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); 
}