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);
}