OpenGL 喷泉效果部分解释

<span style="color:#3333ff;">一、头文件:MyFountainView.h</span>

#if !defined(AFX_MYFOUNTAINVIEW_H__E05402FF_323D_4CD3_A3C7_0BA99ECE1187__INCLUDED_)
#define AFX_MYFOUNTAINVIEW_H__E05402FF_323D_4CD3_A3C7_0BA99ECE1187__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define PI 3.1415926

struct particle{
    float t;
	float v;
	float d;
	float x,y,z;
	float xd,zd;
	char type;
	float a;
	struct particle *next,*prev;
};

struct point{
      float x,y,z;
};


class CMyFountainView : public CView
{
protected: // create from serialization only
	CMyFountainView();
	DECLARE_DYNCREATE(CMyFountainView)

// Attributes
public:
	CMyFountainDoc* GetDocument();

// Operations
public:

	public:
	virtual void OnDraw(CDC* pDC);  // overridden to draw this view
	virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
	protected:
	virtual BOOL OnPreparePrinting(CPrintInfo* pInfo);
	virtual void OnBeginPrinting(CDC* pDC, CPrintInfo* pInfo);
	virtual void OnEndPrinting(CDC* pDC, CPrintInfo* pInfo);
	//}}AFX_VIRTUAL

// Implementation
public:
        ///<span style="color:#ff6666;">这里是基本的内容,显示画面的窗体</span>
	virtual ~CMyFountainView();
        BOOL RenderScene();
	BOOL SetupPixelFormat(void);
	void SetLogicalPalette(void);
	BOOL InitializeOpenGL(CDC* pDC);

	HGLRC m_hRC;
	HPALETTE m_hPalette;
	CDC* m_pDC;

<span style="color:#ff0000;">这里面是喷选相关函数和参数的说明</span>
	void Init();
	void LoadTexture(char *fn,int t_num);
        void DrawFountain();
	void normalize(struct point *V);
	void vect_mult(struct point *A,struct point *B,struct point *C);
	void AddParticles();
	void MoveParticles();
	void DeleteParticles();
	

	unsigned *teximage;
	GLuint texture[3];
	float a;
        struct point upv,cam;
	int fCount;
	
	struct particle *fn[3];
/

#ifdef _DEBUG
	virtual void AssertValid() const;
	virtual void Dump(CDumpContext& dc) const;
#endif

protected:

// Generated message map functions
protected:
	//{{AFX_MSG(CMyFountainView)
	afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
	afx_msg void OnDestroy();
	afx_msg void OnSize(UINT nType, int cx, int cy);
	afx_msg void OnTimer(UINT nIDEvent);
	//}}AFX_MSG
	DECLARE_MESSAGE_MAP()
};

#ifndef _DEBUG  // debug version in MyFountainView.cpp
inline CMyFountainDoc* CMyFountainView::GetDocument()
   { return (CMyFountainDoc*)m_pDocument; }
#endif

<span style="font-family: Arial, Helvetica, sans-serif;">
</span>
<span style="font-family: Arial, Helvetica, sans-serif;"><span style="color:#6600cc;">二、源文件:MyFountainView.cpp</span></span>

#include "stdafx.h"
#include "MyFountain.h"

#include "MyFountainDoc.h"
#include "MyFountainView.h"
#include <math.h>

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

IMPLEMENT_DYNCREATE(CMyFountainView, CView)

BEGIN_MESSAGE_MAP(CMyFountainView, CView)
	//{{AFX_MSG_MAP(CMyFountainView)
	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()

CMyFountainView::CMyFountainView()
{
	// TODO: add construction code here

}

CMyFountainView::~CMyFountainView()
{
}

BOOL CMyFountainView::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs

	return CView::PreCreateWindow(cs);
}
void CMyFountainView::OnDraw(CDC* pDC)
{
	CMyFountainDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	// TODO: add draw code for native data here
	<span style="color:#ff0000;">RenderScene();</span>
}

BOOL CMyFountainView::OnPreparePrinting(CPrintInfo* pInfo)
{
	// default preparation
	return DoPreparePrinting(pInfo);
}

void CMyFountainView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add extra initialization before printing
}

void CMyFountainView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add cleanup after printing
}

#ifdef _DEBUG
void CMyFountainView::AssertValid() const
{
	CView::AssertValid();
}

void CMyFountainView::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CMyFountainDoc* CMyFountainView::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyFountainDoc)));
	return (CMyFountainDoc*)m_pDocument;
}
#endif //_DEBUG

int CMyFountainView::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
	m_pDC=new CClientDC(this);
	SetTimer(1,20,NULL);
	<span style="color:#ff0000;">InitializeOpenGL(m_pDC);</span>
	// TODO: Add your specialized creation code here
	<span style="color:#ff0000;">Init();</span>
	return 0;
}

void CMyFountainView::OnDestroy() 
{
	CView::OnDestroy();
	
	// TODO: Add your message handler code here
	::wglMakeCurrent(0,0);
	::wglDeleteContext(m_hRC);
	if(m_hPalette) DeleteObject(m_hPalette);
	if(m_pDC) delete m_pDC;
	KillTimer(1);
}

void CMyFountainView::OnSize(UINT nType, int cx, int cy) 
{
	CView::OnSize(nType, cx, cy);
	
	// TODO: Add your message handler code here
    glViewport(0,0,cx,cy);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glFrustum(-0.5,0.5,-0.5,0.5,1,1000);
	glMatrixMode(GL_MODELVIEW);
}

void CMyFountainView::OnTimer(UINT nIDEvent) 
{
	// TODO: Add your message handler code here and/or call default
	Invalidate(FALSE);

	CView::OnTimer(nIDEvent);
}

BOOL CMyFountainView::InitializeOpenGL(CDC* pDC){

        m_pDC=pDC;
	SetupPixelFormat();
	m_hRC=::wglCreateContext(m_pDC->GetSafeHdc());
	::wglMakeCurrent(m_pDC->GetSafeHdc(),m_hRC);

	return TRUE;
}

BOOL CMyFountainView::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;
}

void CMyFountainView::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);
}



void CMyFountainView::Init(){
    a=0;
	fn[0]=NULL;
	fn[1]=NULL;
	fn[2]=NULL;
	fCount=3;
	upv.x=-5;
	upv.y=5;
	upv.z=-5;
	cam.x=200;
	cam.y=200;
	cam.z=200;
	glGenTextures(3,texture);
	glClearColor(0,0,0,0);
	glBlendFunc(GL_SRC_ALPHA,GL_ONE);
	glEnable(GL_BLEND);
	glEnable(GL_TEXTURE_2D);
	LoadTexture("particle.rgb",0);
	LoadTexture("ground1.rgb",1);
	LoadTexture("ground2.rgb",2);
}

BOOL CMyFountainView::RenderScene(){
        glClear(GL_COLOR_BUFFER_BIT);
        glLoadIdentity();
	glBindTexture(GL_TEXTURE_2D,texture[1]);
        a+=0.2;
        gluLookAt(cam.x,cam.y,cam.z,0,0,0,upv.x,upv.y,upv.z);
	
       <span style="color:#ff0000;"> DrawFountain();//喷泉函数</span>

	glFlush();
	::SwapBuffers(m_pDC->GetSafeHdc());<span style="color:#ff0000;">//动画刷新,不然动不起来</span>
	return TRUE;
}

void CMyFountainView::DrawFountain(){

	int j;
	struct particle *tempp;
	struct point vectd,vectl;
	float alpha,ttx,ttz;

	glBindTexture(GL_TEXTURE_2D,texture[0]);

	AddParticles();
	MoveParticles();
	DeleteParticles();

	glPushMatrix();
	
	for(j=0;j<fCount;j++){

		glBegin(GL_QUADS);

		tempp=fn[j];
		while(tempp){

				// 旋转喷泉
			alpha = ((j*360/fCount+a)*PI)/180;//<span style="color:#ff0000;">a是整个喷泉旋转,<span style="font-family: Arial, Helvetica, sans-serif;">j*360/fCount:喷泉是一束一束的,这是每一束所占的角度</span></span>
<span style="font-family:Arial, Helvetica, sans-serif;color:#ff0000;">                                              //下面是平面坐标转换,要想到矩阵。
</span>			ttx = tempp->x*cos(alpha)-tempp->z*sin(alpha);
			ttz = tempp->x*sin(alpha)+tempp->z*cos(alpha);
			// 计算方向矢量
			vectd.x = ttx - cam.x;
			vectd.y = tempp->y - cam.y;
			vectd.z = ttz - cam.z;
			vect_mult(&vectd, &upv, &vectl);
			normalize(&vectl);
			vectl.x *= 5;
			vectl.y *= 5;
			vectl.z *= 5;
			glColor4f(0.5, 0.5, 1, tempp->a);
			// 绘制多边形和粒子纹理映射
                       
	   		glTexCoord2f(0, 0); <span style="color:#ff0000;">glVertex3f((ttx-vectl.x), (tempp->y-upv.y), (ttz-vectl.z));//这是一个点</span>
			glTexCoord2f(1, 0); glVertex3f((ttx+vectl.x), (tempp->y-upv.y), (ttz+vectl.z));
			glTexCoord2f(1, 1); glVertex3f((ttx+vectl.x), (tempp->y+upv.y), (ttz+vectl.z));
			glTexCoord2f(0, 1); glVertex3f((ttx-vectl.x), (tempp->y+upv.y), (ttz-vectl.z));

			tempp = tempp->next; // 绘制下一个粒子列表

			}

		glEnd();
	}

	glPopMatrix();

}

void CMyFountainView::AddParticles(){

	struct particle *tempp;
	int i,j;
	for(j=0;j<fCount;j++){
        for(i=0;i<2;i++){
			tempp=(struct particle *)malloc(sizeof(struct particle));
            if(fn[j])fn[j]->prev=tempp;
			tempp->next=fn[j];
			fn[j]=tempp;

			tempp->t=-9.9;
			tempp->v=(float)(rand()%200000)/100000+1;
			tempp->d=(float)(rand()%400)/100-2;
			tempp->x=0;
	        tempp->y = 0;
			tempp->z = 0;
			tempp->xd = cos((tempp->d*PI)/180)*tempp->v/4;
			tempp->zd = sin((tempp->d*PI)/180)*tempp->v;
			tempp->type = 0; 
			tempp->a = 1;   
		}
	}
}

void CMyFountainView::MoveParticles(){

	struct particle *tempp;
	int j;
	for(j=0;j<fCount;j++){
        tempp=fn[j];
		while(tempp){
			if(tempp->type==0){
			tempp->x+=tempp->xd;
			tempp->z+=tempp->zd;
            tempp->y=122.5-(9.8*(tempp->t*tempp->t/4))/2;
			tempp->t+=0.1;
			if(tempp->y<0)tempp->type=1;
			}else{
              tempp->a-=0.1;
			}
			tempp=tempp->next;
		}
	}
}

void CMyFountainView::DeleteParticles(){

	struct particle *tempp,*temp1;
	int j;
	for(j=0;j<fCount;j++){

		tempp=fn[j];
		while(tempp){

			if((tempp->type==1)&&(tempp->a<=0)){

				if(tempp->prev==NULL){

					tempp=tempp->next;
					tempp->prev=NULL;
				}else{

					temp1=tempp->prev;
					tempp->prev->next=tempp->next;
					if(tempp->next)tempp->next->prev=temp1;
					free(tempp);
					tempp=temp1;
				}
			}
			tempp=tempp->next;
		}
	}
}

void CMyFountainView::normalize(struct point *V){

	float d;
	d=sqrt(V->x*V->x+V->y*V->y+V->z*V->z);
	V->x/=d;
	V->y/=d;
	V->z/=d;
}

void CMyFountainView::vect_mult(struct point *A,struct point *B,struct point *C){

	C->x = A->y*B->z - A->z*B->y;
	C->y = A->z*B->x - A->x*B->z;
	C->z = A->x*B->y - A->y*B->x;
}

void CMyFountainView::LoadTexture(char *fn,int t_num){

	int texwid, texht;
	int texcomps;

	teximage = m_Tex->read_texture(fn, &texwid, &texht, &texcomps);
	if (!teximage)
	{
		MessageBox("Sorry, can't read texture file...","ERROR",MB_OK);
		exit(0);
	}
	glBindTexture(GL_TEXTURE_2D, texture[t_num]);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 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); 

	if ((t_num == 0) || (t_num == 2)) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 
	if (t_num == 1)
	{
		// 对于地面纹理,重复纹理参数
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 
	}
	free(teximage);
}

喷泉效果:


问题:在程序中用到了particle.rgb文件。我不知道用什么软件可以生产这样的图片格式文件。希望知道的朋友告知一下。

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