📄 myfire2view.cpp
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// MyFire2View.cpp : implementation of the CMyFire2View class
//
#include "stdafx.h"
#include "MyFire2.h"
#include "MyFire2Doc.h"
#include "MyFire2View.h"
#include <math.h>
#include <time.h>
#include <mmsystem.h>
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CMyFire2View
IMPLEMENT_DYNCREATE(CMyFire2View, CView)
BEGIN_MESSAGE_MAP(CMyFire2View, CView)
//{{AFX_MSG_MAP(CMyFire2View)
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()
/////////////////////////////////////////////////////////////////////////////
// CMyFire2View construction/destruction
CMyFire2View::CMyFire2View()
{
// TODO: add construction code here
iFrames = 0;
iParticleTexture = 1;
bIsBurstEnable = 0;
bIsCamFollowing = FALSE;
pPS = new CParticleSystem();
}
CMyFire2View::~CMyFire2View()
{
}
BOOL CMyFire2View::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);
}
/////////////////////////////////////////////////////////////////////////////
// CMyFire2View drawing
void CMyFire2View::OnDraw(CDC* pDC)
{
CMyFire2Doc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
//////////////////////////////////////////////////////////////////
RenderScene(); //渲染场景
//////////////////////////////////////////////////////////////////
}
/////////////////////////////////////////////////////////////////////////////
// CMyFire2View printing
BOOL CMyFire2View::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CMyFire2View::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CMyFire2View::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CMyFire2View diagnostics
#ifdef _DEBUG
void CMyFire2View::AssertValid() const
{
CView::AssertValid();
}
void CMyFire2View::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CMyFire2Doc* CMyFire2View::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyFire2Doc)));
return (CMyFire2Doc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CMyFire2View message handlers
int CMyFire2View::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);
//////////////////////////////////////////////////////////////////
InitGL();
InitParticleSystem();
return 0;
}
void CMyFire2View::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);
/////////////////////////////////////////////////////////////////
delete pPS;
}
void CMyFire2View::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);
/////////////////////////////////////////////////////////////////
glViewport(0, 0, cx, cy);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,1.3333f,0.1f,1000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CMyFire2View::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 CMyFire2View::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 CMyFire2View::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 CMyFire2View::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 CMyFire2View::RenderScene()
{
// 清除颜色缓存和深度缓存
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glPushMatrix();
// 静止摄像机
gluLookAt(vCamPos.x, vCamPos.y, vCamPos.z,
0.0f,0.0f,0.0f,
0.0f,1.0f,0.0f);
// 获得当前系统时间
fTime = static_cast<float>(timeGetTime())*0.001f;
fEndFrameTime = fTime;
// 计算帧率
if ((fEndFrameTime - fStartFrameTime) >= 1.0f)
{
iFramesPerSec = iFrames;
iFrames = 0;
fStartFrameTime = fTime;
}
else iFrames++;
// 粒子系统更新
pPS->Update(fTime);
// 设置粒子的纹理
glBindTexture(GL_TEXTURE_2D, tList[iParticleTexture]);
// 绘制粒子系统位图
pPS->Draw(fCamRotX,fCamRotY);
glPopMatrix();
::SwapBuffers(m_pDC->GetSafeHdc()); //交互缓冲区
return TRUE;
}
//初始化粒子系统
bool CMyFire2View::InitParticleSystem(void)
{
// 缺省的摄像机值
fCameraRadius = 25.0f;
fCameraYaw = 0.0f;
fCameraPitch = 0.0f;
// 初始化摄像机位置
vCamPos.x = (float)(cos(fCameraYaw) * cos(fCameraPitch) * fCameraRadius);
vCamPos.z = (float)(sin(fCameraYaw) * cos(fCameraPitch) * fCameraRadius);
vCamPos.y = (float)(sin(fCameraPitch) * fCameraRadius);
fCamRotY = fCameraYaw*360.0f/-6.28f+90.0f;
fCamRotX = fCameraPitch*360.0f/-6.28f;
pPS->m_fTimeLastUpdate = static_cast<float>(timeGetTime())*0.001f;
fStartFrameTime = static_cast<float>(timeGetTime())*0.001f;
fEndFrameTime = static_cast<float>(timeGetTime())*0.001f;
if ( !pPS )
{
MessageBox("Couldn't create Particle System!", "Fatal Error", MB_OK );
return (FALSE);
}
// 摄像机设置
fCameraPitch = 0.15f;
fCameraYaw = 1.56f;
fCameraRadius = 37.00f;
// 粒子系统设置
pPS->m_vColorStart.r = 0.48f;
pPS->m_vColorStart.g = 0.42f;
pPS->m_vColorStart.b = 0.10f;
pPS->m_vColorVar.r = 0.15f;
pPS->m_vColorVar.g = 0.15f;
pPS->m_vColorVar.b = 0.15f;
pPS->m_vColorEnd.r = 0.04f;
pPS->m_vColorEnd.g = 0.22f;
pPS->m_vColorEnd.b = 0.81f;
pPS->m_fAlphaStart = 0.92f;
pPS->m_fAlphaVar = 0.14f;
pPS->m_fAlphaEnd = 0.14f;
pPS->m_fSizeStart = 1.04f;
pPS->m_fSizeVar = 0.04f;
pPS->m_fSizeEnd = 1.08f;
pPS->m_fSpeed = 3.00f;
pPS->m_fSpeedVar = 12.00f;
pPS->m_fTheta = 0.20f;
pPS->m_fLifeTime = 0.60f;
pPS->m_fLifeVar = 0.10f;
pPS->m_vGravityStart.x = 0.00f;
pPS->m_vGravityEnd.x = 0.00f;
pPS->m_vGravityStart.y = 0.00f;
pPS->m_vGravityEnd.y = 0.00f;
pPS->m_vGravityStart.z = 0.00f;
pPS->m_vGravityEnd.z = 0.00f;
pPS->m_fGravityVar = 0.00f;
pPS->m_uParticlesPerSec = 20;
pPS->m_bIsMoving = 0;
pPS->m_bIsColliding = 1;
bIsCamFollowing = 0;
bIsBurstEnable = 0;
pPS->m_fBoing = 0.30f;
iParticleTexture = 1;
return (TRUE);
}
void CMyFire2View::InitGL(GLvoid)
{
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,1.3333f,0.1f,1000.0f);
glMatrixMode(GL_MODELVIEW);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
// 随机数产生
srand( (unsigned)time( NULL ) );
// 装入纹理
m_Loadbmp.GLLoadTextures(&tList[0]);
}
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