📄 cubeview.cpp
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// cubeView.cpp : implementation of the CCubeView class
//
#include "stdafx.h"
#include "cube.h"
#include "UPLW.h"
#include "cubeDoc.h"
#include "cubeView.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
double dtt=0.1;
double dxx=2.0;
double _time=0.0;
LWLF test(dtt,dxx);
#define checkIamgeWidth 64
#define checkIamgeHeight 64
static GLubyte checkImage[checkIamgeHeight][checkIamgeWidth][4];
static GLuint textName;
/////////////////////////////////////////////////////////////////////////////
// CCubeView
IMPLEMENT_DYNCREATE(CCubeView, CView)
BEGIN_MESSAGE_MAP(CCubeView, CView)
//{{AFX_MSG_MAP(CCubeView)
ON_WM_CREATE()
ON_WM_DESTROY()
ON_WM_SIZE()
ON_WM_TIMER()
ON_WM_LBUTTONDOWN()
//}}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()
/////////////////////////////////////////////////////////////////////////////
// CCubeView construction/destruction
CCubeView::CCubeView()
{
// TODO: add construction code here
w=400;
h=400;
}
CCubeView::~CCubeView()
{
}
BOOL CCubeView::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);
}
/////////////////////////////////////////////////////////////////////////////
// CCubeView drawing
void CCubeView::OnDraw(CDC* pDC)
{
CCubeDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
//////////////////////////////////////////////////////////////////
RenderScene(); //渲染场景
//////////////////////////////////////////////////////////////////
}
/////////////////////////////////////////////////////////////////////////////
// CCubeView printing
BOOL CCubeView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CCubeView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CCubeView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CCubeView diagnostics
#ifdef _DEBUG
void CCubeView::AssertValid() const
{
CView::AssertValid();
}
void CCubeView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CCubeDoc* CCubeView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CCubeDoc)));
return (CCubeDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CCubeView message handlers
int CCubeView::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);
//////////////////////////////////////////////////////////////////
return 0;
}
void CCubeView::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 CCubeView::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);
/////////////////////////////////////////////////////////////////
}
void CCubeView::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 CCubeView::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 CCubeView::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);
test.form();
return TRUE;
}
//////////////////////////////////////////////////////////
// 设置像素格式
//////////////////////////////////////////////////////////
BOOL CCubeView::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 CCubeView::RenderScene()
{
init();
test.caculate();
display();
reshape(w,h);
::SwapBuffers(m_pDC->GetSafeHdc()); //交互缓冲区
return TRUE;
}
void CCubeView::init(void)
{
glClearColor(0.0,0.0,0.0,0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
makeCheckImage();
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glGenTextures(1,&textName);
glBindTexture(GL_TEXTURE_2D,textName);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,checkIamgeWidth,checkIamgeHeight,0,
GL_RGBA,GL_UNSIGNED_BYTE,checkImage);
}
//由于模型变换,视图变换在此函数中,当移动窗口,移动覆盖在此窗口上的其他窗口,都自动调用此函数,来重新绘制窗口
void CCubeView::display(void)
{
int b=50;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
glBindTexture(GL_TEXTURE_2D,textName);
glBegin(GL_QUADS);
glTexCoord2f(0.0,0.0);glVertex3f(-2.0+b,-1.0+b,0.0);
glTexCoord2f(0.0,20.0);glVertex3f(-2.0+b,1.0+b,0.0);
glTexCoord2f(20.0,20.0);glVertex3f(0.0+b,1.0+b,0.0);
glTexCoord2f(20.0,0.0);glVertex3f(0.0+b,-1.0+b,0.0);
glEnd();
glDisable(GL_TEXTURE_2D);
//视图变换类似于照相机定位和调焦
//模型变换可以确定模型的位置和方向
//投影变换类似于选择相机的镜头或则说调整相机的焦距,也就是确定视野的范围和视图的大小
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0,1.0,1.0);//白色划线
glLoadIdentity();
// gluLookAt(0.0,0.0,4.0,25.0,25.0,25.0,0.0,1.0,0.0);
gluLookAt(50.0,25.0,150.0,50.0,25.0,0.0,0.0,1.0,0.0);
glScalef(1.0,1.0,1.0);
glTranslated(0.0,0.0,0.0);
glRotatef(0.0,0.0,0.0,1.0);
// glBegin(GL_LINE_LOOP);
// glColor3f(1.0,0.0,0.0); glVertex3f(1.0,1.0,0.0);
// glColor3f(0.0,1.0,0.0); glVertex3f(2.0,1.0,0.0);
// glColor3f(1.0,1.0,0.0); glVertex3f(1.0,2.0,0.0);
// glEnd();
float t=5.0;
float tt=10.0;
glBegin(GL_LINE_STRIP);
glVertex2f(test.x[1]/tt,80);
glVertex2f(test.x[1]/tt,5);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(test.x[1]/tt,5);
glVertex2f(test.x[test.n]/tt,5);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(test.x[test.n]/tt,5);
glVertex2f(test.x[test.n]/tt,80);
glEnd();
glColor4f(0.2, 1,1.0, 0.5);////////蓝水
// glColor4f(1.0, 1,1.0, 0.5);////////////白水
// glBegin(GL_TRIANGLES);
glBegin(GL_POLYGON);
glVertex2f(test.x[1]/tt,5);
glVertex2f(test.x[1]/tt,t*test.gv[1][1]);
for(int i=1;i<test.n;i++)
{
glBegin(GL_LINE_STRIP);
// glColor3f(1.0,0.0,0.0);
// glBegin(GL_LINES);
glVertex2f(test.x[i]/tt,t*test.gv[i][1]);
glVertex2f(test.x[i+1]/tt,t*test.gv[i+1][1]);
// glEnd();
// glEnd();
}
glVertex2f(test.x[test.n]/tt,5);/////
glVertex2f(test.x[1]/tt,5);/////
//glEnd();////
glEnd();/////
glEnd();
// glutWireCube(2.0);
glFlush();
}
//由于投影变换,视区变换,在此函数中,当初次创建窗口,移动窗口,改变窗口形状时,都自动调用此函数
//模型变换可通过三个子函数变换,
//视图变换可通过多个模型性变换子函数进行或通过gluLookAt进行,或自创建的实用子程序进行
//投影变换的目的在于决定如何投影物体和如何裁减,仅调用了glMatrixMode(GL_PROJECTION),glLoadIdentity();
//才可做投影变换
void CCubeView::reshape(int w,int h)
{
glViewport(0,0,(GLsizei)w,(GLsizei)h);//指定绘制场景中的视图区,试图区的长宽比应与视图体的长宽比相同,否则物体曲扭。
glMatrixMode(GL_PROJECTION);//指定当前的矩阵为投影矩阵
glLoadIdentity();
// glFrustum(-2.0,2.0,-2.0,2.0,1.0,40.0);//透视投影,该函数定义个一截体平台,
//实现透视投影矩阵的计算并将计算得到的矩阵左乘与当前投影矩阵,此为单位阵
gluPerspective(60.0,1.0,0.5,180.0);//和上函数功能类似(但仅限于创建一个沿视线关于XY轴均对称的平台截体)
glMatrixMode(GL_MODELVIEW);//指定当前的矩阵为模型视图矩阵,
}
void CCubeView::OnLButtonDown(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
CView::OnLButtonDown(nFlags, point);
}
void CCubeView::makeCheckImage()
{
int i,j,c;
for(i=0;i<checkIamgeHeight;i++)
{
for(j=0;j<checkIamgeWidth;j++)
{
c=((((i&0x8)==0)^((j&0x8))==0))*225;
checkImage[i][j][0]=(GLubyte)c;
checkImage[i][j][1]=(GLubyte)c;
checkImage[i][j][2]=(GLubyte)c;
checkImage[i][j][3]=(GLubyte)255;
}
}
}
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