.0f); // 蓝色
glVertex3f( 1.0f,-1.0f, 1.0f); // 三角形的左下顶点 (右侧面)
glColor3f(0.0f,1.0f,0.0f); // 绿色
glVertex3f( 1.0f,-1.0f, -1.0f); // 三角形的右下顶点 (右侧面)
glEnd(); // 三角形绘制结束
glLoadIdentity(); // 重置模型观察矩阵
glTranslatef(1.5f,0.0f,-6.0f); // 右移1.5单位,并移入屏幕 6.0
glRotatef(rquad,1.0f,0.0f,0.0f); // 绕X轴旋转四边形 ( 新增 )
glColor3f(0.5f,0.5f,1.0f); // 一次性将当前色设置为蓝色
glBegin(GL_QUADS); // 绘制正方形
glColor3f(0.0f,1.0f,0.0f); // 颜色改为蓝色
glVertex3f( 1.0f, 1.0f,-1.0f); // 四边形的右上顶点 (顶面)
glVertex3f(-1.0f, 1.0f,-1.0f); // 四边形的左上顶点 (顶面)
glVertex3f(-1.0f, 1.0f, 1.0f); // 四边形的左下顶点 (顶面)
glVertex3f( 1.0f, 1.0f, 1.0f); // 四边形的右下顶点 (顶面
glColor3f(1.0f,0.5f,0.0f); // 颜色改成橙色
glVertex3f( 1.0f,-1.0f, 1.0f); // 四边形的右上顶点(底面)
glVertex3f(-1.0f,-1.0f, 1.0f); // 四边形的左上顶点(底面)
glVertex3f(-1.0f,-1.0f,-1.0f); // 四边形的左下顶点(底面)
glVertex3f( 1.0f,-1.0f,-1.0f); // 四边形的右下顶点(底面)
glColor3f(1.0f,0.0f,0.0f); // 颜色改成红色
glVertex3f( 1.0f, 1.0f, 1.0f); // 四边形的右上顶点(前面)
glVertex3f(-1.0f, 1.0f, 1.0f); // 四边形的左上顶点(前面)
glVertex3f(-1.0f,-1.0f, 1.0f); // 四边形的左下顶点(前面)
glVertex3f( 1.0f,-1.0f, 1.0f); // 四边形的右下顶点(前面)
glColor3f(1.0f,1.0f,0.0f); // 颜色改成黄色
glVertex3f( 1.0f,-1.0f,-1.0f); // 四边形的右上顶点(后面)
glVertex3f(-1.0f,-1.0f,-1.0f); // 四边形的左上顶点(后面)
glVertex3f(-1.0f, 1.0f,-1.0f); // 四边形的左下顶点(后面)
glVertex3f( 1.0f, 1.0f,-1.0f); // 四边形的右下顶点(后面)
glColor3f(0.0f,0.0f,1.0f); // 颜色改成蓝色
glVertex3f(-1.0f, 1.0f, 1.0f); // 四边形的右上顶点(左面)
glVertex3f(-1.0f, 1.0f,-1.0f); // 四边形的左上顶点(左面)
glVertex3f(-1.0f,-1.0f,-1.0f); // 四边形的左下顶点(左面)
glVertex3f(-1.0f,-1.0f, 1.0f); // 四边形的右下顶点(左面)
glColor3f(1.0f,0.0f,1.0f); // 颜色改成紫罗兰色
glVertex3f( 1.0f, 1.0f,-1.0f); // 四边形的右上顶点(右面)
glVertex3f( 1.0f, 1.0f, 1.0f); // 四边形的左上顶点(右面)
glVertex3f( 1.0f,-1.0f, 1.0f); // 四边形的左下顶点(右面)
glVertex3f( 1.0f,-1.0f,-1.0f); // 四边形的右下顶点(右面)
glEnd(); // 正方形绘制结束
rtri+=0.5f; // 增加三角形的旋转变量(新增)
rquad-=0.5f; // 减少四边形的旋转变量(新增)
// glFinish();
glFlush();
//利用双缓存的机制,实现动画
SwapBuffers(wglGetCurrentDC());
//bBusy = FALSE;
}
void CMyOpenGLFrameView::OnDraw(CDC* pDC)
{
CMyOpenGLFrameDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
DrawScene();
}
/////////////////////////////////////////////////////////////////////////////
// CMyOpenGLFrameView printing
BOOL CMyOpenGLFrameView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CMyOpenGLFrameView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CMyOpenGLFrameView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CMyOpenGLFrameView diagnostics
#ifdef _DEBUG
void CMyOpenGLFrameView::AssertValid() const
{
CView::AssertValid();
}
void CMyOpenGLFrameView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CMyOpenGLFrameDoc* CMyOpenGLFrameView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyOpenGLFrameDoc)));
return (CMyOpenGLFrameDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CMyOpenGLFrameView message handlers
int CMyOpenGLFrameView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct) == -1)
return -1;
// TODO: Add your specialized creation code here
//add down
Init(); //初始化 OpenGL
//add up
SetTimer(1,20,NULL);
return 0;
}
void CMyOpenGLFrameView::OnDestroy()
{
// TODO: Add your message handler code here
//add down
HGLRC hrc;
KillTimer(1);
hrc = ::wglGetCurrentContext();
::wglMakeCurrent(NULL, NULL);
if (hrc)
::wglDeleteContext(hrc);
if (m_pOldPalette)
m_pDC->SelectPalette(m_pOldPalette, FALSE);
if (m_pDC)
delete m_pDC;
//add up
CView::OnDestroy();
}
BOOL CMyOpenGLFrameView::OnEraseBkgnd(CDC* pDC)
{
// TODO: Add your message handler code here and/or call default
return TRUE;
}
void CMyOpenGLFrameView::OnSize(UINT nType, int cx, int cy)
{
CView::OnSize(nType, cx, cy);
// TODO: Add your message handler code here
//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;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//定义投影方式为透视图
gluPerspective(45.0f, (GLdouble)cx/cy, 3.0f, 7.0f);
glMatrixMode(GL_MODELVIEW);
}
//add up
}
void CMyOpenGLFrameView::OnTimer(UINT nIDEvent)
{
// TODO: Add your message handler code here and/or call default
Invalidate(FALSE);
CView::OnTimer(nIDEvent);
}
void CMyOpenGLFrameView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{
// TODO: Add your message handler code here and/or call default
if(nChar==VK_ESCAPE) //如果按的键为Esc键
{ //获取主框架窗口的指针
CMainFrame *pFrame=(CMainFrame *)AfxGetApp()->m_pMainWnd;
//调用主窗口类的自定义函数 EndFullScreen ,便可退出全屏显示状态
pFrame->EndFullScreen();
m_bFullView=FALSE;
}
if(nChar==VK_F1) //如果按的键为F1键
{ //获取主框架窗口的指针
m_bFullView=!m_bFullView;
CMainFrame *pFrame=(CMainFrame *)AfxGetApp()->m_pMainWnd;
//调用主窗口类的自定义函数 EndFullScreen ,便可退出全屏显示状态
if (m_bFullView)
{
pFrame->StartFullScreen();
}
else
{
pFrame->EndFullScreen();
}
}
CView::OnKeyDown(nChar, nRepCnt, nFlags);
}
void CMyOpenGLFrameView::OnLButtonDown(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
CView::OnLButtonDown(nFlags, point);
}