www.pudn.com > 3DSLOADER.rar > 3DSLOADERVIEW.CPP
// 3DSLoaderView.cpp : implementation of the CMy3DSLoaderView class
//
#include "stdafx.h"
#include "3DSLoader.h"
#include "3DSLoaderDoc.h"
#include "3DSLoaderView.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CMy3DSLoaderView
IMPLEMENT_DYNCREATE(CMy3DSLoaderView, CView)
BEGIN_MESSAGE_MAP(CMy3DSLoaderView, CView)
//{{AFX_MSG_MAP(CMy3DSLoaderView)
ON_WM_CREATE()
ON_WM_DESTROY()
ON_WM_SIZE()
ON_WM_TIMER()
ON_WM_LBUTTONDOWN()
ON_WM_LBUTTONUP()
ON_WM_MOUSEMOVE()
ON_WM_RBUTTONDOWN()
ON_WM_RBUTTONUP()
//}}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()
/////////////////////////////////////////////////////////////////////////////
// CMy3DSLoaderView construction/destruction
CMy3DSLoaderView::CMy3DSLoaderView()
{
// TODO: add construction code here
}
CMy3DSLoaderView::~CMy3DSLoaderView()
{
}
BOOL CMy3DSLoaderView::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);
}
/////////////////////////////////////////////////////////////////////////////
// CMy3DSLoaderView drawing
void CMy3DSLoaderView::OnDraw(CDC* pDC)
{
CMy3DSLoaderDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
//////////////////////////////////////////////////////////////////
RenderScene(); //渲染场景
//////////////////////////////////////////////////////////////////
}
/////////////////////////////////////////////////////////////////////////////
// CMy3DSLoaderView printing
BOOL CMy3DSLoaderView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CMy3DSLoaderView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CMy3DSLoaderView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CMy3DSLoaderView diagnostics
#ifdef _DEBUG
void CMy3DSLoaderView::AssertValid() const
{
CView::AssertValid();
}
void CMy3DSLoaderView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CMy3DSLoaderDoc* CMy3DSLoaderView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMy3DSLoaderDoc)));
return (CMy3DSLoaderDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CMy3DSLoaderView message handlers
int CMy3DSLoaderView::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 CMy3DSLoaderView::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 CMy3DSLoaderView::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);
/////////////////////////////////////////////////////////////////
GLdouble aspect_ratio;
aspect_ratio = (GLdouble)cx/(GLdouble)cy;
::glMatrixMode(GL_PROJECTION);
::glLoadIdentity();
gluPerspective(40.0F, aspect_ratio, 1.0F, 10000.0F);
::glMatrixMode(GL_MODELVIEW);
::glLoadIdentity();
}
void CMy3DSLoaderView::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 CMy3DSLoaderView::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 CMy3DSLoaderView::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 CMy3DSLoaderView::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 CMy3DSLoaderView::RenderScene()
{
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
::glMatrixMode(GL_MODELVIEW);
::glLoadIdentity();
::glTranslatef( camPos[0], camPos[1], camPos[2] );
::glRotatef( camRot[0], 1.0F, 0.0F, 0.0F );
::glRotatef( camRot[1], 0.0F, 1.0F, 0.0F );
::glRotatef( camRot[2], 0.0F, 0.0F, 1.0F );
::glPushMatrix();
::glTranslatef(scenePos[0], scenePos[1], scenePos[2]);
::glRotatef( sceneRot[0], 1.0F, 0.0F, 0.0F );
::glRotatef( sceneRot[1], 0.0F, 1.0F, 0.0F );
::glRotatef( sceneRot[2], 0.0F, 0.0F, 1.0F );
DrawAxis();
Draw3ds();
::glPopMatrix();
::SwapBuffers(m_pDC->GetSafeHdc()); //交互缓冲区
return TRUE;
}
//////////////////////////////////////////////////////////
// DrawAxis()
//////////////////////////////////////////////////////////
void CMy3DSLoaderView::DrawAxis()
{
glBegin( GL_LINES);
// x轴
glColor3f(1.0F, 0.0F, 0.0F);
glVertex3f(-3.0f, 0.0f, 0.0f);
glVertex3f( 3.0f, 0.0f, 0.0f);
glVertex3f( 2.5f, 0.5f, 0.0f);
glVertex3f( 3.0f, 0.0f, 0.0f);
glVertex3f( 2.5f,-0.5f,-0.0f);
glVertex3f( 3.0f, 0.0f, 0.0f);
// y轴
glColor3f(0.0F, 1.0F, 0.0F);
glVertex3f( 0.0f, -3.0f, 0.0f);
glVertex3f( 0.0f, 3.0f, 0.0f);
glVertex3f(-0.5f, 2.5f, 0.0f);
glVertex3f( 0.0f, 3.0f, 0.0f);
glVertex3f( 0.5f, 2.5f, 0.0f);
glVertex3f( 0.0f, 3.0f, 0.0f);
// z轴
glColor3f(0.0F, 0.0F, 1.0F);
glVertex3f( 0.0f, 0.0f, -3.0f);
glVertex3f( 0.0f, 0.0f, 3.0f);
glVertex3f(-0.5f, 0.0f, 2.5f);
glVertex3f( 0.0f, 0.0f, 3.0f);
glVertex3f( 0.5f, 0.0f, 2.5f);
glVertex3f( 0.0f, 0.0f, 3.0f);
glEnd();
}
//////////////////////////////////////////////////////////
// Draw3ds()
//////////////////////////////////////////////////////////
void CMy3DSLoaderView::Draw3ds()
{
if (m_3dsLoaded)
{
m_triList.drawGL();
}
}
void CMy3DSLoaderView::Init(GLvoid)
{
m_3dsLoaded = FALSE;
camPos[0] = 0.0f;
camPos[1] = 0.0f;
camPos[2] = -100.0f;
camRot[0] = 20.0f;
camRot[1] = -20.0f;
camRot[2] = 0.0f;
scenePos[0] = 0.0f;
scenePos[1] = 0.0f;
scenePos[2] = 0.0f;
sceneRot[0] = 0.0f;
sceneRot[1] = 0.0f;
sceneRot[2] = 0.0f;
mouseprevpoint.x = 0;
mouseprevpoint.y = 0;
mouserightdown = FALSE;
mouseleftdown = FALSE;
m_triList.Init();
::glShadeModel(GL_FLAT);
::glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
::glClearDepth(1.0F);
::glEnable(GL_DEPTH_TEST);
::glEnable(GL_CULL_FACE);
GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f};
GLfloat diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f};
GLfloat lightPos[] = {6000.0f,6000.0f,6000.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void CMy3DSLoaderView::OnRButtonUp(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
ReleaseCapture( );
mouserightdown = FALSE;
SetCamPos(2, (point.y - mouseprevpoint.y) , TRUE, TRUE);
CView::OnRButtonUp(nFlags, point);
}
void CMy3DSLoaderView::OnRButtonDown(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
SetCapture( );
mouserightdown = TRUE;
mouseprevpoint.x = point.x;
mouseprevpoint.y = point.y;
CView::OnRButtonDown(nFlags, point);
}
void CMy3DSLoaderView::OnMouseMove(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
if(mouserightdown)
{
SetCamPos(2, -(point.y - mouseprevpoint.y) , TRUE,TRUE);
}
else if(mouseleftdown)
{
SetSceneRot(0, (point.y - mouseprevpoint.y) , TRUE,TRUE);
SetSceneRot(2, (point.x - mouseprevpoint.x) , TRUE,TRUE);
}
CView::OnMouseMove(nFlags, point);
mouseprevpoint.x = point.x;
mouseprevpoint.y = point.y;
CView::OnMouseMove(nFlags, point);
}
void CMy3DSLoaderView::OnLButtonUp(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
ReleaseCapture( );
mouseleftdown = FALSE;
SetSceneRot(0, (point.y - mouseprevpoint.y) , TRUE, TRUE);
SetSceneRot(2, (point.x - mouseprevpoint.x) , TRUE, TRUE);
CView::OnLButtonUp(nFlags, point);
}
void CMy3DSLoaderView::OnLButtonDown(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
SetCapture( );
mouseleftdown = TRUE;
mouseprevpoint.x = point.x;
mouseprevpoint.y = point.y;
CView::OnLButtonDown(nFlags, point);
}
void CMy3DSLoaderView::SetCamPos(int axis, int value, BOOL increment, BOOL apply)
{
if(increment)
{
camPos[axis] += (float)value*camPos[axis]/100;
}
else
{
camPos[axis] = (float)value/2;
}
::glMatrixMode(GL_MODELVIEW);
::glLoadIdentity();
RenderScene();
}
void CMy3DSLoaderView::SetSceneRot(int axis, int value, BOOL increment, BOOL apply)
{
if(increment)
sceneRot[axis] += (sceneRot[axis] >=360) ? (-360 + value/2): value/2;
else
sceneRot[axis] = (sceneRot[axis] >=360) ? (-360 + value/2): value/2;
RenderScene();
}
BOOL CMy3DSLoaderView::OpenFile(LPCTSTR lpszPathName)
{
char* file = new char[strlen(lpszPathName)];
strcpy(file, lpszPathName);
C3dsReader Loader;
BOOL result;
if( m_triList.getNumObjects() > 0 ) m_triList.removeAllObjects();
result = Loader.Reader(file, &m_triList);
if( result)
{
m_3dsLoaded = TRUE;
m_triList.doAfterMath();
}
return result;
}