📄 dialogdlg.cpp
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// dialogDlg.cpp : implementation file
//
#include "stdafx.h"
#include "dialog.h"
#include "dialogDlg.h"
#include "gl/gl.h"
#include "gl/glu.h"
#include "gl/glaux.h"
#include "math.h"
#include "dibapi.h"
#include "draw.h"
#include "splash.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#pragma warning (disable:4305)
#pragma warning (disable :4244)
int* m_pDemX; //记录地形数据x方向采样点的坐标
int* m_pDemY;//记录地形数据y方向采样点的坐标
int* m_pDemH;//记录地形数据z方向采样点的坐标
int m_iDemWidth;//记录地形数据x方向采样点的个数
int m_iDemHeight;//记录地形数据x方向采样点的个数
BYTE m_pTexForest0[128][128][3];//存放地形纹理图像
BYTE m_pTexyun[512][512][3];//存放天空背景图像
//定义三个显示列表编号常量
const int no1=1;
const int no2=2;
const int no3=3;
//定义颜色的类型
typedef struct COLOUR
{
GLfloat r, g, b;
}COLOUR;
//用于存放地形采样点颜色的二维数组,120,120含义是地形采样点的个数横向不超过120个点,纵向不超过120个点
//也可以动态生成,解除个数的限制,我们这里使用的是静态分配
COLOUR colour [120][120];
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
//Cdocument pDoc;
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAboutDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
//{{AFX_MSG(CAboutDlg)
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
//{{AFX_DATA_INIT(CAboutDlg)
//}}AFX_DATA_INIT
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDialogDlg dialog
CDialogDlg::CDialogDlg(CWnd* pParent /*=NULL*/)
: CDialog(CDialogDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CDialogDlg)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
}
void CDialogDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDialogDlg)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CDialogDlg, CDialog)
//{{AFX_MSG_MAP(CDialogDlg)
ON_WM_SYSCOMMAND()
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_BN_CLICKED(IDC_BUTTON9, exit_system)
ON_BN_CLICKED(IDC_BUTTON2, create_display_list)
ON_BN_CLICKED(IDC_BUTTON3, move_scence)
ON_WM_TIMER()
ON_BN_CLICKED(IDC_BUTTON4, stop_move)
ON_WM_CREATE()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDialogDlg message handlers
BOOL CDialogDlg::OnInitDialog()
{
CDialog::OnInitDialog();//初始化对话框
px=py=pz=0; //三个绝对坐标设为0
//定义眼睛的位置
lookx=-10000;
looky=9990;
lookz=870;
//读取地形相关数据
readdem();
return TRUE; // return TRUE unless you set the focus to a control
}
void CDialogDlg::OnSysCommand(UINT nID, LPARAM lParam)
{
if ((nID & 0xFFF0) == IDM_ABOUTBOX)
{
CAboutDlg dlgAbout;
dlgAbout.DoModal();
}
else
{
CDialog::OnSysCommand(nID, lParam);
}
}
// If you add a minimize button to your dialog, you will need the code below
// to draw the icon. For MFC applications using the document/view model,
// this is automatically done for you by the framework.
void CDialogDlg::OnPaint()
{
CPaintDC dc(this); // device context for painting
CWnd* mywnd;
mywnd=GetDlgItem(IDC_BUTTON1);
CDC* pDC=mywnd->GetDC();
wglMakeCurrent(pDC->GetSafeHdc(),m_hrc);//使用opengl的绘制上下文
draw_scence();//三维场景的绘制函数
SwapBuffers(pDC->GetSafeHdc());//缓存提交,更新场景
ReleaseDC(pDC);//释放上下文
}
// The system calls this to obtain the cursor to display while the user drags
// the minimized window.
HCURSOR CDialogDlg::OnQueryDragIcon()
{
return (HCURSOR) m_hIcon;
}
void CDialogDlg::exit_system()
{
// TODO: Add your control notification handler code here
wglDeleteContext(m_hrc);//删除绘图上下文
AfxGetMainWnd()->PostMessage(WM_CLOSE);//关闭程序
}
void CDialogDlg::create_display_list() //创建显示列表,并启动三维场景绘制
{
// TODO: Add your control notification handler code here
CWnd* mywnd;
mywnd=GetDlgItem(IDC_BUTTON3);
mywnd->EnableWindow(true);
mywnd=GetDlgItem(IDC_BUTTON2);
mywnd->EnableWindow(false);
mywnd=GetDlgItem(IDC_BUTTON1);
mywnd->ShowWindow(SW_SHOW);
CDC* pDC=mywnd->GetDC();
SetThePixelFormat(pDC);//设置像素格式
m_hrc=wglCreateContext(pDC->GetSafeHdc());//创建opengl要使用的上下文;
wglMakeCurrent(pDC->GetSafeHdc(),m_hrc);
//上面的代码就是准备绘图环境,将来会在IDC_BUTTON1上面绘制三维图形
//下面定义了三个显示列表,编号为no1,no2,no3
glNewList(no1,GL_COMPILE);//设置缺省的绘图条件
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER ,1);
glLightModelf (GL_LIGHT_MODEL_TWO_SIDE,1.0f);
GLfloat vflPosition[]={50.0f,50.0f,50.0f,1.0f};
GLfloat vflAmbient[]={1.f,1.f,1.f,1.0f};
GLfloat vflDiffuse[]={1.f,1.f,1.f,1.0f};
GLfloat vflSpecular[]={1.0f,1.0f,1.0f,1.0f};
glLightfv(GL_LIGHT0,GL_POSITION,vflPosition);
glLightfv(GL_LIGHT0,GL_AMBIENT,vflAmbient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,vflDiffuse);
glLightfv(GL_LIGHT0,GL_SPECULAR,vflSpecular);
glEnable(GL_LIGHT0);//设置缺省的光照
static GLfloat vfmAmbient[]={1.0f,1.0f,1.0f,1.0f};
static GLfloat vfmSpecular[]={0.1f,0.1f,0.1f,1.0f};
static GLfloat shine[]={10};
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,vfmAmbient);
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,vfmSpecular);
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,shine);
//设置缺省的材质
GLfloat bordercolor[]={.5f,.5f,.5f,0.0f};
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
//设置缺省的纹理
glTexImage2D(GL_TEXTURE_2D, 0, 4, 128, 128, 0,GL_RGB,
GL_UNSIGNED_BYTE, &(GLubyte)m_pTexForest0[0][0][0]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bordercolor);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
glEnable(GL_TEXTURE_2D);
glEndList();
glNewList(no2,GL_COMPILE); //三维地形核心代码
float normal[3];
int width=m_iDemWidth;
int height=m_iDemHeight;
int i,j;
GLint* x=m_pDemX;
GLint* y=m_pDemY;
GLint* h=m_pDemH;
glDisable(GL_LIGHTING);
for(i=0;i<height-1;i++) //循环遍历每个地形采样点
for(j=0;j<width-1;j++)
{
glBegin(GL_TRIANGLE_STRIP);//通过绘制三角带,构造地形的曲面
glColor3f(colour[i][j].r, colour[i][j].g, colour[i][j].b);//设置颜色
glTexCoord2f(j/7.00,i/7.00);//施加纹理
GetVertexNormal(i,j,normal);//设置法向量
glNormal3fv(normal);
glVertex3f(x[j],y[i],h[i*width+j]);//设置点坐标
glColor3f(colour[i+1][j].r, colour[i+1][j].g, colour[i+1][j].b);
glTexCoord2f(j/7.00,(i+1)/7.00);
GetVertexNormal(i+1,j,normal);
glNormal3fv(normal);
glVertex3f(x[j],y[i+1],h[(i+1)*width+j]);
glColor3f(colour[i][j+1].r, colour[i][j+1].g, colour[i][j+1].b);
glTexCoord2f((j+1)/7.00,i/7.00);
GetVertexNormal(i,j+1,normal);
glNormal3fv(normal);
glVertex3f(x[j+1],y[i],h[i*width+j+1]);
glColor3f(colour[i+1][j+1].r, colour[i+1][j+1].g, colour[i+1][j+1].b);
glTexCoord2f((j+1)/7.00,(i+1)/7.00);
GetVertexNormal(i+1,j+1,normal);
glNormal3fv(normal);
glVertex3f(x[j+1],y[i+1],h[(i+1)*width+j+1]);
glEnd();
}
//因为我采用的地形文件很小,只有120x120的大小,
//所以在这个地方做了一个基于y轴的场景镜像,用于扩大显示的场景
for(i=0;i<width;i++)
x[i]=-1*x[i];
for(i=0;i<119;i++)
for(j=0;j<119;j++)
{
glBegin(GL_TRIANGLE_STRIP);
glColor3f(colour[i][j].r, colour[i][j].g, colour[i][j].b);
glTexCoord2f(j/7.00,i/7.00);
GetVertexNormal(i,j,normal);
glNormal3fv(normal);
glVertex3f(x[j],y[i],h[i*width+j]);
glColor3f(colour[i+1][j].r, colour[i+1][j].g, colour[i+1][j].b);
glTexCoord2f(j/7.00,(i+1)/7.00);
GetVertexNormal(i+1,j,normal);
glNormal3fv(normal);
glVertex3f(x[j],y[i+1],h[(i+1)*width+j]);
glColor3f(colour[i][j+1].r, colour[i][j+1].g, colour[i][j+1].b);
glTexCoord2f((j+1)/7.00,i/7.00);
GetVertexNormal(i,j+1,normal);
glNormal3fv(normal);
glVertex3f(x[j+1],y[i],h[i*width+j+1]);
glColor3f(colour[i+1][j+1].r, colour[i+1][j+1].g, colour[i+1][j+1].b);
glTexCoord2f((j+1)/7.00,(i+1)/7.00);
GetVertexNormal(i+1,j+1,normal);
glNormal3fv(normal);
glVertex3f(x[j+1],y[i+1],h[(i+1)*width+j+1]);
glEnd();
}
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
GLsizei nWidth=1000;
GLsizei nHeight=700;
GLdouble dAspect=(GLdouble)nWidth/(GLdouble)nHeight;
glLoadIdentity();
gluPerspective(60,dAspect,1.0,500.0);
glViewport(0,0,nWidth,nHeight);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslated(0,0,20);
gluLookAt(0,50,0,0,0,0,0,0,1);
glPushMatrix();
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glTranslatef(0.0f, 0.0f, 1.0f);
glTranslatef(2.0f, 0.0f, 0.0f);
glTranslatef(0.0f, 17.0f, 0.0f);
//glRotatef(-29.0f, 0.0, 1.0, 0.0);
glRotatef(40.0f, 0.0f, 0.0f, 1.0f);
glRotatef(5.1f, 1.0f, 0.0f, .0f);
glScalef(1.7f, 1.7f, 1.7f);
draw("dh10.obj","dh10.bmp");//绘制巡航导弹模型
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
glEndList();
glNewList(no3,GL_COMPILE);//绘制天空背景
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
glTexImage2D(GL_TEXTURE_2D, 0, 3, 512, 512, 0,GL_BGR_EXT,
GL_UNSIGNED_BYTE, &(GLubyte)m_pTexyun[0][0][0]);
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_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glViewport(0,0,1024,768);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex2f(-1.0,-1.0);
glTexCoord2f(0,1);
glVertex2f(-1.0,1.0);
glTexCoord2f(1,1);
glVertex2f(1.0,1.0);
glTexCoord2f(1,0);
glVertex2f(1.0,-1.0);
glEnd();
glEndList();
//通过刷新场景,启用绘图的代码
CDialogDlg::OnPaint();
}
//设置像素格式,这部分代码是用于设置opengl绘图环境的,属于固定的代码,
//一般情况下不用修改
void CDialogDlg::SetThePixelFormat(CDC* pDC)
{
static PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
1, // version number
PFD_DRAW_TO_WINDOW | // support window
PFD_SUPPORT_OPENGL | // support OpenGL
PFD_DOUBLEBUFFER, // double buffered
PFD_TYPE_RGBA, // RGBA type
24, // 24-bit color depth
0, 0, 0, 0, 0, 0, // color bits ignored
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