www.pudn.com > 3DSGLLOADER.rar > 3DSGLLOADERVIEW.CPP


// 3DSglLoaderView.cpp : implementation of the CMy3DSglLoaderView class 
// 
 
#include "stdafx.h" 
#include "3DSglLoader.h" 
 
#include "3DSglLoaderDoc.h" 
#include "3DSglLoaderView.h" 
#include "dc10.h" 
#ifdef _DEBUG 
#define new DEBUG_NEW 
#undef THIS_FILE 
static char THIS_FILE[] = __FILE__; 
#endif 
 
///////////////////////////////////////////////////////////////////////////// 
// CMy3DSglLoaderView 
 
IMPLEMENT_DYNCREATE(CMy3DSglLoaderView, CView) 
 
BEGIN_MESSAGE_MAP(CMy3DSglLoaderView, CView) 
	//{{AFX_MSG_MAP(CMy3DSglLoaderView) 
	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() 
 
///////////////////////////////////////////////////////////////////////////// 
// CMy3DSglLoaderView construction/destruction 
 
CMy3DSglLoaderView::CMy3DSglLoaderView() 
{ 
	// TODO: add construction code here 
 
} 
 
CMy3DSglLoaderView::~CMy3DSglLoaderView() 
{ 
} 
 
BOOL CMy3DSglLoaderView::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); 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMy3DSglLoaderView drawing 
 
void CMy3DSglLoaderView::OnDraw(CDC* pDC) 
{ 
	CMy3DSglLoaderDoc* pDoc = GetDocument(); 
	ASSERT_VALID(pDoc); 
	// TODO: add draw code for native data here 
////////////////////////////////////////////////////////////////// 
	RenderScene();	//渲染场景 
////////////////////////////////////////////////////////////////// 
 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMy3DSglLoaderView printing 
 
BOOL CMy3DSglLoaderView::OnPreparePrinting(CPrintInfo* pInfo) 
{ 
	// default preparation 
	return DoPreparePrinting(pInfo); 
} 
 
void CMy3DSglLoaderView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
	// TODO: add extra initialization before printing 
} 
 
void CMy3DSglLoaderView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
	// TODO: add cleanup after printing 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMy3DSglLoaderView diagnostics 
 
#ifdef _DEBUG 
void CMy3DSglLoaderView::AssertValid() const 
{ 
	CView::AssertValid(); 
} 
 
void CMy3DSglLoaderView::Dump(CDumpContext& dc) const 
{ 
	CView::Dump(dc); 
} 
 
CMy3DSglLoaderDoc* CMy3DSglLoaderView::GetDocument() // non-debug version is inline 
{ 
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMy3DSglLoaderDoc))); 
	return (CMy3DSglLoaderDoc*)m_pDocument; 
} 
#endif //_DEBUG 
 
///////////////////////////////////////////////////////////////////////////// 
// CMy3DSglLoaderView message handlers 
 
int CMy3DSglLoaderView::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 CMy3DSglLoaderView::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 CMy3DSglLoaderView::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 CMy3DSglLoaderView::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 CMy3DSglLoaderView::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 CMy3DSglLoaderView::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 CMy3DSglLoaderView::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 CMy3DSglLoaderView::RenderScene()  
{ 
	::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); 
	::glMatrixMode(GL_MODELVIEW); 
	::glLoadIdentity(); 
 
	::glTranslatef( 0.0, 0.0, -200.0 ); 
	glRotatef(rotation,0.0,1.0,0.0);	 
	::glPushMatrix(); 
	glCallList(Model); 
	rotation = (rotation   + 1)   % 360;	 
	::glPopMatrix(); 
 
 
 
	::SwapBuffers(m_pDC->GetSafeHdc());		//交互缓冲区 
	return TRUE; 
} 
 
void CMy3DSglLoaderView::Init(GLvoid) 
{ 
	 
	::glShadeModel(GL_SMOOTH); 
	::glClearColor(0.0F, 0.0F, 0.0F, 0.0F); 
	::glClearDepth(1.0F); 
	 glEnable(GL_DEPTH_TEST); 
	 glDepthFunc(GL_LESS); 
	 glEnable(GL_CULL_FACE); 
	 glCullFace(GL_BACK); 
	 glFrontFace(GL_CCW); 
	 glDisable(GL_DITHER); 
 
	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_LIGHTING); 
	glEnable(GL_LIGHT0); 
	 
   glMateriali(GL_FRONT, GL_SHININESS, 128); 
 
	Model = GL3DS_initialize_dc10(); 
	if (Model == -1)  
	{ 
		printf("Error initializing display list\n"); 
		exit (-1); 
	} 
 
	rotation =0; 
}