www.pudn.com > Dynamicdisplayofreal-time3Dterrain.rar > dialogDlg.cpp


// dialogDlg.cpp : implementation file 
// 
 
#include "stdafx.h" 
#include "dialog.h" 
#include "dialogDlg.h" 
#include "gl/gl.h" 
#include "gl/glu.h" 
#include "gl/glaux.h" 
#include "math.h" 
#include "dibapi.h" 
#include "draw.h" 
#include "splash.h" 
#ifdef _DEBUG 
#define new DEBUG_NEW 
#undef THIS_FILE 
static char THIS_FILE[] = __FILE__; 
#endif 
#pragma warning (disable:4305) 
#pragma warning (disable :4244) 
int* m_pDemX; //记录地形数据x方向采样点的坐标 
int* m_pDemY;//记录地形数据y方向采样点的坐标 
int* m_pDemH;//记录地形数据z方向采样点的坐标 
int m_iDemWidth;//记录地形数据x方向采样点的个数 
int m_iDemHeight;//记录地形数据x方向采样点的个数 
BYTE m_pTexForest0[128][128][3];//存放地形纹理图像 
BYTE m_pTexyun[512][512][3];//存放天空背景图像 
//定义三个显示列表编号常量 
const int no1=1; 
const int no2=2; 
const int no3=3; 
//定义颜色的类型 
typedef struct COLOUR 
{ 
	GLfloat r, g, b; 
}COLOUR; 
//用于存放地形采样点颜色的二维数组,120,120含义是地形采样点的个数横向不超过120个点,纵向不超过120个点 
//也可以动态生成,解除个数的限制,我们这里使用的是静态分配 
COLOUR colour [120][120]; 
///////////////////////////////////////////////////////////////////////////// 
// CAboutDlg dialog used for App About 
 //Cdocument pDoc; 
class CAboutDlg : public CDialog 
{ 
public: 
	CAboutDlg(); 
     
// Dialog Data 
	//{{AFX_DATA(CAboutDlg) 
	enum { IDD = IDD_ABOUTBOX }; 
	//}}AFX_DATA 
 
	// ClassWizard generated virtual function overrides 
	//{{AFX_VIRTUAL(CAboutDlg) 
	protected: 
	virtual void DoDataExchange(CDataExchange* pDX);    // DDX/DDV support 
	//}}AFX_VIRTUAL 
 
// Implementation 
protected: 
	//{{AFX_MSG(CAboutDlg) 
	//}}AFX_MSG 
	DECLARE_MESSAGE_MAP() 
}; 
 
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD) 
{ 
	//{{AFX_DATA_INIT(CAboutDlg) 
	//}}AFX_DATA_INIT 
} 
 
void CAboutDlg::DoDataExchange(CDataExchange* pDX) 
{ 
	CDialog::DoDataExchange(pDX); 
	//{{AFX_DATA_MAP(CAboutDlg) 
	//}}AFX_DATA_MAP 
} 
 
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog) 
	//{{AFX_MSG_MAP(CAboutDlg) 
		// No message handlers 
	//}}AFX_MSG_MAP 
END_MESSAGE_MAP() 
 
///////////////////////////////////////////////////////////////////////////// 
// CDialogDlg dialog 
 
CDialogDlg::CDialogDlg(CWnd* pParent /*=NULL*/) 
	: CDialog(CDialogDlg::IDD, pParent) 
{ 
	 
	//{{AFX_DATA_INIT(CDialogDlg) 
		// NOTE: the ClassWizard will add member initialization here 
	//}}AFX_DATA_INIT 
	// Note that LoadIcon does not require a subsequent DestroyIcon in Win32 
	m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME); 
} 
 
void CDialogDlg::DoDataExchange(CDataExchange* pDX) 
{ 
	CDialog::DoDataExchange(pDX); 
	//{{AFX_DATA_MAP(CDialogDlg) 
		// NOTE: the ClassWizard will add DDX and DDV calls here 
	//}}AFX_DATA_MAP 
} 
 
BEGIN_MESSAGE_MAP(CDialogDlg, CDialog) 
	//{{AFX_MSG_MAP(CDialogDlg) 
	ON_WM_SYSCOMMAND() 
	ON_WM_PAINT() 
	ON_WM_QUERYDRAGICON()	 
	ON_BN_CLICKED(IDC_BUTTON9, exit_system) 
	ON_BN_CLICKED(IDC_BUTTON2, create_display_list) 
	ON_BN_CLICKED(IDC_BUTTON3, move_scence) 
	ON_WM_TIMER() 
	ON_BN_CLICKED(IDC_BUTTON4, stop_move) 
	ON_WM_CREATE() 
	//}}AFX_MSG_MAP 
END_MESSAGE_MAP() 
 
///////////////////////////////////////////////////////////////////////////// 
// CDialogDlg message handlers 
 
BOOL CDialogDlg::OnInitDialog() 
{ 
	CDialog::OnInitDialog();//初始化对话框 
    px=py=pz=0;	//三个绝对坐标设为0 
    //定义眼睛的位置 
	lookx=-10000; 
    looky=9990; 
    lookz=870; 
    //读取地形相关数据 
	readdem(); 
	 
	 
   return TRUE;  // return TRUE  unless you set the focus to a control 
  
} 
 
void CDialogDlg::OnSysCommand(UINT nID, LPARAM lParam) 
{ 
	if ((nID & 0xFFF0) == IDM_ABOUTBOX) 
	{ 
		CAboutDlg dlgAbout; 
		dlgAbout.DoModal(); 
	} 
	else 
	{ 
		CDialog::OnSysCommand(nID, lParam); 
	} 
} 
 
// If you add a minimize button to your dialog, you will need the code below 
//  to draw the icon.  For MFC applications using the document/view model, 
//  this is automatically done for you by the framework. 
 
void CDialogDlg::OnPaint()  
{ 
	 
CPaintDC dc(this); // device context for painting 
CWnd* mywnd; 
mywnd=GetDlgItem(IDC_BUTTON1); 
CDC* pDC=mywnd->GetDC();		 
wglMakeCurrent(pDC->GetSafeHdc(),m_hrc);//使用opengl的绘制上下文 
draw_scence();//三维场景的绘制函数 
SwapBuffers(pDC->GetSafeHdc());//缓存提交,更新场景  
ReleaseDC(pDC);//释放上下文 
} 
 
// The system calls this to obtain the cursor to display while the user drags 
//  the minimized window. 
HCURSOR CDialogDlg::OnQueryDragIcon() 
{ 
	return (HCURSOR) m_hIcon; 
} 
 
 
 
void CDialogDlg::exit_system()  
{ 
	// TODO: Add your control notification handler code here 
 
    wglDeleteContext(m_hrc);//删除绘图上下文 
	AfxGetMainWnd()->PostMessage(WM_CLOSE);//关闭程序	 
 
} 
 
void CDialogDlg::create_display_list() //创建显示列表,并启动三维场景绘制 
{ 
	// TODO: Add your control notification handler code here 
	CWnd* mywnd; 
	mywnd=GetDlgItem(IDC_BUTTON3); 
	mywnd->EnableWindow(true); 
	mywnd=GetDlgItem(IDC_BUTTON2); 
	mywnd->EnableWindow(false); 
	mywnd=GetDlgItem(IDC_BUTTON1); 
    mywnd->ShowWindow(SW_SHOW); 
	CDC* pDC=mywnd->GetDC(); 
	SetThePixelFormat(pDC);//设置像素格式 
	m_hrc=wglCreateContext(pDC->GetSafeHdc());//创建opengl要使用的上下文; 
	wglMakeCurrent(pDC->GetSafeHdc(),m_hrc); 
	//上面的代码就是准备绘图环境,将来会在IDC_BUTTON1上面绘制三维图形 
   //下面定义了三个显示列表,编号为no1,no2,no3 
	glNewList(no1,GL_COMPILE);//设置缺省的绘图条件 
    glShadeModel(GL_SMOOTH); 
	glEnable(GL_DEPTH_TEST); 
    glDepthFunc(GL_LESS);	 
   	glEnable(GL_LIGHTING); 
	glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER ,1); 
	glLightModelf (GL_LIGHT_MODEL_TWO_SIDE,1.0f); 
	GLfloat vflPosition[]={50.0f,50.0f,50.0f,1.0f}; 
	GLfloat vflAmbient[]={1.f,1.f,1.f,1.0f}; 
	GLfloat vflDiffuse[]={1.f,1.f,1.f,1.0f}; 
	GLfloat vflSpecular[]={1.0f,1.0f,1.0f,1.0f}; 
	glLightfv(GL_LIGHT0,GL_POSITION,vflPosition); 
	glLightfv(GL_LIGHT0,GL_AMBIENT,vflAmbient); 
	glLightfv(GL_LIGHT0,GL_DIFFUSE,vflDiffuse); 
	glLightfv(GL_LIGHT0,GL_SPECULAR,vflSpecular); 
	glEnable(GL_LIGHT0);//设置缺省的光照 
	static GLfloat vfmAmbient[]={1.0f,1.0f,1.0f,1.0f}; 
	static GLfloat vfmSpecular[]={0.1f,0.1f,0.1f,1.0f}; 
	static GLfloat shine[]={10}; 
	glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,vfmAmbient); 
	glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,vfmSpecular); 
	glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,shine); 
	//设置缺省的材质	 
	GLfloat bordercolor[]={.5f,.5f,.5f,0.0f}; 
	glPixelStorei(GL_UNPACK_ALIGNMENT, 8); 
	//设置缺省的纹理 
	glTexImage2D(GL_TEXTURE_2D, 0, 4, 128, 128, 0,GL_RGB, 
							GL_UNSIGNED_BYTE, &(GLubyte)m_pTexForest0[0][0][0]); 
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
		glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bordercolor); 
		glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); 
    	glEnable(GL_TEXTURE_2D); 
     
	glEndList(); 
	 
	glNewList(no2,GL_COMPILE);  //三维地形核心代码 
	float normal[3]; 
	int width=m_iDemWidth; 
	int height=m_iDemHeight; 
	int i,j; 
	GLint* x=m_pDemX; 
	GLint* y=m_pDemY; 
	GLint* h=m_pDemH; 
	glDisable(GL_LIGHTING); 
	for(i=0;iGetSafeHdc(), &pfd)) == 0 ) 
    {   MessageBox("ChoosePixelFormat failed"); 
        return; 
    } 
    if (SetPixelFormat(pDC->GetSafeHdc(), pixelformat, &pfd) == FALSE) 
    {   MessageBox("SetPixelFormat failed"); 
        return; 
    } 
    return; 
} 
 
 
//三维场景的绘制函数 
void CDialogDlg::draw_scence() 
{ 
glCallList(no3);//第一步:绘制天空背景 
glCallList(no1);//第二步:回到缺省的绘制条件下 
glMatrixMode(GL_PROJECTION); 
	GLsizei nWidth=800; 
	GLsizei nHeight=600; 
	GLdouble dAspect=(GLdouble)nWidth/(GLdouble)nHeight; 
	glLoadIdentity(); 
	gluPerspective(60,dAspect,1.0,20000.0); 
	glViewport(0,0,nWidth,nHeight); 
    glMatrixMode(GL_MODELVIEW); 
    gluLookAt(lookx,looky,lookz,0,9990,860,0,0,1); 
    glTranslated(px,py,pz); 
	 
glCallList(no2);//第三步:绘制三维地形 
 
glFinish(); 
 
} 
 
//计算点的规一化法向量,计算方法参见计算机图形学相关书籍 
void CDialogDlg::GetVertexNormal(int i,int j, float normal[3]) 
{ 
	float normal1[3],normal2[3],normal3[3],normal4[3]; 
	GLint x[4],y[4],z[4]; 
	int width,height; 
	width=m_iDemWidth; 
	height=m_iDemHeight; 
if ((i0)&&(j>0)&&(jEnableWindow(true);		 
mywnd=GetDlgItem(IDC_BUTTON3); 
mywnd->EnableWindow(false);		 
 
} 
 
void CDialogDlg::readdem()//读取地形文件数据,加载到内存 
{ 
    m_pDemH=NULL; 
	m_pDemX=NULL; 
	m_pDemY=NULL; 
	m_iDemWidth=0; 
	m_iDemHeight=0; 
typedef struct tagDEMFILEHEADER{//地形文件的文件头,需要根据不同的地形文件进行相应的修改 
	int map[6]; 
	int height; 
	int width; 
    float sx; 
	float sy; 
	float tap; 
}DEMFILEHEADER; 
DEMFILEHEADER  DemHeader; 
	LPSTR lpstr=(LPSTR)::LockResource(LoadResource(NULL, 
													FindResource(NULL,MAKEINTRESOURCE(IDR_DEM1),"DEM"))); 
	memcpy((LPSTR)&DemHeader,lpstr,sizeof(DEMFILEHEADER)); 
	 
//	获取地形文件的相关信息,比如宽度,长度,间距等 
	m_iDemWidth=DemHeader.width; 
	m_iDemHeight=DemHeader.height; 
	m_pDemX = new int[m_iDemWidth];  
	m_pDemY = new int[m_iDemHeight]; 
	m_pDemH = new int[m_iDemWidth*m_iDemHeight]; 
	for(int i=0;i10)  
		{ 
               if((g_fHeight[x*m_iDemWidth+z]-g_fHeight[x*m_iDemWidth+z+1])<12 && (g_fHeight[x*m_iDemWidth+z]-g_fHeight[x*m_iDemWidth+z+1])>-12 && (g_fHeight[x*m_iDemWidth+z]-g_fHeight[(x+1)*m_iDemWidth+z])<12 && (g_fHeight[x*m_iDemWidth+z]-g_fHeight[(x+1)*m_iDemWidth+z])>-12)  
		  { 
				 
		  colour[x][z].g =gradient + 0.5;//0.6; 
		        colour[x][z].r = colour[x][z].g*0.2; 
		        colour[x][z].b = colour[x][z].g*0.2; 
                  } 
               else  
                  { 
			colour[x][z].r = gradient + 0.75; 
		        colour[x][z].g = colour[x][z].r*0.8; 
			colour[x][z].b = colour[x][z].r*0.7; 
                  } 
                } 
        else if(g_fHeight[x*m_iDemWidth+z]>0){ 
            colour[x][z].g = gradient + 0.75; 
            colour[x][z].r = colour[x][z].g * 0.2; 
            colour[x][z].b = 0.2; 
            } 
            else { 
            colour[x][z].r = gradient + 1.0; 
            colour[x][z].g = colour[x][z].r * 0.75; 
            colour[x][z].b = colour[x][z].r * 0.5; 
            } 
     } 
} 
 
void CDialogDlg::OnTimer(UINT nIDEvent) //漫游时进行位置平移 
{ 
	// TODO: Add your message handler code here and/or call default 
 
 
px-=10; 
py+=8; 
pz-=1; 
 
 
	OnPaint();	 
	CDialog::OnTimer(nIDEvent); 
} 
 
void CDialogDlg::stop_move() //停止漫游,也就是关闭定时器 
{ 
	// TODO: Add your control notification handler code here 
KillTimer(1);	 
CWnd* mywnd; 
mywnd=GetDlgItem(IDC_BUTTON3); 
	mywnd->EnableWindow(true); 
mywnd=GetDlgItem(IDC_BUTTON4); 
	mywnd->EnableWindow(false); 
	 
} 
 
 
 
//计算法向量之---求矢量的叉乘 
void CDialogDlg::GetShiCha(float x1, float y1, float h1, float x2, float y2, float h2,float normal[3]) 
{ 
normal[0]=y1*h2-y2*h1; 
normal[1]=x2*h1-x1*h2; 
normal[2]=x1*y2-x2*y1; 
} 
 
   
 
int CDialogDlg::OnCreate(LPCREATESTRUCT lpCreateStruct)  
{ 
	if (CDialog::OnCreate(lpCreateStruct) == -1) 
		return -1; 
	 
	// TODO: Add your specialized creation code here 
CSplashWnd::ShowSplashScreen(this);//程序运行开始出现闪现窗口 
	return 0; 
}