// TestView.cpp : implementation of the CTestView class // #include "stdafx.h" #include "Test.h" #include "TestDoc.h" #include "TestView.h" #include "math.h" #define Round(d) int(floor(d + 0.5)) // 四舍五入宏定义 #define PI 3.1415926 // 圆周率 #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CTestView IMPLEMENT_DYNCREATE(CTestView, CView) BEGIN_MESSAGE_MAP(CTestView, CView) //{{AFX_MSG_MAP(CTestView) ON_WM_TIMER() ON_WM_KEYDOWN() ON_WM_ERASEBKGND() ON_COMMAND(IDM_PLAY, OnPlay) ON_UPDATE_COMMAND_UI(IDM_PLAY, OnUpdatePlay) //}}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() ///////////////////////////////////////////////////////////////////////////// // CTestView construction/destruction CTestView::CTestView() { // TODO: add construction code here bPlay = FALSE; R = 1000.0, d = 800.0, Phi = 70.0, Theta = 0.0; // 视点位于正前方 Near = 200.0, Far = 1200.0; // 近剪切面与远剪切面 Alpha = 0.0, Beta = 0.0; // 旋转角 LightNum = 1; // 光源个数 pLight = new CLighting(LightNum); // 一维光源动态数组 pLight->Light[0].SetPosition(0, 0, 800); // 设置光源位置坐标 for (int i = 0; i < LightNum; i++) { pLight->Light[i].L_Diffuse = CRGB(0.7, 0.7, 0.7); // 光源的漫反射颜色 pLight->Light[i].L_Specular = CRGB(0.5, 0.5, 0.5); // 光源镜面高光颜色 pLight->Light[i].L_C0 = 1.0; // 常数衰减系数 pLight->Light[i].L_C1 = 0.0000001; // 线性衰减系数 pLight->Light[i].L_C2 = 0.00000001; // 二次衰减系数 pLight->Light[i].L_OnOff = TRUE; // 光源开启 } pMaterial = new CMaterial; // 一维材质动态数组 pMaterial->SetAmbient(CRGB(0.247, 0.200, 0.075)); // 材质对环境光光的反射率 pMaterial->SetDiffuse(CRGB(0.752, 0.606, 0.226)); // 材质对漫反射光的反射率 pMaterial->SetSpecular(CRGB(1.0, 1.0, 1.0)); // 材质对镜面反射光的反射率 pMaterial->SetEmit(CRGB(0.0, 0.0, 0.0)); // 材质自身发散的颜色 pMaterial->M_n = 30.0; // 高光指数 } CTestView::~CTestView() { if (pLight != NULL) { delete pLight; pLight = NULL; } if (pMaterial != NULL) { delete pMaterial; pMaterial = NULL; } } BOOL CTestView::PreCreateWindow(CREATESTRUCT &cs) { // TODO: Modify the Window class or styles here by modifying // the CREATESTRUCT cs return CView::PreCreateWindow(cs); } ///////////////////////////////////////////////////////////////////////////// // CTestView drawing void CTestView::OnDraw(CDC *pDC) { CTestDoc *pDoc = GetDocument(); ASSERT_VALID(pDoc); // TODO: add draw code for native data here DoubleBuffer(); } ///////////////////////////////////////////////////////////////////////////// // CTestView printing BOOL CTestView::OnPreparePrinting(CPrintInfo *pInfo) { // default preparation return DoPreparePrinting(pInfo); } void CTestView::OnBeginPrinting(CDC * /*pDC*/, CPrintInfo * /*pInfo*/) { // TODO: add extra initialization before printing } void CTestView::OnEndPrinting(CDC * /*pDC*/, CPrintInfo * /*pInfo*/) { // TODO: add cleanup after printing } ///////////////////////////////////////////////////////////////////////////// // CTestView diagnostics #ifdef _DEBUG void CTestView::AssertValid() const { CView::AssertValid(); } void CTestView::Dump(CDumpContext &dc) const { CView::Dump(dc); } CTestDoc *CTestView::GetDocument() // non-debug version is inline { ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CTestDoc))); return (CTestDoc *)m_pDocument; } #endif //_DEBUG ///////////////////////////////////////////////////////////////////////////// // CTestView message handlers void CTestView::ReadVertex() // 点表 { // double a = 200, b = 200, c = 50; // 长方体边长 // // 顶点的三维坐标(x,y,z) // V[0].x = -a; // V[0].y = -b; // V[0].z = -c; // V[1].x = +a; // V[1].y = -b; // V[1].z = -c; // V[2].x = +a; // V[2].y = +b; // V[2].z = -c; // V[3].x = -a; // V[3].y = +b; // V[3].z = -c; // V[4].x = -a; // V[4].y = -b; // V[4].z = +c; // V[5].x = +a; // V[5].y = -b; // V[5].z = +c; // V[6].x = +a; // V[6].y = +b; // V[6].z = +c; // V[7].x = -a; // V[7].y = +b; // V[7].z = +c; V[0].z = 200; V[0].x = -200; V[0].y = 0; V[1].z = 400; V[1].x = -200; V[1].y = 0; V[2].z = 400; V[2].x = 200; V[2].y = 0; V[3].z = 200; V[3].x = 200; V[3].y = 0; V[4].z = 200; V[4].x = -200; V[4].y = 200; V[5].z = 400; V[5].x = -200; V[5].y = 200; V[6].z = 400; V[6].x = 200; V[6].y = 200; V[7].z = 200; V[7].x = 200; V[7].y = 200; V[8].z = 300; V[8].x = -200; V[8].y = 300; V[9].z = 300; V[9].x = 200; V[9].y = 300; } void CTestView::ReadFace() // 面表 { // // 面的边数、面的顶点编号 // F[0].SetNum(4); // F[0].vI[0] = 4; // F[0].vI[1] = 5; // F[0].vI[2] = 6; // F[0].vI[3] = 7; // 前面顶点索引 // F[0].t[0] = CT2(0, 0); // F[0].t[1] = CT2(437, 0); // F[0].t[2] = CT2(437, 437); // F[0].t[3] = CT2(0, 437); // 前面纹理坐标 // F[1].SetNum(4); // F[1].vI[0] = 0; // F[1].vI[1] = 3; // F[1].vI[2] = 2; // F[1].vI[3] = 1; // 后面顶点索引 // F[1].t[0] = CT2(437, 0); // F[1].t[1] = CT2(437, 437); // F[1].t[2] = CT2(0, 437); // F[1].t[3] = CT2(0, 0); // 后面纹理坐标 // F[2].SetNum(4); // F[2].vI[0] = 0; // F[2].vI[1] = 4; // F[2].vI[2] = 7; // F[2].vI[3] = 3; // 左面顶点索引 // F[2].t[0] = CT2(0, 0); // F[2].t[1] = CT2(107, 0); // F[2].t[2] = CT2(107, 437); // F[2].t[3] = CT2(0, 437); // 左面纹理坐标 // F[3].SetNum(4); // F[3].vI[0] = 1; // F[3].vI[1] = 2; // F[3].vI[2] = 6; // F[3].vI[3] = 5; // 右面顶点索引 // F[3].t[0] = CT2(107, 0); // F[3].t[1] = CT2(107, 437); // F[3].t[2] = CT2(0, 437); // F[3].t[3] = CT2(0, 0); // 右面纹理坐标 // F[4].SetNum(4); // F[4].vI[0] = 2; // F[4].vI[1] = 3; // F[4].vI[2] = 7; // F[4].vI[3] = 6; // 顶面顶点索引 // F[4].t[0] = CT2(0, 0); // F[4].t[1] = CT2(437, 0); // F[4].t[2] = CT2(437, 107); // F[4].t[3] = CT2(0, 107); // 顶面纹理坐标 // F[5].SetNum(4); // F[5].vI[0] = 0; // F[5].vI[1] = 1; // F[5].vI[2] = 5; // F[5].vI[3] = 4; // 底面顶点索引 // F[5].t[0] = CT2(0, 0); // F[5].t[1] = CT2(437, 0); // F[5].t[2] = CT2(437, 107); // F[5].t[3] = CT2(0, 107); // 底面纹理坐标 F[0].SetNum(4); F[0].vI[0] = 1; F[0].vI[1] = 2; F[0].vI[2] = 6; F[0].vI[3] = 5; // 前面 F[0].t[0] = CT2(0, 0); F[0].t[1] = CT2(579, 0); F[0].t[2] = CT2(579, 325); F[0].t[3] = CT2(0, 325); // 前面纹理坐标 F[1].SetNum(4); F[1].vI[0] = 0; F[1].vI[1] = 4; F[1].vI[2] = 7; F[1].vI[3] = 3; // 后面 F[1].t[0] = CT2(0, 0); F[1].t[1] = CT2(0, 289); F[1].t[2] = CT2(579, 289); F[1].t[3] = CT2(579, 0); // 后面纹理坐标 F[2].SetNum(5); F[2].vI[0] = 0; F[2].vI[1] = 1; F[2].vI[2] = 5; F[2].vI[3] = 8; F[2].vI[4] = 4; // 左面 F[2].t[0] = CT2(0, 0); F[2].t[1] = CT2(289, 0); F[2].t[2] = CT2(289, 289); F[2].t[3] = CT2(145, 434); // 左面纹理坐标 F[2].t[4] = CT2(0, 289); F[3].SetNum(5); F[3].vI[0] = 2; F[3].vI[1] = 3; F[3].vI[2] = 7; F[3].vI[3] = 9; F[3].vI[4] = 6; // 右面 F[3].t[0] = CT2(0, 0); F[3].t[1] = CT2(289, 0); F[3].t[2] = CT2(289, 289); F[3].t[3] = CT2(145, 434); // 右面纹理坐标 F[3].t[4] = CT2(0, 289); F[4].SetNum(4); F[4].vI[0] = 4; F[4].vI[1] = 8; F[4].vI[2] = 9; F[4].vI[3] = 7; // 顶面1 F[4].t[0] = CT2(0, 0); F[4].t[1] = CT2(0, 385); F[4].t[2] = CT2(579, 385); F[4].t[3] = CT2(579, 0); // 顶面1纹理坐标 F[5].SetNum(4); F[5].vI[0] = 5; F[5].vI[1] = 6; F[5].vI[2] = 9; F[5].vI[3] = 8; // 顶面2 F[5].t[0] = CT2(0, 0); F[5].t[1] = CT2(579, 0); F[5].t[2] = CT2(579, 385); F[5].t[3] = CT2(0, 385); // 顶面2纹理坐标 F[6].SetNum(4); F[6].vI[0] = 0; F[6].vI[1] = 3; F[6].vI[2] = 2; F[6].vI[3] = 1; // 底面 } void CTestView::ReadGroundVertex() // 点表 { double a = 500, b = 200, c = 500; // 长方体边长 // 顶点的三维坐标(x,y,z) VGround[0].x = -a; VGround[3].y = -b; VGround[3].z = +c; VGround[1].x = +a; VGround[2].y = -b; VGround[2].z = +c; VGround[2].x = +a; VGround[1].y = -b; VGround[1].z = -c; VGround[3].x = -a; VGround[0].y = -b; VGround[0].z = -c; } void CTestView::ReadGroundFace() // 面表 { // 面的边数、面的顶点编号 FGround.SetNum(4); FGround.vI[0] = 0; FGround.vI[1] = 1; FGround.vI[2] = 2; FGround.vI[3] = 3; // 底面顶点索引 FGround.t[0] = CT2(0, 0); FGround.t[1] = CT2(755, 0); FGround.t[2] = CT2(755, 497); FGround.t[3] = CT2(0, 497); // 底面纹理坐标 } void CTestView::InitParameter() // 透视变换参数初始化 { k[1] = sin(PI * Theta / 180); k[2] = sin(PI * Phi / 180); k[3] = cos(PI * Theta / 180); k[4] = cos(PI * Phi / 180); k[5] = k[2] * k[3]; k[6] = k[2] * k[1]; k[7] = k[4] * k[3]; k[8] = k[4] * k[1]; ViewPoint.x = R * k[6]; ViewPoint.y = R * k[4]; ViewPoint.z = R * k[5]; } void CTestView::PerProject(CP3 P) // 透视变换 { CP3 ViewP; ViewP.x = P.x * k[3] - P.z * k[1]; // 观察坐标系三维坐标 ViewP.y = -P.x * k[8] + P.y * k[2] - P.z * k[7]; ViewP.z = -P.x * k[6] - P.y * k[4] - P.z * k[5] + R; ViewP.c = P.c; ScreenP.x = d * ViewP.x / ViewP.z; // 屏幕坐标系三维坐标 ScreenP.y = Round(d * ViewP.y / ViewP.z); ScreenP.z = Far * (1 - Near / ViewP.z) / (Far - Near); ScreenP.c = ViewP.c; } void CTestView::DoubleBuffer() // 双缓冲 { CDC *pDC = GetDC(); CRect rect; // 定义客户区 GetClientRect(&rect); // 获得客户区的大小 pDC->SetMapMode(MM_ANISOTROPIC); // pDC自定义坐标系 pDC->SetWindowExt(rect.Width(), rect.Height()); // 设置窗口范围 pDC->SetViewportExt(rect.Width(), -rect.Height()); // x轴水平向右,y轴垂直向上 pDC->SetViewportOrg(rect.Width() / 2, rect.Height() / 2); // 屏幕中心为原点 CDC MemDC; // 内存DC CBitmap NewBitmap, *pOldBitmap; // 内存中承载图像的临时位图 MemDC.CreateCompatibleDC(pDC); // 建立与屏幕pDC兼容的MemDC NewBitmap.CreateCompatibleBitmap(pDC, rect.Width(), rect.Height()); // 创建兼容位图 pOldBitmap = MemDC.SelectObject(&NewBitmap); // 将兼容位图选入MemDC MemDC.SetMapMode(MM_ANISOTROPIC); // MemDC自定义坐标系 MemDC.SetWindowExt(rect.Width(), rect.Height()); MemDC.SetViewportExt(rect.Width(), -rect.Height()); MemDC.SetViewportOrg(rect.Width() / 2, rect.Height() / 2); zbuf = new CZBuffer; zbuf->InitDeepBuffer(1500, 1500, 1000); // 初始化深度缓冲器 DrawGround(&MemDC); DrawObject(&MemDC); pDC->BitBlt(-rect.Width() / 2, -rect.Height() / 2, rect.Width(), rect.Height(), &MemDC, -rect.Width() / 2, -rect.Height() / 2, SRCCOPY); // 将内存位图拷贝到屏幕 MemDC.SelectObject(pOldBitmap); // 恢复位图 NewBitmap.DeleteObject(); // 删除位图 ReleaseDC(pDC); // 释放DC } void CTestView::DrawGround(CDC *pDC) // 绘制地 { CPi3 Point[4]; // 面的顶点坐标 CT2 Texture[4]; // 面的纹理坐标 CVector Normal4[4]; FGround.SetFaceNormal(VGround[0], VGround[1], VGround[2]); FGround.fNormal.Normalize(); // 单位化法矢量 for (int nVertex = 0; nVertex < 4; nVertex++) // 边循环 { PerProject(VGround[nVertex]); Point[nVertex] = ScreenP; Normal4[nVertex] = FGround.fNormal; Texture[nVertex] = FGround.t[nVertex]; } ReadImage(6); zbuf->SetPoint(Point, Normal4, Texture, 4); // 初始化 zbuf->CreateBucket(); // 创建桶表 zbuf->CreateEdge(); // 创建边表 zbuf->Phong(pDC, ViewPoint, pLight, pMaterial, Image); // 纹理映射 zbuf->ClearMemory(); ClearImageMemory(); } void CTestView::DrawObject(CDC *pDC) // 绘制物体 { CPi3 Point[5]; // 面的顶点坐标 CT2 Texture[5]; // 面的纹理坐标 CVector Normal4[5]; for (int nFace = 0; nFace < 7; nFace++) { CVector ViewVector(V[F[nFace].vI[0]], ViewPoint); // 面的视矢量 ViewVector = ViewVector.Normalize(); // 单位化视矢量 F[nFace].SetFaceNormal(V[F[nFace].vI[0]], V[F[nFace].vI[1]], V[F[nFace].vI[2]]); F[nFace].fNormal.Normalize(); // 单位化法矢量 if (Dot(ViewVector, F[nFace].fNormal) >= 0) // 背面剔除 { for (int nVertex = 0; nVertex < F[nFace].vN; nVertex++) // 边循环 { PerProject(V[F[nFace].vI[nVertex]]); Point[nVertex] = ScreenP; Normal4[nVertex] = F[nFace].fNormal; Texture[nVertex] = F[nFace].t[nVertex]; } ReadImage(nFace); zbuf->SetPoint(Point, Normal4, Texture, F[nFace].vN); // 初始化 zbuf->CreateBucket(); // 创建桶表 zbuf->CreateEdge(); // 创建边表 zbuf->Phong(pDC, ViewPoint, pLight, pMaterial, Image); // 纹理映射 zbuf->ClearMemory(); ClearImageMemory(); } } delete zbuf; } void CTestView::ReadImage(int nface) // 读入纹理 { int n1; BYTE Texture[] = {IDB_FRONTWALL, IDB_REARWALL, IDB_LEFTWALL, IDB_RIGHTWALL, IDB_FRONTROOF, IDB_REARROOF, IDB_GROUND}; CBitmap NewBitmap; NewBitmap.LoadBitmap(Texture[nface]); // 调入DDB位图 NewBitmap.GetBitmap(&bmp); // 将CBitmap的信息保存到Bitmap结构体中 int nbytesize = bmp.bmWidthBytes * bmp.bmHeight; im = new BYTE[nbytesize]; NewBitmap.GetBitmapBits(nbytesize, (LPVOID)im); Image = new COLORREF *[bmp.bmHeight]; for (int n1 = 0; n1 < bmp.bmHeight; n1++) Image[n1] = new COLORREF[bmp.bmWidth]; for (n1 = 0; n1 < bmp.bmHeight; n1++) { for (int n2 = 0; n2 < bmp.bmWidth; n2++) { int pos = n1 * bmp.bmWidthBytes + 4 * n2; // 颜色分量位置 n1 = bmp.bmHeight - 1 - n1; // 位图从左下角向右上角绘制 Image[n1][n2] = RGB(im[pos + 2], im[pos + 1], im[pos]); } } delete[] im; } void CTestView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags) { CP3 center(0, 150, 300); // Center point of the cabin switch (nChar) { case VK_UP: tran.RotateX(Alpha, center); break; case VK_DOWN: tran.RotateX(-Alpha, center); break; case VK_LEFT: tran.RotateY(Beta, center); break; case VK_RIGHT: tran.RotateY(-Beta, center); break; } Invalidate(FALSE); CView::OnKeyDown(nChar, nRepCnt, nFlags); } void CTestView::OnPlay() { // TODO: Add your command handler code here bPlay = bPlay ? FALSE : TRUE; if (bPlay) // 设置定时器 SetTimer(1, 150, NULL); else KillTimer(1); } void CTestView::OnTimer(UINT nIDEvent) { Alpha = 5; Beta = 5; CP3 center(0, 150, 300); tran.RotateY(Beta, center); Invalidate(FALSE); CView::OnTimer(nIDEvent); } void CTestView::OnUpdatePlay(CCmdUI *pCmdUI) { // TODO: Add your command update UI handler code here if (bPlay) { pCmdUI->SetCheck(TRUE); pCmdUI->SetText("停止"); } else { pCmdUI->SetCheck(FALSE); pCmdUI->SetText("开始"); } } BOOL CTestView::OnEraseBkgnd(CDC *pDC) { // TODO: Add your message handler code here and/or call default return TRUE; } void CTestView::OnInitialUpdate() { CView::OnInitialUpdate(); // TODO: Add your specialized code here and/or call the base class ReadVertex(); ReadFace(); ReadGroundVertex(); ReadGroundFace(); tran.SetMat(V, 10); InitParameter(); } void CTestView::ClearImageMemory() { for (int n = 0; n < bmp.bmHeight; n++) // 注意撤销次序,先列后行,与设置相反 { delete[] Image[n]; Image[n] = NULL; } delete[] Image; Image = NULL; }