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📄 renderview.cpp

📁 这是书上的代码
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// RenderView.cpp
// Created : 08/11/2001
// Modified: 08/11/2001
#include "stdafx.h"
#include "3DTree.h"
#include <math.h>
#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);
}

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