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📄 sceneview.cpp

📁 visual c++数字图像与图形处理中的光盘内容
💻 CPP
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// SceneView.cpp : implementation of the CSceneView class
//

#include "stdafx.h"
#include "Scene.h"

#include "SceneDoc.h"
#include "SceneView.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

#include "ZBuffer.h"
#include "BRender.h"
#include "TypedStack.h"
#include "Lighting.h"

/////////////////////////////////////////////////////////////////////////////
// CSceneView

IMPLEMENT_DYNCREATE(CSceneView,  CView)

BEGIN_MESSAGE_MAP(CSceneView,  CView)
	//{{AFX_MSG_MAP(CSceneView)
	ON_WM_CREATE()
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CSceneView construction/destruction

CSceneView::CSceneView()
{
	// TODO: add construction code here

	//视点
	VERTEX3D viewer = {0.0f,  0.0f,  8.0f};

	//视口变换中进行放大处理, 屏幕位置距离视点100个单位;
	//透视中心(屏幕坐标)为(250, 250)
	VIEWFINDER viewFinder = {100.0f,  8.0f,  8.0f,  {200,  200}};

	m_viewer = viewer;
	m_viewFinder = viewFinder;

}

CSceneView::~CSceneView()
{
	delete m_pSphere0;
	delete m_pSphere1;
	delete m_pCube0;
	delete m_pCube1;
	delete m_pCube2;
	delete[] m_pLights;
	delete m_pCB;

}

BOOL CSceneView::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs

	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CSceneView drawing

void CSceneView::OnDraw(CDC* pDC)
{
	m_pCB->SwapBuffer(pDC);
}

/////////////////////////////////////////////////////////////////////////////
// CSceneView diagnostics

#ifdef _DEBUG
void CSceneView::AssertValid() const
{
	CView::AssertValid();
}

void CSceneView::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CSceneDoc* CSceneView::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CSceneDoc)));
	return (CSceneDoc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CSceneView message handlers

int CSceneView::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	// TODO: Add your specialized creation code here
	//////////////////////////////////////////////////////////////////////////////
	//////////////////////////////////////////////////////////////////////////////
	//
	//第一阶段, 建立场景,设置光源和材质属性,完成光照计算
	

	//第一步, 申明两个球对象和一个三个立方体

	//球
	m_pSphere0 = new CSphere(0.35f, 32, 32);
	m_pSphere1 = m_pSphere0->Clone();

	//立方体
	

	m_pCube0 = new CCube(3.0f,  0.05f,  3.0f);
	m_pCube1 = new CCube(0.4f,  1.2f,  0.2f);
	m_pCube2 = m_pCube1->Clone();
	

	//组织场景, 进行几何变换

	//构造一个矩阵堆栈
	CTypedStack<CMatrix3d> matrixStack;
	//变换矩阵
	CMatrix3d mGeometry;

	//方位矩阵
	mGeometry.RotateX(35.0f);
	mGeometry.RotateY(-35.0f);
	mGeometry.RotateZ(-15.0f);

	matrixStack.Push(mGeometry);

	mGeometry.Translate(0.15f,  0.0f,  0.0f);
	m_pCube0->Transform(mGeometry);

	mGeometry.Translate(-0.3f,  0.6f,  1.0f);
	m_pSphere0->Transform(mGeometry);
	
	mGeometry.Translate(0.6f,  0.0f,  0.0f);
	m_pSphere1->Transform(mGeometry);

	mGeometry.Translate(1.05f,  -0.6f,  -1.0f);
	m_pCube1->Transform(mGeometry);


	mGeometry.Translate(-2.6f,  -0.3f,  0.0f);
	m_pCube2->Transform(mGeometry);

	//法线:
	CMatrix3d mn = matrixStack.Pop();

	//物体的顶点法线:
	m_pSphere0->TransVertexNormals(mn);
	m_pSphere1->TransVertexNormals(mn);

	
	//立方体的法线
	//首先求出小面的法线, 然后平均小面的法线
	m_pCube0->TransFacetNormals(mn);
	m_pCube1->TransFacetNormals(mn);
	m_pCube2->TransFacetNormals(mn);

	m_pCube0->EvenVertexNormals();
	m_pCube1->EvenVertexNormals();
	m_pCube2->EvenVertexNormals();


	//第二步:设置材质和光源

	//设置两个光源
	m_pLights = new CLightObj[2];

	//设置第一盏灯(泛光灯)
	float amb_omni[4] = {0.2f,  0.2f,  0.2f,  1.0f};
	float dif_omni[4] = {1.0f,  1.0f,  1.0f,  1.0f};
	float spe_omni[4] = {1.0f,  1.0f,  1.0f,  1.0f};
	float pos_omni[4] = {0.0f,  0.0f,  8.0f,  1.0f};

	m_pLights[0].Lightfv(G3D_AMBIENT,   amb_omni);
	m_pLights[0].Lightfv(G3D_DIFFUSE,   dif_omni);
	m_pLights[0].Lightfv(G3D_SPECULAR,  spe_omni);
	m_pLights[0].Lightfv(G3D_POSITION,  pos_omni);

	//设置第一盏灯(聚光灯)
	float amb_spot[4] = {0.2f, 0.2f, 0.2f, 1.0f};
	float dif_spot[4] = {1.0f, 0.0f, 0.0f, 1.0f};
	float spe_spot[4] = {1.0f, 1.0f, 1.0f, 1.0f};
	float pos_spot[4] = {0.0f, 8.0f, 8.0f, 1.0f};
	float dir_spot[4] = {0.0f, -1.0f, -1.0f, 1.0f};

	m_pLights[1].Lightfv(G3D_AMBIENT,  amb_spot);
	m_pLights[1].Lightfv(G3D_DIFFUSE,  dif_spot);
	m_pLights[1].Lightfv(G3D_SPECULAR,  spe_spot);
	m_pLights[1].Lightfv(G3D_POSITION,  pos_spot);
	m_pLights[1].Lightfv(G3D_SPOT_DIRECTION,  dir_spot);

	m_pLights[1].Lightf(G3D_SPOT_CUTOFF,  5.3f);
	m_pLights[1].Lightf(G3D_SPOT_EXPONENT, 50.0f);


	//第三步, 定义材质
	//黄色材质
	float ambMaterial[4] = {0.2f,  0.2f,  0.2f,  1.0f};
	float difMaterial[4] = {0.8f,  0.8f,  0.0f,  1.0f};
	float speMaterial[4] = {1.0f,  1.0f,  1.0f,  1.0f};

	float shininess = 50.0f;	


	//设置材质
	m_material.Materialfv(G3D_FRONT,  G3D_AMBIENT,  ambMaterial);
	m_material.Materialfv(G3D_FRONT,  G3D_DIFFUSE,  difMaterial);
	m_material.Materialfv(G3D_FRONT,  G3D_SPECULAR,  speMaterial);
	m_material.Materialf(G3D_FRONT,   G3D_SHININESS,  shininess);

	
	//第四步, 进行光照计算
	CLighting lighting;
	
	//允许局部光照模型
	lighting.LightModelb(G3D_LIGHT_MODEL_LOCAL_VIEWER,  TRUE);

	//光照计算
	lighting.Lighting(m_pSphere0,  m_material,  m_viewer,  m_pLights,  2);
	lighting.Lighting(m_pSphere1,  m_material,  m_viewer,  m_pLights,  2);

	lighting.Lighting(m_pCube0,  m_material,  m_viewer,  m_pLights,  2);
	lighting.Lighting(m_pCube1,  m_material,  m_viewer,  m_pLights,  2);
	lighting.Lighting(m_pCube2,  m_material,  m_viewer,  m_pLights,  2);

	//第一阶段已经完毕


	//////////////////////////////////////////////////////////////////////////////
	//////////////////////////////////////////////////////////////////////////////
	//
	//第二阶段
	//
	//开始绘制到内存


	//第一步, 初始化颜色缓冲区, 申请深度缓冲区
	m_pCB = new CColorBuffer(430, 350);
	//m_pCB->SetBkColor(255, 255, 255, 255);
	
	//深度缓冲区, 与颜色缓冲区大小保持一致
	CZBuffer* pZB = new CZBuffer(430,  350);
	pZB->InitAllDepth(500.0f);

	//第二步,  着色
	CBRender renderer;

	//光滑明暗模型
	renderer.Render(m_pSphere0,  m_viewer,  m_viewFinder,   m_pCB,  pZB,  G3D_RENDER_GOURAUD_SMOOTH);
	renderer.Render(m_pSphere1,  m_viewer,  m_viewFinder,   m_pCB,  pZB,  G3D_RENDER_GOURAUD_SMOOTH);

	renderer.Render(m_pCube0,  m_viewer,  m_viewFinder,   m_pCB,  pZB,  G3D_RENDER_GOURAUD_SMOOTH);
	renderer.Render(m_pCube1,  m_viewer,  m_viewFinder,   m_pCB,  pZB,  G3D_RENDER_GOURAUD_SMOOTH);
	renderer.Render(m_pCube2,  m_viewer,  m_viewFinder,   m_pCB,  pZB,  G3D_RENDER_GOURAUD_SMOOTH);
	
	delete pZB;
	
	return 0;
}

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