www.pudn.com > 3DmaxSLoader.rar > 3DSLoaderView.cpp


// 3DSLoaderView.cpp : implementation of the CMy3DSLoaderView class 
// 
#include "stdafx.h" 
#include "3DSLoader.h" 
 
#include "3DSLoaderDoc.h" 
#include "3DSLoaderView.h" 
#include  
 
#ifdef _DEBUG 
#define new DEBUG_NEW 
#undef THIS_FILE 
static char THIS_FILE[] = __FILE__; 
#endif 
 
GLuint texturem = 0; 
GLfloat XPOS = -MAX/2; 
GLfloat YPOS = 0; 
GLfloat ZPOS = -MAX/2; 
GLfloat XP=0; 
GLfloat YP=0; 
GLfloat ZP=0; 
 
GLfloat xtrans = MAX/2; 
GLfloat ytrans = 0; 
GLfloat ztrans = MAX/2; 
 
GLfloat visual_distance = 100; 
 
GLfloat xtexa;  
GLfloat ytexa;  
GLfloat xtexa2;  
GLfloat ytexa2;  
     
int xrange1 ;  
int xrange2 ; 
int zrange1 ; 
int zrange2 ;    
 
GLfloat	xrot=0;				// 绕 X 轴旋转 
GLfloat	yrot=0;				// 绕 Y 轴旋转 
GLfloat	zrot=0;				// 绕 Z 轴旋转 
GLfloat Throttlei; 
GLfloat Throttle = 5; 
GLfloat _Throttle=Throttle; 
GLfloat Speed = Throttle; 
GLfloat Speedi; 
GLfloat piover180 = 0.0174532925f; 
GLfloat sceneroty; 
GLfloat heading; 
 
GLfloat zprot; 
 
int quality = 3; 
 
GLfloat glow = .4; 
GLfloat glowp = 0; 
 
bool  wireframe = FALSE;	// 线框绘制模式ON/OFF 
bool  water = true;			// 是否绘制水 ON/OFF 
 
GLUquadricObj *quadratic; 
GLuint	texture[8]; 
 
GLfloat V; 
GLfloat Angle; 
int loop; 
 
///////////////////////////////////////////////////////////////////////////// 
// CMy3DSLoaderView 
 
IMPLEMENT_DYNCREATE(CMy3DSLoaderView, CView) 
 
BEGIN_MESSAGE_MAP(CMy3DSLoaderView, CView) 
	//{{AFX_MSG_MAP(CMy3DSLoaderView) 
	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() 
 
///////////////////////////////////////////////////////////////////////////// 
// CMy3DSLoaderView construction/destruction 
 
CMy3DSLoaderView::CMy3DSLoaderView() 
{ 
	// TODO: add construction code here 
 
} 
 
CMy3DSLoaderView::~CMy3DSLoaderView() 
{ 
} 
 
BOOL CMy3DSLoaderView::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); 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMy3DSLoaderView drawing 
 
void CMy3DSLoaderView::OnDraw(CDC* pDC) 
{ 
	CMy3DSLoaderDoc* pDoc = GetDocument(); 
	ASSERT_VALID(pDoc); 
	// TODO: add draw code for native data here 
////////////////////////////////////////////////////////////////// 
	RenderScene();	//渲染场景 
////////////////////////////////////////////////////////////////// 
 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMy3DSLoaderView printing 
 
BOOL CMy3DSLoaderView::OnPreparePrinting(CPrintInfo* pInfo) 
{ 
	// default preparation 
	return DoPreparePrinting(pInfo); 
} 
 
void CMy3DSLoaderView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
	// TODO: add extra initialization before printing 
} 
 
void CMy3DSLoaderView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
	// TODO: add cleanup after printing 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMy3DSLoaderView diagnostics 
 
#ifdef _DEBUG 
void CMy3DSLoaderView::AssertValid() const 
{ 
	CView::AssertValid(); 
} 
 
void CMy3DSLoaderView::Dump(CDumpContext& dc) const 
{ 
	CView::Dump(dc); 
} 
 
CMy3DSLoaderDoc* CMy3DSLoaderView::GetDocument() // non-debug version is inline 
{ 
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMy3DSLoaderDoc))); 
	return (CMy3DSLoaderDoc*)m_pDocument; 
} 
#endif //_DEBUG 
 
///////////////////////////////////////////////////////////////////////////// 
// CMy3DSLoaderView message handlers 
 
int CMy3DSLoaderView::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); 
////////////////////////////////////////////////////////////////// 
	InitGL(); 
	return 0; 
} 
 
void CMy3DSLoaderView::OnDestroy()  
{ 
	CView::OnDestroy(); 
	 
	// TODO: Add your message handler code here 
///////////////////////////////////////////////////////////////// 
//取消当前的渲染环境,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 CMy3DSLoaderView::OnSize(UINT nType, int cx, int cy)  
{ 
	CView::OnSize(nType, cx, cy); 
	 
	// TODO: Add your message handler code here 
	if (cy==0)	 
	{ 
		cy=1;	 
	} 
///////////////////////////////////////////////////////////////// 
//添加窗口缩放时的图形变换函数 
	glViewport(0,0,cx,cy); 
///////////////////////////////////////////////////////////////// 
	glMatrixMode(GL_PROJECTION);//确定在矩阵操作中使用哪个矩阵堆栈 
	//GL_MODELVIEW 影响模型矩阵堆栈操作(用于在场景中移动物体) 
	//GL_PROJECTION影响投影矩阵堆栈操作(用于定义剪裁区域) 
	//GL_TEXTURE   影响文理矩阵堆栈操作(操纵纹理坐标) 
	glLoadIdentity();	//置当前矩阵为单位矩阵 
//定义一个视图透视投影矩阵,即创建一个矩阵,描述世界坐标中的视图平截面 
	gluPerspective(45.0f,(GLfloat)cx/(GLfloat)cy,0.9f,50000.0f); 
 
	glMatrixMode(GL_MODELVIEW);	 
	glLoadIdentity(); 
	 
 
} 
 
void CMy3DSLoaderView::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 CMy3DSLoaderView::SetLogicalPalette(void) 
{ 
    struct 
    { 
        WORD Version;//版本信息(总是0x300) 
        WORD NumberOfEntries;//颜色项目的数量(在8位模式下为256) 
        PALETTEENTRY aEntries[256]; 
    } logicalPalette = { 0x300, 256 }; 
//这256个调色板项目必须均匀地分布在RGB颜色立方体中,而且必须以某个确定的顺序出现。 
	//在8位颜色模式下,采用3-3-2模式7-6--5-4-3--2-1-0蓝色 绿色 红色强度索引值 
	//将每部分映射到0-255中去, 
	BYTE reds[] = {0, 36, 72, 109, 145, 182, 218, 255};//3比特映射 
	BYTE greens[] = {0, 36, 72, 109, 145, 182, 218, 255}; 
	BYTE blues[] = {0, 85, 170, 255};//2比特映射 
 
    for (int colorNum=0; colorNum<256; ++colorNum) 
    {//将3部分组合起来成为一种颜色 
        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);//创建调色板 
} 
 
 
////////////////////////////////////////////////////////// 
//						初始化openGL场景 
////////////////////////////////////////////////////////// 
BOOL CMy3DSLoaderView::InitializeOpenGL(CDC* pDC) 
{ 
	m_pDC = pDC; 
	SetupPixelFormat(); 
	//生成绘制描述表 
	m_hRC = ::wglCreateContext(m_pDC->GetSafeHdc()); 
	//设置当前绘制描述表 
	::wglMakeCurrent(m_pDC->GetSafeHdc(), m_hRC); 
 
	return TRUE; 
} 
 
////////////////////////////////////////////////////////// 
//				为一个特定的设备环境选择像素格式 
////////////////////////////////////////////////////////// 
BOOL CMy3DSLoaderView::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);//选择一种与pfd所描述的最匹配的像素格式 
	::SetPixelFormat(m_pDC->GetSafeHdc(), pixelformat, &pfd);	//为设备环境设置像素格式 
	//这种像素格式是否需要调色板?是则设置 
	if(pfd.dwFlags & PFD_NEED_PALETTE) 
		SetLogicalPalette();	//设置逻辑调色板 
	return TRUE; 
} 
 
////////////////////////////////////////////////////////// 
//						场景绘制与渲染 
////////////////////////////////////////////////////////// 
BOOL CMy3DSLoaderView::RenderScene()  
{ 
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );//清除缓冲区 
 
	RestoreMyDefaultSettings(); 
    
	if (-XPOS < 0) XPOS -= MAX;  
	if (-XPOS > MAX) XPOS += MAX; 
	if (-ZPOS < 0) ZPOS -= MAX;  
	if (-ZPOS > MAX) ZPOS += MAX; 
 
	xtrans = -XPOS; 
	ytrans = YPOS;    
	ztrans = -ZPOS; 
	 
	yrot = heading; 
     
	sceneroty = 360.0f - yrot; 
 
	glLoadIdentity(); 
	glTranslatef(0,0,-10); 
	glRotatef(sceneroty,0,1,0); 
	glTranslatef(xtrans,ytrans-3.5-ABS(Speed)/5,ztrans);  
    
	xrange1 = int(MAX-xtrans - visual_distance);  
	xrange2 = int(MAX-xtrans + visual_distance); 
	zrange1 = int(MAX-ztrans - visual_distance); 
	zrange2 = int(MAX-ztrans + visual_distance);    
   
	if (quality != 1) 
	{ 
		xrange1 /= quality; 
		xrange1 *= quality; 
		xrange2 /= quality; 
		xrange2 *= quality; 
 
		zrange1 /= quality; 
		zrange1 *= quality; 
		zrange2 /= quality; 
		zrange2 *= quality; 
	}     
 
	if (wireframe) 
	{   
		DrawWireframe(); 
	} 
	else 
	{  
		DrawTexture(); 
	} 
 
	glDisable(GL_TEXTURE_2D);//禁用2维纹理 
	glDisable(GL_DEPTH_TEST);//禁用深度测试 
	glDisable(GL_BLEND);//颜色混合 
 
	Caculate(); 
 
	glMatrixMode(GL_MODELVIEW); 
	glLoadIdentity(); 
 
	glTranslatef( camPos[0], camPos[1], camPos[2] ); 
	glRotatef( camRot[0], 1.0F, 0.0F, 0.0F ); 
 
	Draw3ds(); 
	 
	::SwapBuffers(m_pDC->GetSafeHdc());		//交互缓冲区 
	return TRUE; 
} 
 
////////////////////////////////////////////////////////// 
//							Draw3ds() 
////////////////////////////////////////////////////////// 
void CMy3DSLoaderView::Draw3ds() 
{ 
	if (OpenFile("F16.3DS"))  
	{ 
			m_triList.drawGL(); 
	} 
} 
 
bool CMy3DSLoaderView::InitGL(GLvoid) 
{ 
	if (!m_texture.LoadGLTextures())				// 装入纹理 
	{ 
		return FALSE;								// 如果纹理不存在,则返回FALSE 
	} 
	float fog_r = 211.f/255.f; 
	float fog_g = 237.f/255.f; 
	float fog_b = 254.f/255.f; 
	glClearColor(fog_r, fog_g, fog_b, 1);			// 黑背景颜色 
	glClearDepth(1.0f);		   							// 深度缓冲设置 
   
	RestoreMyDefaultSettings(); 
 
	//允许对特定的渲染行为进行可选的控制 
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations 
    // 设置光照效果 
	GLfloat LightAmbient[]=		{ 0.5f, 0.5f, 0.5f, 1.0f }; 
	GLfloat LightDiffuse[]=		{ 1.0f, 1.0f, 1.0f, 1.0f }; 
	GLfloat LightSpecular[]=	{ 0.5f, 0.5f, 0.5f, 1.0f }; 
	GLfloat LightPosition[]=	{ 0.0f, 0.0f, 0.0f, 1.0f }; 
	 
    glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);	//环境光成分	 
	glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);	//散射光成分 
	glLightfv(GL_LIGHT1, GL_SPECULAR,LightSpecular);//镜面光成分 
	glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);//光源位置 
	glEnable(GL_LIGHT1);//启用光照1	 
	 
/*	glEnable(GL_COLOR_MATERIAL);//启用颜色追踪 
     
	glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE);//设置材料属性,对应于glColor的值 
	//此后,所用材料都具有完全的强光泽的镜面反射属性 
	glMaterialfv(GL_FRONT,GL_SPECULAR,LightSpecular); 
	glMateriali(GL_FRONT,GL_SHININESS,128); 
*/ 
	// 设置雾化效果 
	GLuint	fogMode[]= { GL_EXP, GL_EXP2, GL_LINEAR };	// 保存三种雾的模式 
	GLuint	fogfilter = 0;								// 当前使用的雾的模式  
	GLfloat	fogColor[4] = {fog_r, fog_g, fog_b, 1};		// 雾的颜色 
 
	glFogi(GL_FOG_MODE, fogMode[2]);			        // 设置雾的模式 
	glFogfv(GL_FOG_COLOR, fogColor);					// 设置雾的颜色 
	glFogf(GL_FOG_DENSITY, 0.294f);						// 设置雾的浓度 
	glHint(GL_FOG_HINT, GL_NICEST);					    // Fog Hint Value 
	glFogf(GL_FOG_START, 10.0f);						// 设置雾的开始深度 
	glFogf(GL_FOG_END, visual_distance);				// 设置雾的结束深度 
	glEnable(GL_FOG);									// OpenGL雾模式 
 
	quadratic=gluNewQuadric();		//创建一个新的不透明二次方程状态对象				 
	gluQuadricNormals(quadratic, GLU_SMOOTH);// 设置用于二次方程物体的光照法线的类型 
	//GLU_SMOOTH,为每个顶点生成一条光照法线,生成光滑法向 
	gluQuadricTexture(quadratic, GL_TRUE);	// 启用从纹理贴图图像到二次方程形状的纹理坐标生成 
 
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
 
	InitTerrain(); 
 
	camPos[0]	 = 0.0f; 
	camPos[1]	 = 0.0f; 
	camPos[2]	 = -30.0f; 
	camRot[0]	 = 260.0f; 
	camRot[1]	 = 0.0f; 
	camRot[2]	 = 0.0f; 
 
	m_triList.Init(); 
	 
	glShadeModel(GL_FLAT);//把缺省着色模式设置为单调着色 
	 
	glClearColor(0.0F, 0.0F, 0.0F, 0.0F);//设置颜色和Alpha值,用于清除颜色缓冲区 
	 
	glClearDepth(1.0F);//指定一个深度值,用于深度缓冲区的清除 
 
	glEnable(GL_DEPTH_TEST);//启用深度测试 
 
	glEnable(GL_CULL_FACE);//启用多边形选择 
	return TRUE; 
 
} 
 
GLfloat CMy3DSLoaderView::Hypot(GLfloat A, GLfloat B) 
{ 
	return sqrt(A*A+B*B); 
} 
 
GLfloat CMy3DSLoaderView::ABS(GLfloat A) 
{ 
	if (A < 0) 
		A = -A;  
	return A; 
} 
void CMy3DSLoaderView::RestoreMyDefaultSettings() 
{ 
	glEnable(GL_DEPTH_TEST);//隐藏表面消除 
	glEnable(GL_TEXTURE_2D); 
	glDisable(GL_BLEND); 
	glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);//设置颜色混合函数的源和目的因子 
	//在这里它告诉OpenGL接受源颜色并将这个颜色(RGB值)与Alpha值相乘,然后把这个结果加上 
	    //目标颜色乘以1再减去源颜色的Alpha值 
	glEnable(GL_FOG); 
} 
 
void CMy3DSLoaderView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)  
{ 
	// TODO: Add your message handler code here and/or call default 
	if(nChar==49)	// 按下'1'键 
	{ 
		_Throttle = 1; 
	} 
	if(nChar==50)	// 按下'2'键 
	{ 
		_Throttle = 2; 
	} 
	if(nChar==51)	// 按下'3'键 
	{ 
		_Throttle = 3; 
	} 
	if(nChar==52)	// 按下'4'键 
	{ 
		_Throttle = 4; 
	}	 
	if(nChar==53)	// 按下'5'键 
	{ 
		_Throttle = 5; 
	} 
	if(nChar==54)	// 按下'6'键 
	{ 
		_Throttle = 6; 
	}	 
	if(nChar==55)	// 按下'7'键 
	{ 
		_Throttle = 7; 
	} 
	if(nChar==56)	// 按下'8'键 
	{ 
		_Throttle = 8; 
	} 
	if(nChar==57)	// 按下'9'键 
	{ 
		_Throttle = 9; 
	} 
	if(nChar==48)	// 按下'0'键 
	{ 
		_Throttle = 15; 
	} 
 
	if(nChar==VK_LEFT) 
	{ 
		zprot += 5/(ABS(Speed)+1); 
		Throttle*=.99;                
 
	} 
	if(nChar==VK_RIGHT) 
	{ 
		zprot -= 5/(ABS(Speed)+1); 
		Throttle*=.99; 
	} 
 
	if(nChar==76||nChar==108)		// 按下'L'键	 
	{ 
		water=!water; 
	} 
	if(nChar==87||nChar==119)		// 按下'W'键 
	{ 
		wireframe=!wireframe;   
	}	 
 
	CView::OnKeyDown(nChar, nRepCnt, nFlags); 
} 
 
bool CMy3DSLoaderView::InitTerrain(GLvoid) 
{ 
	int i,i2;      
     
	field[0][0].y=(GLfloat(rand()%100)-50)/3; 
 
	// 生成地形数据 
	for (i = 0; i < MAX; i++) 
	{   
		for (i2 = 0; i2 < MAX; i2++) 
		{ 
			if (i<10 || i2<10 || i>MAX-10 || i2>MAX-10) 
				field[i][i2].y=0;    
			else 
				field[i][i2].y=(GLfloat(rand()%151)-75)/50+(field[i-1][i2-1].y+field[i-1][i2].y+field[i-1][i2+1].y+field[i-1][i2-2].y+field[i-1][i2+2].y)/5.05; //Calculate the y coordinate on the same principle. 				 
		} 
	} 
	// 地形光滑处理 
   for (int cnt = 0; cnt < 3; cnt++) 
   { 
	   for (int t = 1; t < MAX-1; t++) 
	   { 
		   for (int t2 = 1; t2 < MAX-1; t2++) 
		   { 
			   field[t][t2].y = (field[t+1][t2].y+field[t][t2-1].y+field[t-1][t2].y+field[t][t2+1].y)/4;            
			   if (cnt == 0) 
			   { 
				   if (field[t][t2].y < -1 && field[t][t2].y > -1-.5)  
					   field[t][t2].y -= .45, field[t][t2].y *= 2; 
				   else if (field[t][t2].y > -1 && field[t][t2].y < -1+.5)  
					   field[t][t2].y += .5, field[t][t2].y /= 5; 
			   } 
		   } 
	   } 
   } 
   return true; 
} 
 
bool CMy3DSLoaderView::DrawWireframe(GLvoid) 
{ 
	int i;     
	int i2;     
	int t, t2; 
	glDisable(GL_TEXTURE_2D); 
	glColor4f(0.0f,0.0f,0.0f,1.0f); 
	for (t = xrange1; t < xrange2; t+=quality) 
	{ 
		for (t2 = zrange1; t2 < zrange2; t2+=quality) 
  		{ 
			i = t; 
			i2 = t2; 
             
			while (i < 0) i += MAX;              
			while (i > MAX) i -= MAX;             
			while (i2 < 0) i2 += MAX;              
			while (i2 > MAX) i2 -= MAX; 
			int coord=t-MAX; 
			int coord2=t2-MAX; 
 
			glBegin(GL_LINE_LOOP); 
			glVertex3f(coord,field[i][i2].y,coord2);         
			glVertex3f(coord+quality,field[i+quality][i2].y,coord2); 
			glVertex3f(coord+quality,field[i+quality][i2+quality].y,coord2+quality); 
			glVertex3f(coord,field[i][i2+quality].y,coord2+quality); 
			glVertex3f(coord+quality,field[i+quality][i2].y,coord2); 
			glEnd(); 
		} 
	} 
	glEnable(GL_TEXTURE_2D); 
	   
	return true; 
} 
 
bool CMy3DSLoaderView::DrawTexture(GLvoid) 
{ 
	DrawTerrain();		// 绘制地形 
	DrawSky();			// 绘制天空 
	if(water) 
	{  
		DrawWater();	// 绘制水 
	}          
  
	return true; 
} 
 
bool CMy3DSLoaderView::DrawWater(GLvoid) 
{ 
	glEnable(GL_BLEND); 
  	glLoadIdentity(); 
	glTranslatef(0,0,-10); 
	glRotatef(sceneroty,0,1,0); 
	glTranslatef(xtrans,ytrans-3.5-ABS(Speed)/5,ztrans); 
 
	glBindTexture(GL_TEXTURE_2D, texture[3]); 
	glColor4f(1,1,1,.35f); 
	glBegin(GL_TRIANGLE_STRIP); 
		glTexCoord2f(xtexa2,ytexa2); glVertex3f(xrange2-MAX,-1,zrange2-MAX); 
		glTexCoord2f(xtexa2,ytexa);  glVertex3f(xrange2-MAX,-1,zrange1-MAX);  
		glTexCoord2f(xtexa,ytexa2);  glVertex3f(xrange1-MAX,-1,zrange2-MAX);  
		glTexCoord2f(xtexa,ytexa);   glVertex3f(xrange1-MAX,-1,zrange1-MAX);  
	glEnd(); 
 
	glDisable(GL_BLEND); 
	return true; 
} 
 
bool CMy3DSLoaderView::DrawTerrain(GLvoid) 
{ 
	int i;     
	int i2;   
	int t, t2;	 
	glEnable(GL_CULL_FACE); 
	glFrontFace(GL_CCW); 
	glColor4f(1,1,1,1); 
	glBindTexture(GL_TEXTURE_2D, texture[0]); 
	for (t = xrange1; t < xrange2; t+=quality) 
	{         
		for (t2 = zrange1; t2 < zrange2; t2+=quality) 
		{                                      
			i = t; 
			i2 = t2; 
             
			while (i < 0) i += MAX;              
			while (i > MAX) i -= MAX;             
			while (i2 < 0) i2 += MAX;              
			while (i2 > MAX) i2 -= MAX; 
 
   			xtexa = (GLfloat(i)/MAX)*57; 
			xtexa2 = (GLfloat(i+quality)/MAX)*57;     
			ytexa = (GLfloat(i2)/MAX)*57; 
			ytexa2 = (GLfloat(i2+quality)/MAX)*57;        
			int coord=t-MAX; 
			int coord2=t2-MAX; 
       
			glBegin(GL_TRIANGLE_STRIP); 
			glTexCoord2f(xtexa2,ytexa2);  glVertex3f(coord+quality,field[i+quality][i2+quality].y,  coord2+quality); 
			glTexCoord2f(xtexa2,ytexa);   glVertex3f(coord+quality,field[i+quality][i2].y,coord2);  
			glTexCoord2f(xtexa,ytexa2);   glVertex3f(coord,field[i][i2+quality].y,coord2+quality);  
			glTexCoord2f(xtexa,ytexa);   glVertex3f(coord,field[i][i2].y,coord2);  
			glEnd();        
		}    
	} 
 
	glEnable(GL_BLEND); 
	glBlendFunc(GL_DST_COLOR, GL_ZERO);//设置颜色混合函数的源和目的因子 
	// 第二次绘制地形(多重纹理) 
	glBindTexture(GL_TEXTURE_2D, texture[2]); 
	glColor4f(1,1,1,.5f); 
	for (t = xrange1; t < xrange2; t+=quality) 
	{    
		for (t2 = zrange1; t2 < zrange2; t2+=quality) 
		{                
			i = t; 
			i2 = t2; 
             
			while (i < 0) i += MAX;              
			while (i > MAX) i -= MAX;             
			while (i2 < 0) i2 += MAX;              
			while (i2 > MAX) i2 -= MAX; 
 
			xtexa = (GLfloat(i)/MAX)*1; 
			xtexa2 = (GLfloat(i+quality)/MAX)*1; 
			ytexa = (GLfloat(i2)/MAX)*1; 
			ytexa2 = (GLfloat(i2+quality)/MAX)*1;        
			int coord=t-MAX; 
			int coord2=t2-MAX; 
             
			glBegin(GL_TRIANGLE_STRIP); 
			glTexCoord2f(xtexa2,ytexa2);  glVertex3f(coord+quality,field[i+quality][i2+quality].y,  coord2+quality); 
			glTexCoord2f(xtexa2,ytexa);   glVertex3f(coord+quality,field[i+quality][i2].y,coord2);  
			glTexCoord2f(xtexa,ytexa2);   glVertex3f(coord,field[i][i2+quality].y,coord2+quality);  
			glTexCoord2f(xtexa,ytexa);   glVertex3f(coord,field[i][i2].y,coord2);  
			glEnd();             
		} 
	}    
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);//设置颜色混合函数的源和目的因子 
	glDisable(GL_BLEND); 
        
	glFrontFace(GL_CW); 
	glDisable(GL_CULL_FACE); 
	return true; 
} 
 
bool CMy3DSLoaderView::DrawSky(GLvoid) 
{ 
	glFogf(GL_FOG_START, MAX*2);					// 雾的开始深度 
	glFogf(GL_FOG_END, MAX*15);						// 雾的结束深度 
	glColor4f(1,1,1,1); 
	glBindTexture(GL_TEXTURE_2D, texture[1]); 
	glTranslatef(-xtrans,-ytrans-MAX*48,-ztrans); 
	glRotatef(90,1,0,1); 
	gluSphere(quadratic,MAX*50,20,20);//绘制球体,参数:半径,切片,堆叠 
	glFogf(GL_FOG_START, 10.0f);					// 雾的开始深度 
	glFogf(GL_FOG_END, visual_distance);			// 雾的结束深度 
	return true; 
} 
 
void CMy3DSLoaderView::Caculate(GLvoid)//在飞机的仿真过程中,根据仿真的不同状态 
                                        //对各种数据进行计算 
{ 
	zprot*=0.935f; 
	heading += zprot/3; 
 
	Throttlei += (_Throttle-Throttle)/10; 
	Throttlei *= .9f; 
	Throttle += Throttlei/10; 
				 
	GLfloat MAX_Speed = (sqrt(Throttle+1)) * 10;  
	Speedi += MAX_Speed-Speed; 
	Speedi *= .9f; 
	Speed += Speedi/1000; 
 
	//每次刷屏后的显示坐标 
	XP = -(GLfloat)sin(heading*piover180) * Speed;	 
	ZP = -(GLfloat)cos(heading*piover180) * Speed; 
    GLfloat overallspeed = Hypot(XP,ZP) / (ABS(Speed)+1);  				 
				 
	XP *= overallspeed; 
	ZP *= overallspeed; 
 
	XPOS += XP/30; 
	ZPOS += ZP/30; 
} 
 
BOOL CMy3DSLoaderView::OpenFile(LPCTSTR lpszPathName) 
{ 
	char* file = new char[strlen(lpszPathName)]; 
	strcpy(file, lpszPathName);	 
 
	C3dsReader Loader; 
	BOOL result; 
	if( m_triList.getNumObjects() > 0 ) m_triList.removeAllObjects(); 
	 
	result = Loader.Reader(file, &m_triList); 
	if( result)  
	{ 
		m_triList.doAfterMath(); 
 
	} 
	 
	return result; 
}