www.pudn.com > vessel2.rar > MYSDOPENGLVIEW.CPP
// MySDOpenGLView.cpp : implementation of the CMySDOpenGLView class
//
#include "stdafx.h"
#include "MySDOpenGL.h"
#include "math.h"
#include "model.h"
#include "MySDOpenGLDoc.h"
#include "MySDOpenGLView.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
GLuint texture[3];
/////////////////////////////////////////////////////////////////////////////
// CMySDOpenGLView
IMPLEMENT_DYNCREATE(CMySDOpenGLView, CView)
BEGIN_MESSAGE_MAP(CMySDOpenGLView, CView)
//{{AFX_MSG_MAP(CMySDOpenGLView)
ON_WM_CREATE()
ON_WM_DESTROY()
ON_WM_SIZE()
ON_WM_TIMER()
//}}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()
/////////////////////////////////////////////////////////////////////////////
// CMySDOpenGLView construction/destruction
CMySDOpenGLView::CMySDOpenGLView()
{
// TODO: add construction code here
}
CMySDOpenGLView::~CMySDOpenGLView()
{
}
BOOL CMySDOpenGLView::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);
}
/////////////////////////////////////////////////////////////////////////////
// CMySDOpenGLView drawing
void CMySDOpenGLView::OnDraw(CDC* pDC)
{
CMySDOpenGLDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
//////////////////////////////////////////////////////////////////
RenderScene(); //渲染场景
//////////////////////////////////////////////////////////////////
}
/////////////////////////////////////////////////////////////////////////////
// CMySDOpenGLView printing
BOOL CMySDOpenGLView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CMySDOpenGLView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CMySDOpenGLView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CMySDOpenGLView diagnostics
#ifdef _DEBUG
void CMySDOpenGLView::AssertValid() const
{
CView::AssertValid();
}
void CMySDOpenGLView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CMySDOpenGLDoc* CMySDOpenGLView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMySDOpenGLDoc)));
return (CMySDOpenGLDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CMySDOpenGLView message handlers
int CMySDOpenGLView::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);
//////////////////////////////////////////////////////////////////
return 0;
}
void CMySDOpenGLView::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 CMySDOpenGLView::OnSize(UINT nType, int cx, int cy)
{
CView::OnSize(nType, cx, cy);
if (cy==0)
{
cy=1;
}
// 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);
/////////////////////////////////////////////////////////////////
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)cx/(GLfloat)cy,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CMySDOpenGLView::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 CMySDOpenGLView::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 CMySDOpenGLView::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 CMySDOpenGLView::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 CMySDOpenGLView::RenderScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0,0,2,0,0,0,0,1,0);
// glRotatef(45,0.0,1.0,0.0);
Drawyuanzhu(0.5f,3.0f);
::SwapBuffers(m_pDC->GetSafeHdc()); //交互缓冲区
return TRUE;
}
void CMySDOpenGLView::Drawyuanzhu(GLfloat radius, GLfloat length)
{
GLfloat x, y, z;
GLfloat pai = 3.1415926;
GLfloat k = radius;
for(z = 0.0f; z >= -length; z -= 0.1f)
{
if ((z > length * 0.5) && ( z < length * 0.6 ))
radius += k * 0.1;
if ((z > length * 0.6) && ( z < length * 0.7 ))
radius -= k * 0.1;
glBegin(GL_LINE_STRIP);
{
for(GLfloat u = 0.0f; u <= pai * 2 + 0.15707963; u += 0.15707963f)
{
x = radius * sin(u);
y = radius * cos(u);
glVertex3f(x, y, z);
}
}
glEnd();
}
for(GLfloat v = 0.0f; v <= pai * 2; v +=0.15707963f)
{
glBegin(GL_LINE_STRIP);
{
for(GLfloat u = 0.0f; u <= pai * 2 ; u += 0.01f)
{
x = radius * sin(v);
y = radius * cos(v);
for(z = 0.0f; z >= -length; z -= 0.01f)
{
glVertex3f(x,y,z);
}
}
}
glEnd();
}
}
void CMySDOpenGLView::InitData(void)
{
// 系统变量的初始化
var.xmis=0;
var.ymis=2;
var.zmis=990;
var.vmis=0;
var.amis=10;
var.damis=var.amis/300;
var.potenza=0;
var.anparete=0;
var.mparete=(float)1;
var.fine=false;
}
void CMySDOpenGLView::Camera(void)
{
switch(var.cameratype)
{
case CAM_A:
var.xcam=var.xmis+4;
var.ycam=var.ymis+3;
var.zcam=var.zmis+15;
gluLookAt(var.xcam,var.ycam,var.zcam,var.xmis,var.ymis,var.zmis,0.0f,1.0f,0.0f);
break;
case CAM_B:
var.xcam=var.xmis+100;
var.ycam=var.ymis+3;
var.zcam=var.zmis;
gluLookAt(var.xcam,var.ycam,var.zcam,var.xmis,var.ymis,var.zmis,0.0f,1.0f,0.0f);
break;
case CAM_C:
var.xcam=var.xmis;
var.ycam=var.ymis+40;
var.zcam=var.zmis-1;
gluLookAt(var.xcam,var.ycam,var.zcam,var.xmis,var.ymis,var.zmis,0.0f,1.0f,0.0f);
break;
case CAM_D:
var.xcam=camera[var.cameratype].x;
var.ycam=camera[var.cameratype].y;
var.zcam=camera[var.cameratype].z;
gluLookAt(var.xcam,var.ycam,var.zcam,var.xmis,var.ymis,var.zmis,0.0f,1.0f,0.0f);
break;
case CAM_E:
var.xcam=0;
var.ycam=10;
var.zcam=var.zmis+100;
gluLookAt(var.xcam,var.ycam,var.zcam,var.xmis,var.ymis,var.zmis,0.0f,1.0f,0.0f);
break;
case CAM_F:
var.xcam-=0.1;
var.ycam=6;
var.zcam+=0.15;
gluLookAt(var.xcam,var.ycam,var.zcam,0,4,0,0.0f,1.0f,0.0f);
break;
case CAM_G:
var.xcam-=0.1;
var.ycam+=0.2;
var.zcam--;
gluLookAt(var.xcam,var.ycam,var.zcam,var.xmis,var.ymis,var.zmis,0.0f,1.0f,0.0f);
break;
case CAM_H:
var.xcam=-4;
var.ycam=-2;
var.zcam=200;
gluLookAt(var.xcam,var.ycam,var.zcam,var.xmis,var.ymis,var.zmis,0.0f,1.0f,0.0f);
break;
}
}
void CMySDOpenGLView::DrawMissile(void)
{
glPushMatrix();
glEnable(GL_LIGHTING);
glTranslatef(var.xmis,var.ymis,var.zmis);
glRotatef(var.amis,1,0,0);
glRotatef(180,0,1,0);
pModel->draw();
glDisable(GL_LIGHTING);
glPopMatrix();
var.amis-=var.damis;
if(var.amis<0)
var.amis=0;
}
void CMySDOpenGLView::DrawTerrain(void)
{
float z;
glColor3f(0.8f,1,0.8f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_QUADS);
glTexCoord2f(0,0); glVertex3f(-1000,-4,-100);
glTexCoord2f(1,0); glVertex3f(-10,-4,-100);
glTexCoord2f(1,1); glVertex3f(-10,-4,1200);
glTexCoord2f(0,1); glVertex3f(-1000,-4,1200);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0,0); glVertex3f(1200,-4,-100);
glTexCoord2f(1,0); glVertex3f(10,-4,-100);
glTexCoord2f(1,1); glVertex3f(10,-4,1200);
glTexCoord2f(0,1); glVertex3f(1200,-4,1200);
glEnd();
glColor3f(1,1,1);
glBegin(GL_QUADS);
glTexCoord2f(0,0); glVertex3f(-1000,-8,-100);
glTexCoord2f(1,0); glVertex3f(1000,-8,-100);
glTexCoord2f(1,1); glVertex3f(1000,100,-200);
glTexCoord2f(0,1); glVertex3f(-1000,100,-200);
glEnd();
for(z=1200;z>-100;z-=25)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[2]);
glBegin(GL_QUADS);
glTexCoord2f(1,0); glVertex3f(-10,-4,z);
glTexCoord2f(1,1); glVertex3f(-9,-8,z);
glTexCoord2f(0,1); glVertex3f(-9,-8,z-25);
glTexCoord2f(0,0); glVertex3f(-10,-4,z-25);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(1,0); glVertex3f(10,-4,z);
glTexCoord2f(1,1); glVertex3f(9,-8,z);
glTexCoord2f(0,1); glVertex3f(9,-8,z-25);
glTexCoord2f(0,0); glVertex3f(10,-4,z-25);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_QUADS);
glTexCoord2f(0,0); glVertex3f(-9,-8,z);
glTexCoord2f(1,0); glVertex3f(9,-8,z);
glTexCoord2f(1,1); glVertex3f(9,-8,z-25);
glTexCoord2f(0,1); glVertex3f(-9,-8,z-25);
glEnd();
glDisable(GL_TEXTURE_2D);
if(z>0)
{
glBegin(GL_QUADS);
glVertex3f(-0.5f,-7.9f,z);
glVertex3f(0.5f,-7.9f,z);
glVertex3f(0.5f,-7.9f,z-15);
glVertex3f(-0.5f,-7.9f,z-15);
glEnd();
}
}
}
double CMySDOpenGLView::VectorLength( Vector v )
{
return sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
}
Vector CMySDOpenGLView::VectorNormalize( Vector v )
{
Vector vresult;
double l = VectorLength( v );
vresult.x = v.x/l;
vresult.y = v.y/l;
vresult.z = v.z/l;
return vresult;
}
Vector CMySDOpenGLView::VectorMultiply( Vector v1, Vector v2 )
{
Vector vresult;
vresult.x = v1.y * v2.z - v1.z * v2.y;
vresult.y = v1.z * v2.x - v1.x * v2.z;
vresult.z = v1.x * v2.y - v1.y * v2.x;
return vresult;
}
Vector CMySDOpenGLView::VectorScalarMultiply( Vector v, double s )
{
Vector vresult;
vresult.x = v.x * s;
vresult.y = v.y * s;
vresult.z = v.z * s;
return vresult;
}
Vector CMySDOpenGLView::VectorDiff( Vector v1, Vector v2 )
{
Vector vresult;
vresult.x = v1.x - v2.x;
vresult.y = v1.y - v2.y;
vresult.z = v1.z - v2.z;
return vresult;
}
void CMySDOpenGLView::Luce(double x, double y, double z,double dimensione,float r,float g,float b,float iox,float ioy,float ioz,int Tex)
{
Vector Position;
Vector MyPosition;
Position.x = x;
Position.y = y;
Position.z = z;
MyPosition.x=iox;
MyPosition.y=ioy;
MyPosition.z=ioz;
Vector sight = VectorDiff(MyPosition, Position);
Vector cz;
cz.x = 0;
cz.y = 0;
cz.z = 1;
Vector cross1 = VectorMultiply( sight, cz );
Vector cross2 = VectorMultiply( sight, cross1 );
cross1 = VectorNormalize(cross1);
cross2 = VectorNormalize(cross2);
cross1 = VectorScalarMultiply(cross1, dimensione);
cross2 = VectorScalarMultiply(cross2, dimensione);
glColor3f(r,g,b);
glEnable(GL_TEXTURE_2D);
glEnable (GL_BLEND);
glBlendFunc( (1,1,1,1), (1,1,1,1));
glDepthMask (GL_FALSE);
glBindTexture( GL_TEXTURE_2D, texture[Tex] );
glBegin(GL_QUADS);
glTexCoord2d( 0.0, 0.0 );
glVertex3d( Position.x + cross1.x, Position.y + cross1.y, Position.z + cross1.z);
glTexCoord2d( 1.0, 0.0 );
glVertex3d( Position.x - cross2.x, Position.y - cross2.y, Position.z - cross2.z);
glTexCoord2d( 1.0, 1.0 );
glVertex3d( Position.x - cross1.x, Position.y - cross1.y, Position.z - cross1.z);
glTexCoord2d( 0.0, 1.0 );
glVertex3d( Position.x + cross2.x, Position.y + cross2.y, Position.z + cross2.z);
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable (GL_BLEND);
glDepthMask (GL_TRUE);
}
void CMySDOpenGLView::OnChar(UINT nChar, UINT nRepCnt, UINT nFlags)
{
// TODO: Add your message handler code here and/or call default
// 视点模式
if(nChar==49) // 按下'1'键
{
var.cameratype=0;
}
if(nChar==50) // 按下'2'键
{
var.cameratype=1;
}
if(nChar==51) // 按下'3'键
{
var.cameratype=2;
}
if(nChar==52) // 按下'4'键
{
var.cameratype=3;
}
if(nChar==53) // 按下'5'键
{
var.cameratype=4;
}
if(nChar==54) // 按下'6'键
{
var.cameratype=5;
}
if(nChar==55) // 按下'7'键
{
var.cameratype=6;
}
if(nChar==56) // 按下'8'键
{
var.cameratype=7;
}
CView::OnChar(nChar, nRepCnt, nFlags);
}