📄 demview.cpp
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// DEMView.cpp : implementation of the CDEMView class
//
#include "stdafx.h"
#include "DEM.h"
#include "DEMDoc.h"
#include "DEMView.h"
#include "triangulate.h"
#include "3dCamera.h"
#include "glMath.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CDEMView
IMPLEMENT_DYNCREATE(CDEMView, CView)
BEGIN_MESSAGE_MAP(CDEMView, CView)
//{{AFX_MSG_MAP(CDEMView)
ON_WM_CREATE()
ON_WM_DESTROY()
ON_WM_KEYDOWN()
ON_WM_SIZE()
ON_COMMAND(ID_FILE_OPEN, OnFileOpen)
ON_COMMAND(ID_ZOOMIN, OnZoomIn)
ON_COMMAND(ID_ZOOMOUT, OnZoomOut)
ON_COMMAND(ID_DISPLAYAXIS, OnDisplayAxis)
ON_COMMAND(ID_DISPLAYSEAWATER, OnDisplaySeawater)
//}}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()
/////////////////////////////////////////////////////////////////////////////
// CDEMView construction/destruction
CDEMView::CDEMView()
{
demGrid=NULL;
nPlane=0;
m_bDisplayAxis=FALSE;
m_bDisplaySeawater=FALSE;
m_Camera.SetRotation(-75.0f, 0.0f, -15.0f);
}
CDEMView::~CDEMView()
{
}
BOOL CDEMView::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);
}
/////////////////////////////////////////////////////////////////////////////
// CDEMView drawing
void CDEMView::OnDraw(CDC* pDC)
{
CDEMDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
//////////////////////////////////////////////////////////////////
glClearColor(0.22f,0.43f,0.6f,0.5f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
m_Camera.PositionCamera();
RenderScene(); //渲染场景
//////////////////////////////////////////////////////////////////
}
/////////////////////////////////////////////////////////////////////////////
// CDEMView printing
BOOL CDEMView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CDEMView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CDEMView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CDEMView diagnostics
#ifdef _DEBUG
void CDEMView::AssertValid() const
{
CView::AssertValid();
}
void CDEMView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CDEMDoc* CDEMView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CDEMDoc)));
return (CDEMDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CDEMView message handlers
int CDEMView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct) == -1)
return -1;
//////////////////////////////////////////////////////////////////
//初始化OpenGL和设置定时器
m_pDC = new CClientDC(this);
InitializeOpenGL(m_pDC);
//////////////////////////////////////////////////////////////////
return 0;
}
void CDEMView::OnDestroy()
{
CView::OnDestroy();
/////////////////////////////////////////////////////////////////
//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 CDEMView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{
switch (nChar)
{
case VK_LEFT:
m_Camera.m_fRotation[0] -=2.0f;
break;
case VK_RIGHT:
m_Camera.m_fRotation[0] +=2.0f;
break;
case VK_UP:
m_Camera.m_fRotation[2] -=2.0f;
break;
case VK_DOWN:
m_Camera.m_fRotation[2] +=2.0f;
break;
case VK_HOME:
m_Camera.m_fOrigin[2] -=2.0f;
break;
case VK_END:
m_Camera.m_fOrigin[2] +=2.0f;
break;
default:
break;
}
// Force a repaint of the window
InvalidateRect(NULL, FALSE);
}
void CDEMView::OnSize(UINT nType, int cx, int cy)
{
CView::OnSize(nType, cx, cy);
m_Camera.ResetView(cx, cy);
}
/////////////////////////////////////////////////////////////////////
// 设置逻辑调色板
//////////////////////////////////////////////////////////////////////
void CDEMView::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 CDEMView::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);
glClearColor(1.22f,1.43f,1.6f,0.5f);
// glClearColor(0,0,1.0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLfloat mat_diffuse[]={0.0,0.0,1.0,0.0};
GLfloat mat_ambient[]={0.0,0.0,1.0,0.0};
GLfloat light_diffuse[]={0.0,0.0,1.0,0.0};
GLfloat light_ambient[]={0.1,0.1,0.1,0.0};
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,mat_diffuse);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
GLfloat position[] = { 0.0, 10.0, 0.0, 1.0 };
glLightfv (GL_LIGHT0, GL_POSITION, position);
return TRUE;
}
//////////////////////////////////////////////////////////
// 设置像素格式
//////////////////////////////////////////////////////////
BOOL CDEMView::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 CDEMView::RenderScene()
{
if(m_bDisplaySeawater==TRUE)
DisplayCuboid();
if(m_bDisplayAxis==TRUE)
DisplayAxis();
if(nPlane>3)
MakeDTM();
::SwapBuffers(m_pDC->GetSafeHdc()); //交互缓冲区
return TRUE;
}
void CDEMView::DisplayCuboid()
{
glPushMatrix();
glBegin(GL_QUADS);
glColor3f( 0.0, 1.0, 0.0 ); //上面的正方形
glVertex3f( 100.0, -100.0, 100.0 );
glVertex3f( -100.0, -100.0, 100.0 );
glVertex3f( -100.0, 100.0, 100.0 );
glVertex3f( 100.0, 100, 100.0 );
glColor3f( 1.0, 0.5, 0.0 ); //下面的正方形
glVertex3f( 100.0, -100.0, -100.0 );
glVertex3f( -100.0, -100.0, -100.0 );
glVertex3f( -100.0, 100.0, -100.0 );
glVertex3f( 100.0, 100.0, -100.0 );
glColor3f( 1.0, 0.0, 0.0 ); //右面的正方形
glVertex3f( 100.0, 100.0, 100.0 );
glVertex3f( 100.0, 100.0, -100.0 );
glVertex3f( 100.0, -100.0, -100.0 );
glVertex3f( 100.0, -100.0, 100.0 );
glColor3f( 1.0, 1.0, 0.0 ); //左面的正方形
glVertex3f( -100.0, 100.0, 100.0 );
glVertex3f( -100.0, 100.0, -100.0 );
glVertex3f( -100.0, -100.0, -100.0 );
glVertex3f( -100.0, -100.0, 100.0 );
glColor3f( 0.0, 0.0, 1.0 ); //前面的正方形
glVertex3f( 100.0, -100.0, 100.0 );
glVertex3f( 100.0, -100.0, -100.0 );
glVertex3f( -100.0, -100.0, -100.0 );
glVertex3f( -100.0, -100.0, 100.0 );
glColor3f( 1.0, 0.0, 1.0 ); //后面的正方形
glVertex3f( 100.0, 100.0, 100.0 );
glVertex3f( 100.0, 100.0, -100.0 );
glVertex3f( -100.0, 100.0, -100.0 );
glVertex3f( -100.0, 100.0, 100.0 );
glEnd();
glPopMatrix();
}
void CDEMView::DisplayAxis()
{
glPushMatrix();
glLineWidth(5.0f);
glBegin(GL_LINES);
glColor3ub(255,0,0);
glVertex3f(0,0,0);
glVertex3f( 100,0,0);
glColor3ub(255,0,0);
glVertex3f(0,0,0);
glVertex3f(0, 100,0);
glColor3ub(255,0,0);
glVertex3f(0,0,0);
glVertex3f(0,0,100);
glEnd();
glPopMatrix();
}
int CDEMView::MakeDTM()
{
int localList;
VECTORF P0,P1,P2,P3,normal[4];
// localList=glGenLists(1);
// glNewList(localList,GL_COMPILE);
glColor3f(1.0,0.0,0.0);
glPushMatrix();
for(int i=0;i<nPlane;i++)
{
glBegin (GL_TRIANGLE_STRIP);
P0[0]=demGrid[i].P0.x;
P0[1]=demGrid[i].P0.y;
P0[2]=demGrid[i].P0.z;
P1[0]=demGrid[i].P1.x;
P1[1]=demGrid[i].P1.y;
P1[2]=demGrid[i].P1.z;
P2[0]=demGrid[i].P3.x;
P2[1]=demGrid[i].P3.y;
P2[2]=demGrid[i].P3.z;
P3[0]=demGrid[i].P2.x;
P3[1]=demGrid[i].P2.y;
P3[2]=demGrid[i].P2.z;
CalNormalf(P2, P1, P0, normal[0]);
CalNormalf(P1, P0, P2, normal[1]);
CalNormalf(P0, P2, P1, normal[2]);
CalNormalf(P3, P1, P2, normal[3]);
glNormal3fv(normal[0]);
glVertex3fv(P0);
glNormal3fv(normal[1]);
glVertex3fv(P1);
glNormal3fv(normal[2]);
glVertex3fv(P2);
glNormal3fv(normal[3]);
glVertex3fv(P3);
glEnd();
}
glPopMatrix();
// glEndList();
return localList;
}
void CDEMView::OnFileOpen()
{
// we have an object to save..
CFileDialog fileDlg(TRUE, NULL, NULL);
fileDlg.m_ofn.lpstrFilter = "CoordinateFile (*.txt)\0*.txt\0 All Files (*.*)\0*.*\0";
fileDlg.m_ofn.lpstrTitle = "Open";
char str[255];
int retn = fileDlg.DoModal();
if(retn == IDOK)
{
CString szFile = fileDlg.GetFileExt();
CString szPath = fileDlg.GetPathName();
int i,j=0;
for(i=0;i<szPath.GetLength();i++)
{
str[j++]=szPath.GetAt(i);
if(str[j-1]=='\\')
str[j++]='\\';
}
str[j]='\0';
if(nPlane>3)
free(demGrid);
demGrid=(PLANE *)malloc((xcells*ycells+4)*(long)sizeof(PLANE));
GenDEM(str);
}
}
void CDEMView::OnZoomIn()
{
// TODO: Add your command handler code here
m_Camera.m_fOrigin[2] -= 2.0f;
InvalidateRect(NULL, FALSE);
}
void CDEMView::OnZoomOut()
{
// TODO: Add your command handler code here
m_Camera.m_fOrigin[2] += 2.0f;
InvalidateRect(NULL, FALSE);
}
void CDEMView::OnDisplayAxis()
{
// TODO: Add your command handler code here
m_bDisplayAxis=!m_bDisplayAxis;
Invalidate(TRUE);
}
void CDEMView::OnDisplaySeawater()
{
// TODO: Add your command handler code here
m_bDisplaySeawater=!m_bDisplaySeawater;
Invalidate(FALSE);
}
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