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; }