579 lines
15 KiB
C++
579 lines
15 KiB
C++
// TestView.cpp : implementation of the CTestView class
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//
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#include "stdafx.h"
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#include "Test.h"
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#include "TestDoc.h"
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#include "TestView.h"
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#include "math.h"
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#define Round(d) int(floor(d + 0.5)) // 四舍五入宏定义
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#define PI 3.1415926 // 圆周率
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CTestView
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IMPLEMENT_DYNCREATE(CTestView, CView)
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BEGIN_MESSAGE_MAP(CTestView, CView)
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//{{AFX_MSG_MAP(CTestView)
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ON_WM_TIMER()
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ON_WM_KEYDOWN()
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ON_WM_ERASEBKGND()
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ON_COMMAND(IDM_PLAY, OnPlay)
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ON_UPDATE_COMMAND_UI(IDM_PLAY, OnUpdatePlay)
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//}}AFX_MSG_MAP
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// Standard printing commands
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ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
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ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
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ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CTestView construction/destruction
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CTestView::CTestView()
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{
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// TODO: add construction code here
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bPlay = FALSE;
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R = 1000.0, d = 800.0, Phi = 70.0, Theta = 0.0; // 视点位于正前方
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Near = 200.0, Far = 1200.0; // 近剪切面与远剪切面
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Alpha = 0.0, Beta = 0.0; // 旋转角
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LightNum = 1; // 光源个数
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pLight = new CLighting(LightNum); // 一维光源动态数组
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pLight->Light[0].SetPosition(0, 0, 800); // 设置光源位置坐标
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for (int i = 0; i < LightNum; i++)
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{
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pLight->Light[i].L_Diffuse = CRGB(0.7, 0.7, 0.7); // 光源的漫反射颜色
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pLight->Light[i].L_Specular = CRGB(0.5, 0.5, 0.5); // 光源镜面高光颜色
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pLight->Light[i].L_C0 = 1.0; // 常数衰减系数
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pLight->Light[i].L_C1 = 0.0000001; // 线性衰减系数
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pLight->Light[i].L_C2 = 0.00000001; // 二次衰减系数
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pLight->Light[i].L_OnOff = TRUE; // 光源开启
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}
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pMaterial = new CMaterial; // 一维材质动态数组
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pMaterial->SetAmbient(CRGB(0.247, 0.200, 0.075)); // 材质对环境光光的反射率
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pMaterial->SetDiffuse(CRGB(0.752, 0.606, 0.226)); // 材质对漫反射光的反射率
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pMaterial->SetSpecular(CRGB(1.0, 1.0, 1.0)); // 材质对镜面反射光的反射率
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pMaterial->SetEmit(CRGB(0.0, 0.0, 0.0)); // 材质自身发散的颜色
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pMaterial->M_n = 30.0; // 高光指数
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}
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CTestView::~CTestView()
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{
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if (pLight != NULL)
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{
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delete pLight;
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pLight = NULL;
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}
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if (pMaterial != NULL)
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{
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delete pMaterial;
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pMaterial = NULL;
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}
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}
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BOOL CTestView::PreCreateWindow(CREATESTRUCT &cs)
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{
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// TODO: Modify the Window class or styles here by modifying
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// the CREATESTRUCT cs
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return CView::PreCreateWindow(cs);
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}
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/////////////////////////////////////////////////////////////////////////////
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// CTestView drawing
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void CTestView::OnDraw(CDC *pDC)
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{
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CTestDoc *pDoc = GetDocument();
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ASSERT_VALID(pDoc);
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// TODO: add draw code for native data here
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DoubleBuffer();
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}
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/////////////////////////////////////////////////////////////////////////////
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// CTestView printing
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BOOL CTestView::OnPreparePrinting(CPrintInfo *pInfo)
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{
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// default preparation
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return DoPreparePrinting(pInfo);
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}
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void CTestView::OnBeginPrinting(CDC * /*pDC*/, CPrintInfo * /*pInfo*/)
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{
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// TODO: add extra initialization before printing
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}
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void CTestView::OnEndPrinting(CDC * /*pDC*/, CPrintInfo * /*pInfo*/)
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{
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// TODO: add cleanup after printing
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}
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/////////////////////////////////////////////////////////////////////////////
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// CTestView diagnostics
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#ifdef _DEBUG
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void CTestView::AssertValid() const
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{
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CView::AssertValid();
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}
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void CTestView::Dump(CDumpContext &dc) const
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{
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CView::Dump(dc);
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}
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CTestDoc *CTestView::GetDocument() // non-debug version is inline
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{
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ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CTestDoc)));
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return (CTestDoc *)m_pDocument;
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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// CTestView message handlers
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void CTestView::ReadVertex() // 点表
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{
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// double a = 200, b = 200, c = 50; // 长方体边长
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// // 顶点的三维坐标(x,y,z)
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// V[0].x = -a;
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// V[0].y = -b;
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// V[0].z = -c;
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// V[1].x = +a;
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// V[1].y = -b;
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// V[1].z = -c;
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// V[2].x = +a;
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// V[2].y = +b;
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// V[2].z = -c;
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// V[3].x = -a;
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// V[3].y = +b;
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// V[3].z = -c;
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// V[4].x = -a;
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// V[4].y = -b;
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// V[4].z = +c;
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// V[5].x = +a;
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// V[5].y = -b;
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// V[5].z = +c;
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// V[6].x = +a;
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// V[6].y = +b;
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// V[6].z = +c;
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// V[7].x = -a;
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// V[7].y = +b;
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// V[7].z = +c;
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V[0].z = 200;
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V[0].x = -200;
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V[0].y = 0;
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V[1].z = 400;
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V[1].x = -200;
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V[1].y = 0;
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V[2].z = 400;
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V[2].x = 200;
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V[2].y = 0;
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V[3].z = 200;
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V[3].x = 200;
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V[3].y = 0;
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V[4].z = 200;
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V[4].x = -200;
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V[4].y = 200;
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V[5].z = 400;
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V[5].x = -200;
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V[5].y = 200;
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V[6].z = 400;
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V[6].x = 200;
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V[6].y = 200;
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V[7].z = 200;
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V[7].x = 200;
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V[7].y = 200;
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V[8].z = 300;
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V[8].x = -200;
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V[8].y = 300;
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V[9].z = 300;
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V[9].x = 200;
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V[9].y = 300;
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}
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void CTestView::ReadFace() // 面表
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{
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// // 面的边数、面的顶点编号
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// F[0].SetNum(4);
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// F[0].vI[0] = 4;
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// F[0].vI[1] = 5;
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// F[0].vI[2] = 6;
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// F[0].vI[3] = 7; // 前面顶点索引
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// F[0].t[0] = CT2(0, 0);
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// F[0].t[1] = CT2(437, 0);
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// F[0].t[2] = CT2(437, 437);
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// F[0].t[3] = CT2(0, 437); // 前面纹理坐标
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// F[1].SetNum(4);
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// F[1].vI[0] = 0;
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// F[1].vI[1] = 3;
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// F[1].vI[2] = 2;
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// F[1].vI[3] = 1; // 后面顶点索引
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// F[1].t[0] = CT2(437, 0);
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// F[1].t[1] = CT2(437, 437);
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// F[1].t[2] = CT2(0, 437);
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// F[1].t[3] = CT2(0, 0); // 后面纹理坐标
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// F[2].SetNum(4);
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// F[2].vI[0] = 0;
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// F[2].vI[1] = 4;
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// F[2].vI[2] = 7;
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// F[2].vI[3] = 3; // 左面顶点索引
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// F[2].t[0] = CT2(0, 0);
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// F[2].t[1] = CT2(107, 0);
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// F[2].t[2] = CT2(107, 437);
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// F[2].t[3] = CT2(0, 437); // 左面纹理坐标
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// F[3].SetNum(4);
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// F[3].vI[0] = 1;
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// F[3].vI[1] = 2;
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// F[3].vI[2] = 6;
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// F[3].vI[3] = 5; // 右面顶点索引
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// F[3].t[0] = CT2(107, 0);
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// F[3].t[1] = CT2(107, 437);
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// F[3].t[2] = CT2(0, 437);
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// F[3].t[3] = CT2(0, 0); // 右面纹理坐标
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// F[4].SetNum(4);
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// F[4].vI[0] = 2;
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// F[4].vI[1] = 3;
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// F[4].vI[2] = 7;
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// F[4].vI[3] = 6; // 顶面顶点索引
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// F[4].t[0] = CT2(0, 0);
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// F[4].t[1] = CT2(437, 0);
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// F[4].t[2] = CT2(437, 107);
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// F[4].t[3] = CT2(0, 107); // 顶面纹理坐标
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// F[5].SetNum(4);
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// F[5].vI[0] = 0;
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// F[5].vI[1] = 1;
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// F[5].vI[2] = 5;
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// F[5].vI[3] = 4; // 底面顶点索引
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// F[5].t[0] = CT2(0, 0);
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// F[5].t[1] = CT2(437, 0);
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// F[5].t[2] = CT2(437, 107);
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// F[5].t[3] = CT2(0, 107); // 底面纹理坐标
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F[0].SetNum(4);
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F[0].vI[0] = 1;
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F[0].vI[1] = 2;
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F[0].vI[2] = 6;
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F[0].vI[3] = 5; // 前面
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F[0].t[0] = CT2(0, 0);
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F[0].t[1] = CT2(579, 0);
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F[0].t[2] = CT2(579, 325);
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F[0].t[3] = CT2(0, 325); // 前面纹理坐标
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F[1].SetNum(4);
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F[1].vI[0] = 0;
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F[1].vI[1] = 4;
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F[1].vI[2] = 7;
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F[1].vI[3] = 3; // 后面
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F[1].t[0] = CT2(0, 0);
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F[1].t[1] = CT2(0, 289);
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F[1].t[2] = CT2(579, 289);
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F[1].t[3] = CT2(579, 0); // 后面纹理坐标
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F[2].SetNum(5);
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F[2].vI[0] = 0;
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F[2].vI[1] = 1;
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F[2].vI[2] = 5;
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F[2].vI[3] = 8;
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F[2].vI[4] = 4; // 左面
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F[2].t[0] = CT2(0, 0);
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F[2].t[1] = CT2(289, 0);
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F[2].t[2] = CT2(289, 289);
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F[2].t[3] = CT2(145, 434); // 左面纹理坐标
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F[2].t[4] = CT2(0, 289);
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F[3].SetNum(5);
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F[3].vI[0] = 2;
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F[3].vI[1] = 3;
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F[3].vI[2] = 7;
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F[3].vI[3] = 9;
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F[3].vI[4] = 6; // 右面
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F[3].t[0] = CT2(0, 0);
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F[3].t[1] = CT2(289, 0);
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F[3].t[2] = CT2(289, 289);
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F[3].t[3] = CT2(145, 434); // 右面纹理坐标
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F[3].t[4] = CT2(0, 289);
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F[4].SetNum(4);
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F[4].vI[0] = 4;
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F[4].vI[1] = 8;
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F[4].vI[2] = 9;
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F[4].vI[3] = 7; // 顶面1
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F[4].t[0] = CT2(0, 0);
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F[4].t[1] = CT2(0, 385);
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F[4].t[2] = CT2(579, 385);
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F[4].t[3] = CT2(579, 0); // 顶面1纹理坐标
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F[5].SetNum(4);
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F[5].vI[0] = 5;
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F[5].vI[1] = 6;
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F[5].vI[2] = 9;
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F[5].vI[3] = 8; // 顶面2
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F[5].t[0] = CT2(0, 0);
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F[5].t[1] = CT2(579, 0);
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F[5].t[2] = CT2(579, 385);
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F[5].t[3] = CT2(0, 385); // 顶面2纹理坐标
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F[6].SetNum(4);
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F[6].vI[0] = 0;
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F[6].vI[1] = 3;
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F[6].vI[2] = 2;
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F[6].vI[3] = 1; // 底面
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}
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void CTestView::ReadGroundVertex() // 点表
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{
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double a = 500, b = 200, c = 500; // 长方体边长
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// 顶点的三维坐标(x,y,z)
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VGround[0].x = -a;
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VGround[3].y = -b;
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VGround[3].z = +c;
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VGround[1].x = +a;
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VGround[2].y = -b;
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VGround[2].z = +c;
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VGround[2].x = +a;
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VGround[1].y = -b;
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VGround[1].z = -c;
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VGround[3].x = -a;
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VGround[0].y = -b;
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VGround[0].z = -c;
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}
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void CTestView::ReadGroundFace() // 面表
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{
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// 面的边数、面的顶点编号
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FGround.SetNum(4);
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FGround.vI[0] = 0;
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FGround.vI[1] = 1;
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FGround.vI[2] = 2;
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FGround.vI[3] = 3; // 底面顶点索引
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FGround.t[0] = CT2(0, 0);
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FGround.t[1] = CT2(755, 0);
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FGround.t[2] = CT2(755, 497);
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FGround.t[3] = CT2(0, 497); // 底面纹理坐标
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}
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void CTestView::InitParameter() // 透视变换参数初始化
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{
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k[1] = sin(PI * Theta / 180);
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k[2] = sin(PI * Phi / 180);
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k[3] = cos(PI * Theta / 180);
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k[4] = cos(PI * Phi / 180);
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k[5] = k[2] * k[3];
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k[6] = k[2] * k[1];
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k[7] = k[4] * k[3];
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k[8] = k[4] * k[1];
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ViewPoint.x = R * k[6];
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ViewPoint.y = R * k[4];
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ViewPoint.z = R * k[5];
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}
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void CTestView::PerProject(CP3 P) // 透视变换
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{
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CP3 ViewP;
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ViewP.x = P.x * k[3] - P.z * k[1]; // 观察坐标系三维坐标
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ViewP.y = -P.x * k[8] + P.y * k[2] - P.z * k[7];
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ViewP.z = -P.x * k[6] - P.y * k[4] - P.z * k[5] + R;
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ViewP.c = P.c;
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ScreenP.x = d * ViewP.x / ViewP.z; // 屏幕坐标系三维坐标
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ScreenP.y = Round(d * ViewP.y / ViewP.z);
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ScreenP.z = Far * (1 - Near / ViewP.z) / (Far - Near);
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ScreenP.c = ViewP.c;
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}
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void CTestView::DoubleBuffer() // 双缓冲
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{
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CDC *pDC = GetDC();
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CRect rect; // 定义客户区
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GetClientRect(&rect); // 获得客户区的大小
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pDC->SetMapMode(MM_ANISOTROPIC); // pDC自定义坐标系
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pDC->SetWindowExt(rect.Width(), rect.Height()); // 设置窗口范围
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pDC->SetViewportExt(rect.Width(), -rect.Height()); // x轴水平向右,y轴垂直向上
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pDC->SetViewportOrg(rect.Width() / 2, rect.Height() / 2); // 屏幕中心为原点
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CDC MemDC; // 内存DC
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CBitmap NewBitmap, *pOldBitmap; // 内存中承载图像的临时位图
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MemDC.CreateCompatibleDC(pDC); // 建立与屏幕pDC兼容的MemDC
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NewBitmap.CreateCompatibleBitmap(pDC, rect.Width(), rect.Height()); // 创建兼容位图
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pOldBitmap = MemDC.SelectObject(&NewBitmap); // 将兼容位图选入MemDC
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MemDC.SetMapMode(MM_ANISOTROPIC); // MemDC自定义坐标系
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MemDC.SetWindowExt(rect.Width(), rect.Height());
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MemDC.SetViewportExt(rect.Width(), -rect.Height());
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MemDC.SetViewportOrg(rect.Width() / 2, rect.Height() / 2);
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zbuf = new CZBuffer;
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zbuf->InitDeepBuffer(1500, 1500, 1000); // 初始化深度缓冲器
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DrawGround(&MemDC);
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DrawObject(&MemDC);
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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;
|
|
}
|