MFC绘制正方体步骤的.doc
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1. 增加变量、函数
在VIEW中加入公有变量
BOOL mykey;//定义打开盒子的开关
float bh;//为了清楚地看到色彩,定义一个打开盒子参数
初始化变量mykey=TRUE; bh=0.0f;
在VIEW中加入公有函数:
void colorbox();//定义炫彩盒子函数
2. 在VIEW中添加消息WM_TIMER响应函数
ClassView-CZsa_12View-ctrl+w
class name:CZsa_12View Object IDs: CZsa_12View Message: WM_TIMER
点击Add Function点击Edit Code
3. 创建更改工具栏工具定义ID为:ID_BUTTONball并在其响应函数(先建立响应函数)中加入代码
void CCmyView::OnBUTTONcball()
{
// TODO: Add your command handler code here
if(mykey)
{SetTimer(1, 120, NULL);}
else
{KillTimer(1); };//以上为动画设置与关闭
mykey=!mykey;//动画开关变化
Invalidate(FALSE);//刷新显示
}
4. 在VIEW类的Ondraw()中加入背景色
void CPlmyView::OnDraw(CDC* pDC)
{
glClearColor(0.0f,0.0f,0.0f,0.0f);//背景色//原本注释掉,现在解除注释
}
5. 修改OnTimer()
void CCmyView::OnTimer(UINT nIDEvent)
{
if(nIDEvent==1)
{ if(bh==90.0f){bh=0.0f;}
else{bh=bh+5.0f;};
Invalidate(FALSE);
};
}
6. 更改mydraw()
void CCmyView::mydraw()
{
glTranslatef(0.0f,0.0f,-7.0f);
glPushMatrix();
glScalef(0.4f,0.4f,0.4f);
colorbox();
glPopMatrix();
}
7. 更改colorbox()
void CCmyView::colorbox()
{补充如下代码
}
请绘制一个橙色与兰色渐变正方体并将前面的正方形盖向左动态翻开.
glTranslatef(0.0f,-0.2f,0.0f);// 向下移动到中间
glRotated(-15,0.0,1.0,0.0); //为了观察方便旋转一个角度
glRotated(10,1.0,0.0,0.0);
glShadeModel(GL_SMOOTH);//启用平滑明暗渲染
//glShadeModel(GL_FLAT);//平面明暗渲染
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);//面填充绘制
glPushMatrix();
glBegin(GL_QUADS);//后面
glColor3f(0.0f,1.0f,1.0f); //兰色左下
glVertex3f(0.0f,0.0f,0.0f);
glColor3f(1.0f,0.5f,0.0f);//橙色右下
glVertex3f(1.0f,0.0f,0.0f);
glColor3f(1.0f,0.5f,0.0f);//橙色右上
glVertex3f(1.0f,1.0f,0.0f);
glColor3f(0.0f,1.0f,1.0f); //兰色左上
glVertex3f(0.0f,1.0f,0.0f);
glEnd();
glPopMatrix();
glPushMatrix();//左面
//注释掉glRotated(-bh,0.0,1.0,0.0);//打开
glRotated(-90,0.0,1.0,0.0);//仍用后面绘制,仅改变顶点色彩与角度
glBegin(GL_QUADS);
glColor3f(1.0f,0.5f,0.0f);// 橙色左下
glVertex3f(1.0f,0.0f,0.0f);
glColor3f(0.0f,1.0f,1.0f); //兰色右下
glVertex3f(0.0f,0.0f,0.0f);
glColor3f(0.0f,1.0f,1.0f); //兰色右上
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.5f,0.0f);// 橙色左上
glVertex3f(1.0f,1.0f,0.0f);
glEnd();
glPopMatrix();
glPushMatrix();//右面
g
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