www.pudn.com > OpenGL_3d_terrain.rar > MyTerrain1View.cpp


// MyTerrain1View.cpp : implementation of the CMyTerrain1View class 
// 
 
#include "stdafx.h" 
#include "MyTerrain1.h" 
 
#include "MyTerrain1Doc.h" 
#include "MyTerrain1View.h" 
 
#ifdef _DEBUG 
#define new DEBUG_NEW 
#undef THIS_FILE 
static char THIS_FILE[] = __FILE__; 
#endif 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyTerrain1View 
 
IMPLEMENT_DYNCREATE(CMyTerrain1View, CView) 
 
BEGIN_MESSAGE_MAP(CMyTerrain1View, CView) 
	//{{AFX_MSG_MAP(CMyTerrain1View) 
	ON_WM_CREATE() 
	ON_WM_DESTROY() 
	ON_WM_SIZE() 
	ON_WM_TIMER() 
	ON_WM_KEYDOWN() 
	//}}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() 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyTerrain1View construction/destruction 
 
CMyTerrain1View::CMyTerrain1View() 
{ 
	// TODO: add construction code here 
 
} 
 
CMyTerrain1View::~CMyTerrain1View() 
{ 
} 
 
BOOL CMyTerrain1View::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); 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyTerrain1View drawing 
 
void CMyTerrain1View::OnDraw(CDC* pDC) 
{ 
	CMyTerrain1Doc* pDoc = GetDocument(); 
	ASSERT_VALID(pDoc); 
	// TODO: add draw code for native data here 
////////////////////////////////////////////////////////////////// 
	RenderScene();	//渲染场景 
////////////////////////////////////////////////////////////////// 
 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyTerrain1View printing 
 
BOOL CMyTerrain1View::OnPreparePrinting(CPrintInfo* pInfo) 
{ 
	// default preparation 
	return DoPreparePrinting(pInfo); 
} 
 
void CMyTerrain1View::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
	// TODO: add extra initialization before printing 
} 
 
void CMyTerrain1View::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
	// TODO: add cleanup after printing 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyTerrain1View diagnostics 
 
#ifdef _DEBUG 
void CMyTerrain1View::AssertValid() const 
{ 
	CView::AssertValid(); 
} 
 
void CMyTerrain1View::Dump(CDumpContext& dc) const 
{ 
	CView::Dump(dc); 
} 
 
CMyTerrain1Doc* CMyTerrain1View::GetDocument() // non-debug version is inline 
{ 
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyTerrain1Doc))); 
	return (CMyTerrain1Doc*)m_pDocument; 
} 
#endif //_DEBUG 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyTerrain1View message handlers 
 
int CMyTerrain1View::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 CMyTerrain1View::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 CMyTerrain1View::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); 
///////////////////////////////////////////////////////////////// 
	glMatrixMode(GL_PROJECTION); 
	glLoadIdentity(); 
	glFrustum(-10, 10, -10, 10, 10, 500); 
	glMatrixMode(GL_MODELVIEW);	 
} 
 
void CMyTerrain1View::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 CMyTerrain1View::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 CMyTerrain1View::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 CMyTerrain1View::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 CMyTerrain1View::RenderScene()  
{ 
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
   
	glLoadIdentity(); 
	gluLookAt(100, 100, 100, 0, 0, 0, 0, 1, 0); 
	 
	glRotatef((float)angle, 0, 1, 0); 
	glRotatef(90, 1, 0, 0); 
	glTranslatef(-200, -200, 0); 
	if (!stop) angle += 1; 
	if (angle > 359) angle = 0; 
 
	g.Draw(); // 绘制地形 
 
	glFlush();   
 
 
	::SwapBuffers(m_pDC->GetSafeHdc());		//交互缓冲区 
	return TRUE; 
} 
 
void CMyTerrain1View::Init(void) 
{ 
	int angle=0; 
	int stop=0; 
 
	GLfloat light_ambient[] = {0.0, 0.0, 0.0, 1.0}; 
	GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; 
	GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0}; 
	GLfloat light_position[] = {0.0, -100.0, -100.0, 0.0}; 
 
	glClearColor(0, 0, 0, 0); 
	glColor3f(1, 1, 1); 
	 
	g.SetCellLength(40);			// 网格之间的长度 
	g.SetHeight(0, 40);				// 地形高程的最小和最大值 
	g.GenerateNewGrid();			// 生成新的地形 
	g.SetInterpolationLevel(6);		// 曲线插值阶数 
	g.Compile(); 
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); 
 
	glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); 
	glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); 
	glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); 
	glLightfv(GL_LIGHT0, GL_POSITION, light_position); 
 
	glEnable(GL_LIGHT0); 
	glDepthFunc(GL_LESS); 
 
	glEnable(GL_DEPTH_TEST); 
	glEnable(GL_LIGHTING);			// 使用光照 
	glEnable(GL_NORMALIZE); 
	glShadeModel(GL_FLAT); 
 
	glCullFace(GL_FRONT); 
	glEnable(GL_CULL_FACE); 
 
	glGenTextures(1, texture); 
	LoadTexture("tr.rgb", 0); 
	glEnable(GL_TEXTURE_2D); 
	glBindTexture(GL_TEXTURE_2D, texture[0]); 
 
} 
 
///////////////////////////////////////////////////////////////////////////////// 
//装入纹理 
void CMyTerrain1View::LoadTexture(char *fn, int t_num) 
{ 
	int texwid, texht; 
	int texcomps; 
  
	teximage = m_Tex->read_texture(fn, &texwid, &texht, &texcomps); 
	if (!teximage) 
	{ 
		MessageBox("没有找到图形文件tr.rgb","错误",MB_ICONQUESTION); 
		exit(0); 
	} 
	glBindTexture(GL_TEXTURE_2D, texture[t_num]); 
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1); 
	glTexImage2D(GL_TEXTURE_2D, 0, 3, texwid, texht, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage); 
	gluBuild2DMipmaps(GL_TEXTURE_2D, 3, texwid, texht, GL_RGBA, GL_UNSIGNED_BYTE, teximage); 
 
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);  
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);  
 
	free(teximage); 
}  
 
 
void CMyTerrain1View::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)  
{ 
	// TODO: Add your message handler code here and/or call default 
	switch (nChar) 
	{ 
	    case VK_F12: g.GenerateNewGrid(); g.Compile();	// 生成新的地形 
				break; 
	    case VK_SPACE: stop = !stop;					// 停止动画 
				break; 
	    case VK_ESCAPE: exit(0);						//退出程序 
				break; 
	}		 
	CView::OnKeyDown(nChar, nRepCnt, nFlags); 
}