www.pudn.com > OPENGLYANHUA.rar > MYFIREWORKVIEW.CPP


// MyFireworkView.cpp : implementation of the CMyFireworkView class 
// 
 
#include "stdafx.h" 
#include "MyFirework.h" 
 
#include "MyFireworkDoc.h" 
#include "MyFireworkView.h" 
 
#ifdef _DEBUG 
#define new DEBUG_NEW 
#undef THIS_FILE 
static char THIS_FILE[] = __FILE__; 
#endif 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyFireworkView 
 
IMPLEMENT_DYNCREATE(CMyFireworkView, CView) 
 
BEGIN_MESSAGE_MAP(CMyFireworkView, CView) 
	//{{AFX_MSG_MAP(CMyFireworkView) 
	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() 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyFireworkView construction/destruction 
 
CMyFireworkView::CMyFireworkView() 
{ 
	// TODO: add construction code here 
 
} 
 
CMyFireworkView::~CMyFireworkView() 
{ 
} 
 
BOOL CMyFireworkView::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); 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyFireworkView drawing 
 
void CMyFireworkView::OnDraw(CDC* pDC) 
{ 
	CMyFireworkDoc* pDoc = GetDocument(); 
	ASSERT_VALID(pDoc); 
	// TODO: add draw code for native data here 
////////////////////////////////////////////////////////////////// 
	RenderScene();	//渲染场景 
////////////////////////////////////////////////////////////////// 
 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyFireworkView printing 
 
BOOL CMyFireworkView::OnPreparePrinting(CPrintInfo* pInfo) 
{ 
	// default preparation 
	return DoPreparePrinting(pInfo); 
} 
 
void CMyFireworkView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
	// TODO: add extra initialization before printing 
} 
 
void CMyFireworkView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
	// TODO: add cleanup after printing 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyFireworkView diagnostics 
 
#ifdef _DEBUG 
void CMyFireworkView::AssertValid() const 
{ 
	CView::AssertValid(); 
} 
 
void CMyFireworkView::Dump(CDumpContext& dc) const 
{ 
	CView::Dump(dc); 
} 
 
CMyFireworkDoc* CMyFireworkView::GetDocument() // non-debug version is inline 
{ 
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyFireworkDoc))); 
	return (CMyFireworkDoc*)m_pDocument; 
} 
#endif //_DEBUG 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyFireworkView message handlers 
 
int CMyFireworkView::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(); 
	InitializeTexture();	 
	return 0; 
} 
 
void CMyFireworkView::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 CMyFireworkView::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(); 
	gluOrtho2D(-1.33, 1.33, 0, 2); 
	glMatrixMode(GL_MODELVIEW); 
	WindW = cx; 
	WindH = cy;	 
} 
 
void CMyFireworkView::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 CMyFireworkView::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 CMyFireworkView::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 CMyFireworkView::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 CMyFireworkView::RenderScene()  
{ 
	float s; 
	int i, flag_temp; 
	struct firework *fw_temp, *fw_temp2; 
	AddFirework();		//  添加烟火 
	glClear(GL_COLOR_BUFFER_BIT); 
	//  绘制烟火 
	glColor3f(1, 1, 1); 
	fw_temp = fw; 
	glDisable(GL_TEXTURE_2D); 
	while (fw_temp) 
	{ 
		if (!fw_temp->flag) 
		{ 
			glPushMatrix(); 
			s = (9.8*fw_temp->t*fw_temp->t)/1000; 
			glRotatef(fw_temp->dir, 0, 0, 1); 
			glTranslatef(0, 1.5-s, 0); 
			glBegin(GL_POINTS); 
			glVertex2f(0, 0); 
			glEnd(); 
			glPopMatrix(); 
		} 
		fw_temp = fw_temp->next; 
	} 
	glEnable(GL_TEXTURE_2D); 
	// 绘制所有的爆炸粒子 
	fw_temp = fw; 
	fw_temp2 = NULL; 
	while (fw_temp) 
	{ 
		glPushMatrix(); 
		s = (9.8*fw_temp->t*fw_temp->t)/1000; // 粒子的位移 s = gt^2/2  
		glRotatef(fw_temp->dir, 0, 0, 1); 
		glTranslatef(0, 1.5-s, 0); 
		fw_temp->t -= 0.08; 
		if (fw_temp->t <= 2) 
			if (!fw_temp->flag) fw_temp->flag = 1; // 设置粒子模式 
			if (fw_temp->flag) 
			{ 
				// 绘制粒子 
				flag_temp = 0; 
				for (i=0; ix, fw_temp->y, 0); 
					glRotatef(fw_temp->fp[i].dir, 0, 0, 1); 
					glColor4f(fw_temp->fp[i].r, fw_temp->fp[i].g, fw_temp->fp[i].b, 1); 
					glBegin(GL_QUADS); 
					glTexCoord2f(0, 0); glVertex2f(fw_temp->fp[i].x-0.02, -0.02); 
					glTexCoord2f(1, 0); glVertex2f(fw_temp->fp[i].x+0.02, -0.02); 
					glTexCoord2f(1, 1); glVertex2f(fw_temp->fp[i].x+0.02, 0.02); 
					glTexCoord2f(0, 1); glVertex2f(fw_temp->fp[i].x-0.02, 0.02); 
					glEnd(); 
					glPopMatrix(); 
					fw_temp->fp[i].x += fw_temp->fp[i].speed; 
					// 颜色变淡 
					if (fw_temp->fp[i].r > 0) fw_temp->fp[i].r -= 0.01; 
					if (fw_temp->fp[i].r < 0)  
					{ 
						fw_temp->fp[i].r = 0; 
						fw_temp->counter++; 
					} 
					if (fw_temp->fp[i].g > 0) fw_temp->fp[i].g -= 0.01; 
					if (fw_temp->fp[i].g < 0) 
					{ 
						fw_temp->fp[i].g = 0; 
						fw_temp->counter++; 
					} 
					if (fw_temp->fp[i].b > 0) fw_temp->fp[i].b -= 0.01; 
					if (fw_temp->fp[i].b < 0) 
					{ 
						fw_temp->fp[i].b = 0; 
						fw_temp->counter++; 
					} 
					// 检查烟火生命是否结束 
					if (fw_temp->counter >= MAX_POINTS*3)  
					{ 
						// 删除该烟火 
						if (fw_temp2 != NULL) 
						{ 
							fw_temp2->next = fw_temp->next; 
							free(fw_temp); 
							fw_temp = fw_temp2->next; 
						} 
						else 
						{ 
							fw = fw_temp->next; 
							free(fw_temp); 
							fw_temp2 = NULL; 
							fw_temp = fw; 
						} 
						flag_temp = 1; 
						glPopMatrix(); 
						break; 
					} 
				} 
				if (flag_temp) continue; 
			} 
			glPopMatrix(); 
			// 绘制下一个烟火 
			fw_temp2 = fw_temp; 
			fw_temp = fw_temp->next; 
	} 
	glFlush();   
 
	::SwapBuffers(m_pDC->GetSafeHdc());		//交互缓冲区 
	return TRUE; 
} 
 
void CMyFireworkView::AddFirework() 
{ 
  struct firework *fw_temp; 
 
  if ((rand() % 50) == 0) 
  { 
    // 添加新的烟火 
    if (fw == NULL) 
    { 
      fw = (struct firework *)malloc(sizeof(struct firework)); 
      fw->next = NULL; 
    } 
    else 
    { 
      fw_temp = (struct firework *)malloc(sizeof(struct firework)); 
      fw_temp->next = fw; 
      fw = fw_temp; 
    } 
    fw->type = (rand() % 8); 
    fw->x = 0; 
    fw->y = 0; 
    fw->flag = 0; 
    fw->t = 20;  
    fw->counter = 0; 
    fw->dir = (rand() % 70)-35; 
    // 初始化烟火粒子 
    for (i=0; ifp[i].dir = (rand() % 360); 
      if (fw->type & 4) fw->fp[i].speed = (float)(rand() % 1000)/100000; 
      else fw->fp[i].speed = 0.005+(float)(rand() % 1000)/1000000;; 
           
      fw->fp[i].x = 0; 
       
      if ((fw->type & 3) == 0) 
      { 
        // 白色 
        fw->fp[i].r = 1; 
        fw->fp[i].g = 1; 
        fw->fp[i].b = 1; 
      } 
      else 
      if ((fw->type & 3) == 1) 
      { 
        // 红色 
        fw->fp[i].r = 1; 
        fw->fp[i].g = 0; 
        fw->fp[i].b = 0; 
      } 
      else 
      if ((fw->type & 3) == 2) 
      { 
        // 黄色 
        fw->fp[i].r = 1; 
        fw->fp[i].g = 1; 
        fw->fp[i].b = 0; 
      } 
      else 
      { 
        // 随机颜色 
        fw->fp[i].r = (float)(rand() % 256)/255; 
        fw->fp[i].g = (float)(rand() % 256)/255; 
        fw->fp[i].b = (float)(rand() % 256)/255; 
      } 
      if (fw->fp[i].r == 0) fw->counter++; 
      if (fw->fp[i].g == 0) fw->counter++; 
      if (fw->fp[i].b == 0) fw->counter++; 
    } 
  } 
} 
 
 
void CMyFireworkView::InitializeTexture() 
{ 
  int texwid, texht; 
  int texcomps; 
  char fn[]="particle.rgb"; 
  
  teximage = m_Tex->read_texture(fn, &texwid, &texht, &texcomps); 
  if (!teximage) 
  { 
    printf("Sorry, can't read texture file..."); 
    exit(0); 
  } 
  glPixelStorei(GL_UNPACK_ALIGNMENT, 1); 
  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texwid, texht, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage); 
 
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);  
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);  
 
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 
  glEnable(GL_TEXTURE_2D);   
}  
 
 
void CMyFireworkView::Init() 
{ 
  srand((unsigned int)time(NULL)); 
  fw = NULL; 
  glPointSize(2.0f); 
  glClearColor(0, 0, 0, 1); 
  glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); 
  glEnable(GL_BLEND); 
}