📄 myfireworkview.cpp
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// MyFireworkView.cpp : implementation of the CMyFireworkView class
//
#include "stdafx.h"
#include "MyFirework.h"
#include "MyFireworkDoc.h"
#include "MyFireworkView.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CMyFireworkView
IMPLEMENT_DYNCREATE(CMyFireworkView, CView)
BEGIN_MESSAGE_MAP(CMyFireworkView, CView)
//{{AFX_MSG_MAP(CMyFireworkView)
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()
/////////////////////////////////////////////////////////////////////////////
// CMyFireworkView construction/destruction
CMyFireworkView::CMyFireworkView()
{
// TODO: add construction code here
}
CMyFireworkView::~CMyFireworkView()
{
}
BOOL CMyFireworkView::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);
}
/////////////////////////////////////////////////////////////////////////////
// CMyFireworkView drawing
void CMyFireworkView::OnDraw(CDC* pDC)
{
CMyFireworkDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
//////////////////////////////////////////////////////////////////
RenderScene(); //渲染场景
//////////////////////////////////////////////////////////////////
}
/////////////////////////////////////////////////////////////////////////////
// CMyFireworkView printing
BOOL CMyFireworkView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CMyFireworkView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CMyFireworkView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CMyFireworkView diagnostics
#ifdef _DEBUG
void CMyFireworkView::AssertValid() const
{
CView::AssertValid();
}
void CMyFireworkView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CMyFireworkDoc* CMyFireworkView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyFireworkDoc)));
return (CMyFireworkDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CMyFireworkView message handlers
int CMyFireworkView::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);
//////////////////////////////////////////////////////////////////
Init();
InitializeTexture();
return 0;
}
void CMyFireworkView::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 CMyFireworkView::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);
/////////////////////////////////////////////////////////////////
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1.33, 1.33, 0, 2);
glMatrixMode(GL_MODELVIEW);
WindW = cx;
WindH = cy;
}
void CMyFireworkView::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 CMyFireworkView::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 CMyFireworkView::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 CMyFireworkView::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 CMyFireworkView::RenderScene()
{
float s;
int i, flag_temp;
struct firework *fw_temp, *fw_temp2;
AddFirework(); // 添加烟火
glClear(GL_COLOR_BUFFER_BIT);
// 绘制烟火
glColor3f(1, 1, 1);
fw_temp = fw;
glDisable(GL_TEXTURE_2D);
while (fw_temp)
{
if (!fw_temp->flag)
{
glPushMatrix();
s = (9.8*fw_temp->t*fw_temp->t)/1000;
glRotatef(fw_temp->dir, 0, 0, 1);
glTranslatef(0, 1.5-s, 0);
glBegin(GL_POINTS);
glVertex2f(0, 0);
glEnd();
glPopMatrix();
}
fw_temp = fw_temp->next;
}
glEnable(GL_TEXTURE_2D);
// 绘制所有的爆炸粒子
fw_temp = fw;
fw_temp2 = NULL;
while (fw_temp)
{
glPushMatrix();
s = (9.8*fw_temp->t*fw_temp->t)/1000; // 粒子的位移 s = gt^2/2
glRotatef(fw_temp->dir, 0, 0, 1);
glTranslatef(0, 1.5-s, 0);
fw_temp->t -= 0.08;
if (fw_temp->t <= 2)
if (!fw_temp->flag) fw_temp->flag = 1; // 设置粒子模式
if (fw_temp->flag)
{
// 绘制粒子
flag_temp = 0;
for (i=0; i<MAX_POINTS; i++)
{
glPushMatrix();
glTranslatef(fw_temp->x, fw_temp->y, 0);
glRotatef(fw_temp->fp[i].dir, 0, 0, 1);
glColor4f(fw_temp->fp[i].r, fw_temp->fp[i].g, fw_temp->fp[i].b, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(fw_temp->fp[i].x-0.02, -0.02);
glTexCoord2f(1, 0); glVertex2f(fw_temp->fp[i].x+0.02, -0.02);
glTexCoord2f(1, 1); glVertex2f(fw_temp->fp[i].x+0.02, 0.02);
glTexCoord2f(0, 1); glVertex2f(fw_temp->fp[i].x-0.02, 0.02);
glEnd();
glPopMatrix();
fw_temp->fp[i].x += fw_temp->fp[i].speed;
// 颜色变淡
if (fw_temp->fp[i].r > 0) fw_temp->fp[i].r -= 0.01;
if (fw_temp->fp[i].r < 0)
{
fw_temp->fp[i].r = 0;
fw_temp->counter++;
}
if (fw_temp->fp[i].g > 0) fw_temp->fp[i].g -= 0.01;
if (fw_temp->fp[i].g < 0)
{
fw_temp->fp[i].g = 0;
fw_temp->counter++;
}
if (fw_temp->fp[i].b > 0) fw_temp->fp[i].b -= 0.01;
if (fw_temp->fp[i].b < 0)
{
fw_temp->fp[i].b = 0;
fw_temp->counter++;
}
// 检查烟火生命是否结束
if (fw_temp->counter >= MAX_POINTS*3)
{
// 删除该烟火
if (fw_temp2 != NULL)
{
fw_temp2->next = fw_temp->next;
free(fw_temp);
fw_temp = fw_temp2->next;
}
else
{
fw = fw_temp->next;
free(fw_temp);
fw_temp2 = NULL;
fw_temp = fw;
}
flag_temp = 1;
glPopMatrix();
break;
}
}
if (flag_temp) continue;
}
glPopMatrix();
// 绘制下一个烟火
fw_temp2 = fw_temp;
fw_temp = fw_temp->next;
}
glFlush();
::SwapBuffers(m_pDC->GetSafeHdc()); //交互缓冲区
return TRUE;
}
void CMyFireworkView::AddFirework()
{
struct firework *fw_temp;
if ((rand() % 50) == 0)
{
// 添加新的烟火
if (fw == NULL)
{
fw = (struct firework *)malloc(sizeof(struct firework));
fw->next = NULL;
}
else
{
fw_temp = (struct firework *)malloc(sizeof(struct firework));
fw_temp->next = fw;
fw = fw_temp;
}
fw->type = (rand() % 8);
fw->x = 0;
fw->y = 0;
fw->flag = 0;
fw->t = 20;
fw->counter = 0;
fw->dir = (rand() % 70)-35;
// 初始化烟火粒子
for (i=0; i<MAX_POINTS; i++)
{
fw->fp[i].dir = (rand() % 360);
if (fw->type & 4) fw->fp[i].speed = (float)(rand() % 1000)/100000;
else fw->fp[i].speed = 0.005+(float)(rand() % 1000)/1000000;;
fw->fp[i].x = 0;
if ((fw->type & 3) == 0)
{
// 白色
fw->fp[i].r = 1;
fw->fp[i].g = 1;
fw->fp[i].b = 1;
}
else
if ((fw->type & 3) == 1)
{
// 红色
fw->fp[i].r = 1;
fw->fp[i].g = 0;
fw->fp[i].b = 0;
}
else
if ((fw->type & 3) == 2)
{
// 黄色
fw->fp[i].r = 1;
fw->fp[i].g = 1;
fw->fp[i].b = 0;
}
else
{
// 随机颜色
fw->fp[i].r = (float)(rand() % 256)/255;
fw->fp[i].g = (float)(rand() % 256)/255;
fw->fp[i].b = (float)(rand() % 256)/255;
}
if (fw->fp[i].r == 0) fw->counter++;
if (fw->fp[i].g == 0) fw->counter++;
if (fw->fp[i].b == 0) fw->counter++;
}
}
}
void CMyFireworkView::InitializeTexture()
{
int texwid, texht;
int texcomps;
char fn[]="particle.rgb";
teximage = m_Tex->read_texture(fn, &texwid, &texht, &texcomps);
if (!teximage)
{
printf("Sorry, can't read texture file...");
exit(0);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texwid, texht, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
}
void CMyFireworkView::Init()
{
srand((unsigned int)time(NULL));
fw = NULL;
glPointSize(2.0f);
glClearColor(0, 0, 0, 1);
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
glEnable(GL_BLEND);
}
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