void CRectangleopenglView::OnDestroy()
{
CView::OnDestroy();
// TODO: 在此处添加消息处理程序代码
HGLRC hrc;
hrc = ::wglGetCurrentContext();
::wglMakeCurrent(NULL, NULL);
if (hrc)
::wglDeleteContext(hrc);
if (m_pDC)
delete m_pDC;
}
BOOL CRectangleopenglView::OnEraseBkgnd(CDC* pDC)
{
// TODO: 在此添加消息处理程序代码和/或调用默认值
return true;
//return CView::OnEraseBkgnd(pDC);
}
void CRectangleopenglView::OnSize(UINT nType, int cx, int cy)
{
CView::OnSize(nType, cx, cy);
// TODO: 在此处添加消息处理程序代码
int w = cx; int h = cy;
ww = w; hh = h;
glViewport(0, 0, w, h); //设置视口与窗口匹配
glMatrixMode(GL_PROJECTION); //重新设置坐标系统
glLoadIdentity();
//建立正交变换下的剪切体
if (w<h)
glOrtho(-2.0 * scle, 2.0 * scle, -2.0*h / w * scle, 2.0*h / w * scle, -5.0, 5.0);
else
glOrtho(-2.0*w / h * scle, 2.0*w / h * scle, -2.0 * scle, 2.0 * scle, -5.0, 5.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CRectangleopenglView::OnTimer(UINT_PTR nIDEvent)
{
// TODO: 在此添加消息处理程序代码和/或调用默认值
angle+=3;
if(angle>=360)
angle=0;
Invalidate();
CView::OnTimer(nIDEvent);
}
void CRectangleopenglView::OnWork1()
{
// TODO: 在此添加命令处理程序代码
DrawType = 1;
}
void CRectangleopenglView::OnWork2()
{
// TODO: 在此添加命令处理程序代码
DrawType = 2;
}
void CRectangleopenglView::OnWork3()
{
// TODO: 在此添加命令处理程序代码
DrawType = 3;
}
void CRectangleopenglView::OnWork4()
{
// TODO: 在此添加命令处理程序代码
DrawType = 4;
}
void CRectangleopenglView::DrawSphere(double xx, double yy, double zz,double radius)
{
double dPoint1[3], dPoint2[3], dPoint3[3];
double dNormal[3];
glPushMatrix();
// glRotatef(angle,0,1,1);
double PI= 3.1415;
int M=50,N=50;
// float radius = 0.5;
//float xx=0,yy=0,zz=0;
float step_z = PI / M;
float step_xy = 2 * PI / N;
float x[4], y[4], z[4];
float angle_z = 0.0;
float angle_xy = 0.0;
int i = 0, j = 0;
// float a[3],b[3],c[3];
// glRotatef(45, 0, 1, 0);
// glRotatef(45, 1, 0, 0);
//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
//glBindTexture(GL_TEXTURE_2D,TypeTexture.ID);
glBegin(GL_QUADS);
for (i = 0; i<M; i++)
{
angle_z = i * step_z;
for (j = 0; j<N; j++)
{
angle_xy = j * step_xy;
x[0] = radius * sin(angle_z) * cos(angle_xy);
y[0] = radius * sin(angle_z) * sin(angle_xy);
z[0] = radius * cos(angle_z);
x[1] = radius * sin(angle_z + step_z) * cos(angle_xy);
y[1] = radius * sin(angle_z + step_z) * sin(angle_xy);
z[1] = radius * cos(angle_z + step_z);
x[2] = radius*sin(angle_z + step_z)*cos(angle_xy + step_xy);
y[2] = radius*sin(angle_z + step_z)*sin(angle_xy + step_xy);
z[2] = radius*cos(angle_z + step_z);
x[3] = radius * sin(angle_z) * cos(angle_xy + step_xy);
y[3] = radius * sin(angle_z) * sin(angle_xy + step_xy);
z[3] = radius * cos(angle_z);
dPoint1[0] = x[0];
dPoint1[1] = y[0];
dPoint1[2] = z[0];
dPoint2[0] = x[1];
dPoint2[1] = y[1];
dPoint2[2] = z[1];
dPoint3[0] = x[2];
dPoint3[1] = y[2];
dPoint3[2] = z[2];
CalculateNormal(dPoint1, dPoint2, dPoint3, dNormal);
glNormal3dv(dNormal);
for (int k = 0; k<4; k++)
{
// glColor3f(xx + x[k], yy + y[k], zz + z[k]);
//glTexCoord2f(1.0, 0.0);
glVertex3f(xx + x[k], yy + y[k], zz + z[k]);
}
}
}
glEnd();
}
void CRectangleopenglView::DrawRectangle()
{
/** 选择纹理 */
glBindTexture(GL_TEXTURE_2D, Texture[0].ID);
/** 开始绘制四边形 */
glBegin(GL_QUADS);
/// 前侧面
glNormal3f(0.0f, 0.0f, 1.0f); /**< 指定法线指向观察者 */
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
/// 后侧面
glNormal3f(0.0f, 0.0f, -1.0f); /**< 指定法线背向观察者 */
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);
/// 顶面
glNormal3f(0.0f, 1.0f, 0.0f); /**< 指定法线向上 */
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
/// 底面
glNormal3f(0.0f, -1.0f, 0.0f); /**< 指定法线朝下 */
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
/// 右侧面
glNormal3f(1.0f, 0.0f, 0.0f); /**< 指定法线朝右 */
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
/// 左侧面
glNormal3f(-1.0f, 0.0f, 0.0f); /**< 指定法线朝左 */
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd(); /**< 四边形绘制结束 */
}
void CRectangleopenglView::OnLButtonDown(UINT nFlags, CPoint point)
{
// TODO: 在此添加消息处理程序代码和/或调用默认值
point1 = point;
CView::OnLButtonDown(nFlags, point);
}
void CRectangleopenglView::OnLButtonUp(UINT nFlags, CPoint point)
{
// TODO: 在此添加消息处理程序代码和/或调用默认值
double i = (point.x - point1.x)*(point.x - point1.x) + (point.y - point1.y)*(point.y - point1.y);
double t = sqrt(i);
sin1 = (point.y - point1.y) / t;
cos1 = (point.x - point1.x) / t;
CView::OnLButtonUp(nFlags, point);
}
void CRectangleopenglView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{
// TODO: 在此添加消息处理程序代码和/或调用默认值
if (nChar == 'A')
{
scle+=0.5;
if (scle >= 5)
scle = 5;
glMatrixMode(GL_PROJECTION); //重新设置坐标系统
glLoadIdentity();
//建立正交变换下的剪切体
if (ww<hh)
glOrtho(-2.0 * scle, 2.0 * scle, -2.0*hh / ww * scle, 2.0*hh / ww * scle, -5.0, 5.0);
else
glOrtho(-2.0*ww / hh * scle, 2.0*ww / hh * scle, -2.0 * scle, 2.0 * scle, -5.0, 5.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
else if (nChar == 'S')
{
scle-=0.5;
if (scle <= 0.5)
scle = 0.5;
glMatrixMode(GL_PROJECTION); //重新设置坐标系统
glLoadIdentity();
//建立正交变换下的剪切体
if (ww<hh)
glOrtho(-2.0 * scle, 2.0 * scle, -2.0*hh / ww * scle, 2.0*hh / ww * scle, -5.0, 5.0);
else
glOrtho(-2.0*ww / hh * scle, 2.0*ww / hh * scle, -2.0 * scle, 2.0 * scle, -5.0, 5.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
CView::OnKeyDown(nChar, nRepCnt, nFlags);
}