www.pudn.com > 3DTree.rar > RenderView.cpp


// RenderView.cpp 
// Created : 08/11/2001 
// Modified: 08/11/2001 
#include "stdafx.h" 
#include "3DTree.h" 
#include  
#include "3DTreeDoc.h" 
#include "RenderView.h" 
 
#ifdef _DEBUG 
#define new DEBUG_NEW 
#undef THIS_FILE 
static char THIS_FILE[] = __FILE__; 
#endif 
extern CString m_gstrHomeDir; 
// CRenderView 
IMPLEMENT_DYNCREATE(CRenderView, CView) 
 
BEGIN_MESSAGE_MAP(CRenderView, CView) 
//{{AFX_MSG_MAP(CRenderView) 
ON_WM_DESTROY() 
ON_WM_SIZE() 
ON_WM_LBUTTONDOWN() 
ON_WM_LBUTTONUP() 
ON_WM_MOUSEMOVE() 
ON_WM_PAINT() 
ON_WM_TIMER() 
ON_WM_CREATE() 
//}}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() 
 
// CRenderView构造函数/destruction 
CRenderView::CRenderView() 
{ 
	// OpenGL绘制描述表及像素格式 
	m_hGLContext = NULL; 
	m_GLPixelIndex = 0; 
	 
	//鼠标状态 
	m_LeftButtonDown = FALSE; 
	m_RightButtonDown = FALSE; 
	m_CursorRotation = AfxGetApp()->LoadCursor(IDC_CURSOR_ROTATION); 
 
	// OpenGL初始化 
	C3DTreeApp *pApp = (C3DTreeApp *)AfxGetApp(); 
	InitGeometry(); 
} 
 
// CRenderView析构函数 
CRenderView::~CRenderView() 
{ 
} 
 
// 初始化一些全局变量 
void CRenderView::InitGeometry(void) 
{ 
	m_xRotation = 0.0f; 
	m_yRotation = 0.0f; 
	m_xTranslation = 0.0f; 
	m_yTranslation = 0.0f; 
	m_zTranslation = -3.0f; 
	m_xScaling = 0.5f; 
	m_yScaling = 0.5f; 
	m_zScaling = 0.5f; 
 
	m_fTreeWidth= 0.8f; 
	m_fTreeHeight=1.0f; 
	m_fCenter[0]= 0; 
	m_fCenter[1]= 0; 
	m_fCenter[2]= 0; 
} 
 
BOOL CRenderView::PreCreateWindow(CREATESTRUCT& cs) 
{ 
	return CView::PreCreateWindow(cs); 
} 
 
void CRenderView::OnDraw(CDC* pDC) 
{ 
	C3DTreeDoc *pDoc = GetDocument(); 
	ASSERT(pDoc); 
} 
 
// CRenderView打印 
BOOL CRenderView::OnPreparePrinting(CPrintInfo* pInfo) 
{ 
	return DoPreparePrinting(pInfo); 
} 
 
// 开始打印 
void CRenderView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
} 
 
// 结束打印 
void CRenderView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
} 
 
// CRenderView诊断 
#ifdef _DEBUG 
void CRenderView::AssertValid() const 
{ 
	CView::AssertValid(); 
} 
 
void CRenderView::Dump(CDumpContext& dc) const 
{ 
	CView::Dump(dc); 
} 
 
C3DTreeDoc* CRenderView::GetDocument() // non-debug version is inline 
{ 
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(C3DTreeDoc))); 
	return (C3DTreeDoc*)m_pDocument; 
} 
#endif //_DEBUG 
 
// 类的创建函数 
// 可以在其中创建OpenGL的绘制描述表 
int CRenderView::OnCreate(LPCREATESTRUCT lpCreateStruct)  
{ 
	if (CView::OnCreate(lpCreateStruct) == -1) 
		return -1; 
	 
	HWND hWnd = GetSafeHwnd(); 
	HDC hDC = ::GetDC(hWnd); 
 
	if(SetWindowPixelFormat(hDC)==FALSE) 
		return 0; 
	 
	if(CreateViewGLContext(hDC)==FALSE) 
		return 0; 
	 
	// 设置多边形绘制的缺省模式 
	glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); 
	glShadeModel(GL_FLAT); 
	glEnable(GL_NORMALIZE); 
 
	// 设置光照及材质的属性 
	GLfloat	ambientProperties[]  = {1.0f, 1.0f, 0.0f, 1.0f}; 
	GLfloat	diffuseProperties[]  = {0.5f, 0.5f, 0.5f, 1.0f}; 
	GLfloat	specularProperties[] = {0.0f, 1.0f, 0.0f, 1.0f}; 
	GLfloat lightPos[] = {0.0f, -10.0f, 0.0f,1.0f}; 
	glClearDepth( 1.0f ); 
 
	m_ClearColorRed=1.0f; 
	m_ClearColorGreen=1.0f; 
	m_ClearColorBlue=1.0f; 
	 
	glLightfv( GL_LIGHT0, GL_AMBIENT, ambientProperties); 
	glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuseProperties); 
	glLightfv( GL_LIGHT0, GL_SPECULAR, specularProperties); 
	glLightfv( GL_LIGHT0, GL_POSITION,lightPos); 
	glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1.0f); 
 
	// 缺省情况下加光照 
	glEnable(GL_LIGHT0); 
	glEnable(GL_LIGHTING); 
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
	glClearColor(m_ClearColorRed,m_ClearColorGreen,m_ClearColorBlue,1.0f); 
	// 设置定时器为0.1秒 
	SetTimer( 0, 100, NULL); 
	return 0; 
} 
 
// 设置窗口的象素格式 
BOOL CRenderView::SetWindowPixelFormat(HDC hDC) 
{ 
	PIXELFORMATDESCRIPTOR pixelDesc; 
	 
	pixelDesc.nSize = sizeof(PIXELFORMATDESCRIPTOR); 
	pixelDesc.nVersion = 1; 
	 
	pixelDesc.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | 
		PFD_DOUBLEBUFFER | PFD_STEREO_DONTCARE; 
	 
	pixelDesc.iPixelType = PFD_TYPE_RGBA; 
	pixelDesc.cColorBits = 32; 
	pixelDesc.cRedBits = 8; 
	pixelDesc.cRedShift = 16; 
	pixelDesc.cGreenBits = 8; 
	pixelDesc.cGreenShift = 8; 
	pixelDesc.cBlueBits = 8; 
	pixelDesc.cBlueShift = 0; 
	pixelDesc.cAlphaBits = 0; 
	pixelDesc.cAlphaShift = 0; 
	pixelDesc.cAccumBits = 64; 
	pixelDesc.cAccumRedBits = 16; 
	pixelDesc.cAccumGreenBits = 16; 
	pixelDesc.cAccumBlueBits = 16; 
	pixelDesc.cAccumAlphaBits = 0; 
	pixelDesc.cDepthBits = 32; 
	pixelDesc.cStencilBits = 8; 
	pixelDesc.cAuxBuffers = 0; 
	pixelDesc.iLayerType = PFD_MAIN_PLANE; 
	pixelDesc.bReserved = 0; 
	pixelDesc.dwLayerMask = 0; 
	pixelDesc.dwVisibleMask = 0; 
	pixelDesc.dwDamageMask = 0; 
	 
	m_GLPixelIndex = ChoosePixelFormat(hDC,&pixelDesc); 
	if(m_GLPixelIndex == 0) // Choose default 
	{ 
		m_GLPixelIndex = 1; 
		if(DescribePixelFormat(hDC,m_GLPixelIndex, 
			sizeof(PIXELFORMATDESCRIPTOR),&pixelDesc)==0) 
			return FALSE; 
	} 
	 
	if(!SetPixelFormat(hDC,m_GLPixelIndex,&pixelDesc)) 
		return FALSE; 
	 
	return TRUE; 
} 
 
// 创建一个OpenGL绘制描述表 
BOOL CRenderView::CreateViewGLContext(HDC hDC) 
{ 
	m_hGLContext = wglCreateContext(hDC); 
	 
	if(m_hGLContext==NULL) 
		return FALSE; 
	 
	if(wglMakeCurrent(hDC,m_hGLContext)==FALSE) 
		return FALSE; 
	 
	return TRUE; 
} 
 
// 清除所有OpenGL绘制描述表 
// 销毁函数 
void CRenderView::OnDestroy()  
{ 
	if(wglGetCurrentContext() != NULL) 
		wglMakeCurrent(NULL,NULL); 
	 
	if(m_hGLContext != NULL) 
	{ 
		wglDeleteContext(m_hGLContext); 
		m_hGLContext = NULL; 
	} 
	 
	CView::OnDestroy(); 
} 
 
//  窗口大小变化响应函数 
void CRenderView::OnSize(UINT nType, int cx, int cy)  
{ 
	CView::OnSize(nType, cx, cy); 
	 
	// 设置OpenGL投影、视口和矩阵模式 
	CSize size(cx,cy); 
	if(cy>0) 
		aspect_ratio = (GLdouble)cx/(GLdouble)cy; 
	else 
		aspect_ratio = 1.0; 
	glViewport(0,0,size.cx,size.cy); 
	glMatrixMode(GL_PROJECTION); 
	glLoadIdentity(); 
	gluPerspective(60.0, aspect_ratio, 1.0f, 128.0); 
	glMatrixMode(GL_MODELVIEW); 
	glLoadIdentity(); 
	glDrawBuffer(GL_BACK); 
	glEnable(GL_DEPTH_TEST);	 
} 
 
void CRenderView::OnLButtonDown(UINT nFlags, CPoint point)  
{ 
	m_LeftButtonDown = TRUE; 
	m_LeftDownPos = point; 
	CView::OnLButtonDown(nFlags, point); 
} 
 
void CRenderView::OnLButtonUp(UINT nFlags, CPoint point)  
{ 
	m_LeftButtonDown = FALSE; 
	CView::OnLButtonUp(nFlags, point); 
} 
 
void CRenderView::OnMouseMove(UINT nFlags, CPoint point)  
{ 
	if(m_LeftButtonDown) 
	{ 
		m_xRotation += (float)(point.y - m_LeftDownPos.y) / 3.0f; 
		m_yRotation += (float)(point.x - m_LeftDownPos.x) / 3.0f; 
		m_LeftDownPos = point; 
		InvalidateRect(NULL,FALSE); 
	} 
	CView::OnMouseMove(nFlags, point); 
} 
 
// 绘制函数 
void CRenderView::OnPaint()  
{ 
	// 用于绘制的设备描述表 
	CPaintDC dc(this);  
	 
	// Useful in singledoc templates 
	HWND hWnd = GetSafeHwnd(); 
	HDC hDC = ::GetDC(hWnd); 
	wglMakeCurrent(hDC,m_hGLContext); 
	DrawWithOpenGL(); 
	// 使用双缓存 
	SwapBuffers(hDC); //dc.m_ps.hdc 
} 
 
// 用定时器实现一段简单的动画,每帧绕X轴、Y轴分别旋转1.0度 
void CRenderView::OnTimer(UINT nIDEvent)  
{ 
	switch(nIDEvent) 
		{ 
		case 0: 
			break; 
		case 1: 
			m_xRotation+=1.0f; 
			m_yRotation+=1.0f; 
			InvalidateRect(NULL,FALSE); 
			break; 
		default: 
			{} 
		} 
} 
 
void CRenderView::DrawWithOpenGL() 
{ 
	// 清除背景 
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
	glClearColor(m_ClearColorRed,m_ClearColorGreen,m_ClearColorBlue,1.0f); 
 
	glPushMatrix(); 
	 
	// 缩放、平移、旋转变换 
	glMatrixMode(GL_MODELVIEW); 
	glLoadIdentity(); 
	glScalef(m_xScaling,m_yScaling,m_zScaling); 
	glTranslatef(m_xTranslation,m_yTranslation,m_zTranslation); 
 	glRotatef(m_xRotation,1.0f,0.0f,0.0f); 
	glRotatef(m_yRotation,0.0f,1.0f,0.0f); 
 
	glRotatef(-90,1.0f,0.0f,0.0f); 
//第一排树 
	glPushMatrix(); 
	glTranslatef(0.0f,0.0f,0.2f); 
	LoadTextureImage(m_gstrHomeDir+"TreeImage\\bigtree1.bmp"); 
    DrawTree(); 
	 
	glTranslatef(1.0f,0.0f,0.0f); 
	LoadTextureImage(m_gstrHomeDir+"TreeImage\\bigtree2.bmp"); 
	DrawTree(); 
 
//第二排树 
	glTranslatef(-1.0f,0.0f,-1.5f); 
	LoadTextureImage(m_gstrHomeDir+"TreeImage\\bigtree3.bmp"); 
    DrawTree(); 
	 
	glTranslatef(1.0f,0.0f,0.0f); 
	LoadTextureImage(m_gstrHomeDir+"TreeImage\\bigtree4.bmp"); 
	DrawTree(); 
 
	glPopMatrix();	 
 
	glMatrixMode(GL_PROJECTION); 
    glLoadIdentity(); 
    gluPerspective(60.0, aspect_ratio, 1.0f, 128.0); 
	 
	glPopMatrix();	 
} 
 
void CRenderView::LoadTextureImage(CString strFilepath) 
{ 
	AUX_RGBImageRec *image; 
	unsigned char *myimage; 
	GLint m_TreeTexwidth=256,m_TreeTexheight=256; 
	image=auxDIBImageLoad(strFilepath); 
	if(image){ 
		m_TreeTexwidth=image->sizeX; 
		m_TreeTexheight=image->sizeY; 
	} 
	myimage=(unsigned char *)malloc(m_TreeTexwidth*m_TreeTexheight*3); 
	glPixelStorei(GL_UNPACK_ALIGNMENT,1); 
	gluScaleImage(GL_RGB,image->sizeX,image->sizeY,GL_UNSIGNED_BYTE, 
				image->data,m_TreeTexwidth,m_TreeTexheight,GL_UNSIGNED_BYTE,myimage); 
	unsigned char *rgba=(unsigned char *)malloc(m_TreeTexwidth*m_TreeTexheight*4); 
	unsigned char *rgbaptr,*ptr; 
	int i; 
    for (i = m_TreeTexwidth * m_TreeTexheight, 
	         rgbaptr = rgba, ptr = myimage; 
             i > 0; 
	     i --, rgbaptr += 4, ptr += 3) 
	{ 
            rgbaptr[0] = ptr[0]; 
            rgbaptr[1] = ptr[1]; 
            rgbaptr[2] = ptr[2]; 
			if((rgbaptr[0]==255&&rgbaptr[1]==255&&rgbaptr[2]==255)|| 
				(rgbaptr[0]==0&&rgbaptr[1]==0&&rgbaptr[2]==0)) 
				rgbaptr[3] = 0; 
			else 
				rgbaptr[3] = 255; 
	} 
	glTexImage2D(GL_TEXTURE_2D, 0, 4, m_TreeTexwidth, m_TreeTexheight, 0, GL_RGBA,  
				 GL_UNSIGNED_BYTE, rgba); 
} 
 
void CRenderView::DrawTree() 
{ 
	glEnable(GL_BLEND); 
	glEnable(GL_TEXTURE_2D); 
	glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP); 
	glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP); 
	glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); 
	glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); 
	glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); 
	// 
	glPushMatrix(); 
	glEnable(GL_BLEND); 
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 
	//XOY 
	glBegin(GL_POLYGON); 
	glTexCoord2f(1.0f,0.0f); 
	glVertex3f(m_fCenter[0]+m_fTreeWidth/2,m_fCenter[1],m_fCenter[2]); 
	glTexCoord2f(0.0f,0.0f); 
	glVertex3f(m_fCenter[0]-m_fTreeWidth/2,m_fCenter[1],m_fCenter[2]); 
	glTexCoord2f(0.0f,1.0f); 
	glVertex3f(m_fCenter[0]-m_fTreeWidth/2,m_fCenter[1],m_fCenter[2]+m_fTreeHeight); 
	glTexCoord2f(1.0f,1.0f); 
	glVertex3f(m_fCenter[0]+m_fTreeWidth/2,m_fCenter[1],m_fCenter[2]+m_fTreeHeight); 
	glEnd(); 
	//YOZ 
	glBegin(GL_POLYGON); 
	glTexCoord2f(0.0f,1.0f); 
	glVertex3f(m_fCenter[0],m_fCenter[1]+m_fTreeWidth/2,m_fCenter[2]+m_fTreeHeight); 
	glTexCoord2f(1.0f,1.0f); 
	glVertex3f(m_fCenter[0],m_fCenter[1]-m_fTreeWidth/2,m_fCenter[2]+m_fTreeHeight); 
	glTexCoord2f(1.0f,0.0f); 
	glVertex3f(m_fCenter[0],m_fCenter[1]-m_fTreeWidth/2,m_fCenter[2]); 
	glTexCoord2f(0.0f,0.0f); 
	glVertex3f(m_fCenter[0],m_fCenter[1]+m_fTreeWidth/2,m_fCenter[2]); 
	glEnd(); 
	glPopMatrix(); 
	// 
	glDisable(GL_TEXTURE_2D); 
	glDisable(GL_BLEND); 
}