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📄 demview.cpp

📁 由TIN生成DEM
💻 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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