📄 mybombview.cpp
字号:
// MyBombView.cpp : implementation of the CMyBombView class
//
#include "stdafx.h"
#include "MyBomb.h"
#include "MyBombDoc.h"
#include "MyBombView.h"
#include <math.h>
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CMyBombView
IMPLEMENT_DYNCREATE(CMyBombView, CView)
BEGIN_MESSAGE_MAP(CMyBombView, CView)
//{{AFX_MSG_MAP(CMyBombView)
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()
/////////////////////////////////////////////////////////////////////////////
// CMyBombView construction/destruction
CMyBombView::CMyBombView()
{
// TODO: add construction code here
active=TRUE;
fcol=false;
dcol=0,rcol=0;
fcamera=false;
ancamera=0;
xcam=0,ycam=5,zcam=20;
}
CMyBombView::~CMyBombView()
{
}
BOOL CMyBombView::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);
}
/////////////////////////////////////////////////////////////////////////////
// CMyBombView drawing
void CMyBombView::OnDraw(CDC* pDC)
{
CMyBombDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
//////////////////////////////////////////////////////////////////
RenderScene(); //渲染场景
//////////////////////////////////////////////////////////////////
}
/////////////////////////////////////////////////////////////////////////////
// CMyBombView printing
BOOL CMyBombView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CMyBombView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CMyBombView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CMyBombView diagnostics
#ifdef _DEBUG
void CMyBombView::AssertValid() const
{
CView::AssertValid();
}
void CMyBombView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CMyBombDoc* CMyBombView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyBombDoc)));
return (CMyBombDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CMyBombView message handlers
int CMyBombView::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 CMyBombView::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 CMyBombView::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();
gluPerspective(45.0f,(GLfloat)cx/(GLfloat)cy,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CMyBombView::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 CMyBombView::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 CMyBombView::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 CMyBombView::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 CMyBombView::RenderScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
if(fcamera==false)
gluLookAt(0,5,20,0,0,0,0.0f,1.0f,0.0f);
else
{
xcam=20*sin(ancamera*3.141/180);
ycam=5+ancamera/100;
zcam=20*cos(ancamera*3.141/180);
ancamera+=0.1;
gluLookAt(xcam,ycam,zcam,0,0,0,0.0f,1.0f,0.0f);
}
Movepp();
Drawbk();
Drawpp();
::SwapBuffers(m_pDC->GetSafeHdc()); //交互缓冲区
return TRUE;
}
void CMyBombView::Drawbk(void)
{
float t;
float col=0;
if(fcol==true)
{
dcol-=4;
col=rcol*sin(dcol*3.141/180);
rcol-=0.001;
if(rcol<=0)
fcol=false;
}
glColor3f(1,1,1);
for(t=-20;t<20;t+=3)
{
glBegin(GL_LINES);
glVertex3f(-20,col,t);
glVertex3f(20,col,t);
glVertex3f(t,col,-20);
glVertex3f(t,col,20);
glEnd();
}
}
void CMyBombView::Drawpp(void)
{
int t;
if(pp[0].active==true)
{
glEnable(GL_TEXTURE_2D);
glPushMatrix();
glColor3f(1,1,1);
glTranslatef(pp[0].x,pp[0].y,pp[0].z);
glRotatef(90,1,1,0);
glBindTexture(GL_TEXTURE_2D, texture[0]);
gluSphere(quadratic,0.5,8,8);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
}
else
{
for(t=1;t<PMAX;t++)
Luce(pp[t].x,pp[t].y,pp[t].z,1,pp[t].time,pp[t].time,pp[t].time,xcam,ycam,zcam,1);
}
}
void CMyBombView::Makepp(void)
{
int t;
float dx,dy,dz;
for(t=1;t<PMAX;t++)
pp[t].active=false;
pp[0].x=(float)(rand()%10-rand()%10);
pp[0].y=5+(float)(rand()%5);
pp[0].z=(float)(rand()%10-rand()%10);
dx=(0-pp[0].x)/100;
dy=(0-pp[0].y)/100;
dz=(0-pp[0].z)/100;
pp[0].dx=dx;
pp[0].dy=dy;
pp[0].dz=dz;
pp[0].active=true;
}
void CMyBombView::Makesp(void)
{
int t;
float fan,an=0;
float dx,dy,dz;
fan=(float)360/PMAX;
for(t=1;t<PMAX;t++)
{
pp[t].active=true;
pp[t].time=(float)(rand()%100)/1000+0.5;
pp[t].x=pp[0].x;
pp[t].y=-pp[0].y;
pp[t].z=pp[0].z;
dx=cos(an*3.141/180)/((float)FV/(rand()%3));
dy=(float)(rand()%100)/1000;
dz=sin(an*3.141/180)/((float)FV/(rand()%3));
pp[t].dx=dx;
pp[t].dy=dy;
pp[t].dz=dz;
an=an+fan+(float)(rand()%10)/2;
}
}
void CMyBombView::Movepp(void)
{
int t,k=PMAX-1;
if(pp[0].active==false)
{
for(t=1;t<PMAX;t++)
{
if(pp[t].active==true)
{
pp[t].time-=FTIME;
if(pp[t].time<=0)
pp[t].active=false;
pp[t].x+=(pp[t].dx);
pp[t].y+=pp[t].dy;
pp[t].z+=(pp[t].dz);
pp[t].dy-=(float)GRAVITY;
if(pp[t].y<0)
{
pp[t].dy=-pp[t].dy/2;
pp[t].y+=pp[t].dy;
pp[t].dx=pp[t].dx/2;
pp[t].dz=pp[t].dz/2;
}
}
else
k--;
}
}
else
{
pp[0].dy-=(float)GRAVITY;
pp[0].x+=pp[0].dx;
pp[0].y+=pp[0].dy;
pp[0].z+=pp[0].dz;
if(pp[0].y<0)
{
pp[0].active=false;
dcol=0;
rcol=0.2;
fcol=true;
Makesp();
}
}
if(k<=1)
Makepp();
}
double CMyBombView::VectorLength( Vector v )
{
return sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
}
Vector CMyBombView::VectorNormalize( Vector v )
{
Vector vresult;
double l = VectorLength( v );
vresult.x = v.x/l;
vresult.y = v.y/l;
vresult.z = v.z/l;
return vresult;
}
Vector CMyBombView::VectorMultiply( Vector v1, Vector v2 )
{
Vector vresult;
vresult.x = v1.y * v2.z - v1.z * v2.y;
vresult.y = v1.z * v2.x - v1.x * v2.z;
vresult.z = v1.x * v2.y - v1.y * v2.x;
return vresult;
}
Vector CMyBombView::VectorScalarMultiply( Vector v, double s )
{
Vector vresult;
vresult.x = v.x * s;
vresult.y = v.y * s;
vresult.z = v.z * s;
return vresult;
}
Vector CMyBombView::VectorDiff( Vector v1, Vector v2 )
{
Vector vresult;
vresult.x = v1.x - v2.x;
vresult.y = v1.y - v2.y;
vresult.z = v1.z - v2.z;
return vresult;
}
void CMyBombView::Luce(double x, double y, double z,double dimensione,float r,float g,float b,float iox,float ioy,float ioz,int Tex)
{
Vector Position;
Vector MyPosition;
Position.x = x;
Position.y = y;
Position.z = z;
MyPosition.x=iox;
MyPosition.y=ioy;
MyPosition.z=ioz;
Vector sight = VectorDiff(MyPosition, Position);
Vector cz;
cz.x = 0;
cz.y = 0;
cz.z = 1;
Vector cross1 = VectorMultiply( sight, cz );
Vector cross2 = VectorMultiply( sight, cross1 );
cross1 = VectorNormalize(cross1);
cross2 = VectorNormalize(cross2);
cross1 = VectorScalarMultiply(cross1, dimensione);
cross2 = VectorScalarMultiply(cross2, dimensione);
glColor3f(r,g,b);
glEnable(GL_TEXTURE_2D);
glEnable (GL_BLEND);
glBlendFunc( (1,1,1,1), (1,1,1,1));
glDepthMask (GL_FALSE);
glBindTexture( GL_TEXTURE_2D, texture[Tex] );
glBegin(GL_QUADS);
glTexCoord2d( 0.0, 0.0 );
glVertex3d( Position.x + cross1.x, Position.y + cross1.y, Position.z + cross1.z);
glTexCoord2d( 1.0, 0.0 );
glVertex3d( Position.x - cross2.x, Position.y - cross2.y, Position.z - cross2.z);
glTexCoord2d( 1.0, 1.0 );
glVertex3d( Position.x - cross1.x, Position.y - cross1.y, Position.z - cross1.z);
glTexCoord2d( 0.0, 1.0 );
glVertex3d( Position.x + cross2.x, Position.y + cross2.y, Position.z + cross2.z);
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable (GL_BLEND);
glDepthMask (GL_TRUE);
}
AUX_RGBImageRec * CMyBombView::LoadBMP(char *Filename)
{
FILE *File=NULL;
if (!Filename)
{
return NULL;
}
File=fopen(Filename,"r");
if (File)
{
fclose(File);
return auxDIBImageLoad(Filename);
}
return NULL;
}
int CMyBombView::LoadGLTextures()
{
int Status=FALSE;
AUX_RGBImageRec *TextureImage[1];
memset(TextureImage,0,sizeof(void *)*1);
if (TextureImage[0]=LoadBMP("PP0.bmp"))
{
Status=TRUE;
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0]=LoadBMP("PP.bmp"))
{
Status=TRUE;
glGenTextures(1, &texture[1]);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0])
{
if (TextureImage[0]->data)
{
free(TextureImage[0]->data);
}
free(TextureImage[0]);
}
return Status;
}
int CMyBombView::Init(GLvoid)
{
if (!LoadGLTextures()) // 装入纹理
{
return FALSE;
}
Makepp();
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
quadratic=gluNewQuadric();
gluQuadricNormals(quadratic, GLU_SMOOTH);
gluQuadricTexture(quadratic, GL_TRUE);
return TRUE;
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -