C++ MFC SnowWorld
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SnowWorld
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// ChildView.cpp : implementation of the CChildView class
//
#include "stdafx.h"
#include "SnowWorld.h"
#include "ChildView.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
GLfloat LightAmbient [] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse [] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition [] = { 0.0f, 0.0f, 2.0f, 1.0f };
/
// CChildView
CChildView::CChildView()
{
m_pClientDC = NULL;
m_lpThread = NULL;
m_nFloorIndex = 0;
}
CChildView::~CChildView()
{
if ( m_lpThread != NULL )
{
delete m_lpThread;
m_lpThread = NULL;
}
}
BEGIN_MESSAGE_MAP(CChildView,CWnd )
//{{AFX_MSG_MAP(CChildView)
ON_WM_CREATE()
ON_WM_SIZE()
ON_WM_ERASEBKGND()
ON_WM_PAINT()
ON_WM_TIMER()
ON_WM_DESTROY()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/
// CChildView message handlers
BOOL CChildView::PreCreateWindow(CREATESTRUCT& cs)
{
if ( ! CWnd::PreCreateWindow( cs ) )
return FALSE;
cs.dwExStyle |= WS_EX_CLIENTEDGE;
cs.style &= ~WS_BORDER;
cs.lpszClass = AfxRegisterWndClass( CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS,
::LoadCursor( NULL, IDC_ARROW ), HBRUSH( COLOR_WINDOW + 1 ), NULL );
return TRUE;
}
BOOL CChildView::PreTranslateMessage( MSG* pMsg )
{
if ( pMsg->message == WM_KEYDOWN && ( pMsg->wParam == VK_RETURN || pMsg->wParam == VK_SPACE ) )
{
if ( ++m_nFloorIndex >= 3 )
m_nFloorIndex = 0;
}
return CWnd::PreTranslateMessage( pMsg );
}
int CChildView::OnCreate( LPCREATESTRUCT lpCreateStruct )
{
if ( CWnd::OnCreate( lpCreateStruct ) == -1 )
{
TRACE0( "Failed to create the CChildView" );
return -1;
}
m_lpThread = AfxBeginThread( Thread, NULL, THREAD_PRIORITY_NORMAL, 0, CREATE_SUSPENDED );
ASSERT( m_lpThread );
InitOpenGL();
SetTimer( 1, 50, NULL );
m_lpThread->ResumeThread();
return 0;
}
void CChildView::OnSize( UINT nType, int cx, int cy )
{
CWnd::OnSize( nType, cx, cy );
if ( cy == 0 )
cy = 1;
glViewport( 0, 0, cx, cy ); // Reset The Current View-port
glMatrixMode( GL_PROJECTION ); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective( 45.0f, ( GLfloat ) cx / ( GLfloat ) cy, 0.1f, 400.0f );
glMatrixMode( GL_MODELVIEW ); // Select The Model-view Matrix
glLoadIdentity();
}
void CChildView::OnPaint()
{
CPaintDC dc(this); // device context for painting
CBitmap bitmap;
bitmap.LoadBitmap( IDB_SNOW_FLOOR );
// TODO: Add your message handler code here
DrawOpenGLScene();
// Do not call CWnd::OnPaint() for painting messages
}
BOOL CChildView::OnEraseBkgnd( CDC* pDC )
{
UNREFERENCED_PARAMETER( pDC );
return TRUE;
}
void CChildView::OnDestroy()
{
HGLRC hrc = NULL;
hrc = ::wglGetCurrentContext();
::wglMakeCurrent( NULL, NULL );
if ( hrc != NULL )
::wglDeleteContext( hrc );
if ( m_pClientDC != NULL )
{
delete m_pClientDC;
m_pClientDC = NULL;
}
ASSERT( m_pClientDC == NULL );
CWnd::OnDestroy();
}
// Initialize the OpenGL context device...
VOID CChildView::InitOpenGL()
{
m_pClientDC = new CClientDC( this );
ASSERT( m_pClientDC != NULL );
ASSERT_VALID( m_pClientDC );
if ( ! SetupPixelFormat() )
return;
PIXELFORMATDESCRIPTOR pfd;
int n = ::GetPixelFormat( m_pClientDC->GetSafeHdc());
::DescribePixelFormat( m_pClientDC->GetSafeHdc(), n, sizeof( pfd ), & pfd );
HGLRC hrc = NULL;
hrc = wglCreateContext( m_pClientDC->GetSafeHdc() );
ASSERT( hrc );
wglMakeCurrent( m_pClientDC->GetSafeHdc(), hrc );
if ( ! LoadOpenGLTextures() )
return;
glEnable( GL_TEXTURE_2D );
glShadeModel( GL_SMOOTH ); // Enable Smooth Shading
glClearColor( 0.5f, 0.5f, 0.5f, 0.5f ); // Black Background
glClearDepth( 1.0f ); // Depth Buffer Setup
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); // Really Nice Perspective Calculations
glLightfv( GL_LIGHT1, GL_AMBIENT, LightAmbient );
glLightfv( GL_LIGHT1, GL_DIFFUSE, LightDiffuse );
glLightfv( GL_LIGHT1, GL_POSITION, LightPosition );
glEnable( GL_LIGHT1 );
glBlendFunc( GL_SRC_ALPHA,GL_ONE ); // Set The Blending Function For Translucency
glEnable( GL_BLEND );
}
// Load the texture from the define file path
BOOL CChildView::LoadOpenGLTextures()
{
glGenTextures( E_TEXTURECOUNT, & m_textureSnow[ 0 ] );
LoadImageFromResID( IDB_SNOW_LARGE, m_textureSnow[ 0 ] );
LoadImageFromResID( IDB_SNOW_MIDDLE, m_textureSnow[ 1 ] );
LoadImageFromResID( IDB_SNOW_SMALL, m_textureSnow[ 2 ] );
InitSnow();
LoadImageFromResID( IDB_SNOW_MIDDLE, m_textureSnow[ 3 ] );
return TRUE;
}
VOID CChildView::SetDefaultTextureParams()
{
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
}
BOOL CChildView::SetupPixelFormat()
{
static PIXELFORMATDESCRIPTOR pfd = {
sizeof( PIXELFORMATDESCRIPTOR ),// size of this pfd
1, // version number
PFD_DRAW_TO_WINDOW | // support window
PFD_SUPPORT_OPENGL | // support OpenGL
PFD_DOUBLEBUFFER, // double buffered
PFD_TYPE_RGBA, // RGBA type
24, // 24-bit color depth
0, 0, 0, 0, 0, 0, // color bits ignored
0, // no alpha buffer
0, // shift bit ignored
0, // no accumulation buffer
0, 0, 0, 0, // accum bits ignored
32, // 32-bit z-buffer
0, // no stencil buffer
0, // no auxiliary buffer
PFD_MAIN_PLANE, // main layer
0, // reserved
0, 0, 0 // layer masks ignored
};
int pixelformat = 0;
ASSERT( m_pClientDC != NULL );
if ( ( pixelformat = ChoosePixelFormat( m_pClientDC->GetSafeHdc(), & pfd ) ) == 0 )
{
AfxMessageBox( _T( "ChoosePixelFormat failed" ) );
return FALSE;
}
if ( SetPixelFormat( m_pClientDC->GetSafeHdc(), pixelformat, & pfd ) == FALSE )
{
AfxMessageBox( _T( "SetPixelFormat failed" ) );
return FALSE;
}
return TRUE;
}
VOID CChildView::DrawOpenGLScene()
{
static GLfloat wAngleY = 10.0f;
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glLoadIdentity();
glTranslatef( 0.0f, -30.0f, -150.0f );
glRotatef( wAngleY, 0.0f, 1.0f, 0.0f );
glBindTexture( GL_TEXTURE_2D, m_textureSnow[ m_nFloorIndex ] );
glColor4f( 1.0f, 1.0f, 1.0f, 0.5 );
glBegin( GL_QUADS );
glNormal3f( 0.0f, 1.0f, 0.0f );
glTexCoord2f( 0.0f, 0.0f ); glVertex3f( 100.0f, 0.0f, -100.0f );
glTexCoord2f( 1.0f, 0.0f ); glVertex3f( 100.0f, 0.0f, 100.0f );
glTexCoord2f( 1.0f, 1.0f ); glVertex3f( -100.0f, 0.0f, 100.0f );
glTexCoord2f( 0.0f, 1.0f ); glVertex3f( -100.0f, 0.0f, -100.0f );
glEnd();
for ( int nIndex = 0; nIndex < E_SNOWCOUNT; nIndex++ )
{
glLoadIdentity();
glTranslatef( 0.0f, -30.0f, -150.0f );
glRotatef( wAngleY, 0.0f, 1.0f, 0.0f );
glBindTexture( GL_TEXTURE_2D, m_textureSnow[ m_snow[ nIndex ].nIndexTexture ] );
glTranslatef( m_snow[ nIndex ].x, m_snow[ nIndex ].y, m_snow[ nIndex ].z );
glRotatef( m_snow[ nIndex ].xrot, 1.0f, 0.0f, 0.0f );
glRotatef( m_snow[ nIndex ].yrot, 0.0f, 1.0f, 0.0f );
glRotatef( m_snow[ nIndex ].zrot, 0.0f, 0.0f, 1.0f );
glBegin( GL_QUADS );
glNormal3f( 0.0f, 1.0f, 0.0f );
glTexCoord2f( 0.0f, 0.0f ); glVertex3f( 1.0f, 0.0f, -1.0f );
glTexCoord2f( 1.0f, 0.0f ); glVertex3f( 1.0f, 0.0f, 1.0f );
glTexCoord2f( 1.0f, 1.0f ); glVertex3f( -1.0f, 0.0f, 1.0f );
glTexCoord2f( 0.0f, 1.0f ); glVertex3f( -1.0f, 0.0f, -1.0f );
glEnd();
m_snow[ nIndex ].y -= m_snow[ nIndex ].dropSpeed;
if( m_snow[ nIndex ].y < -33 )
m_snow[ nIndex ].y = 125.0f;
m_snow[ nIndex ].xrot += m_snow[ nIndex ].rotSpeed;
m_snow[ nIndex ].yrot += m_snow[ nIndex ].rotSpeed;
m_snow[ nIndex ].zrot += m_snow[ nIndex ].rotSpeed;
}
wAngleY += 0.2f;
glFinish();
SwapBuffers( wglGetCurrentDC() );
}
BOOL CChildView::LoadImageFromResID( UINT nResID, GLuint& texture )
{
ASSERT( nResID > 0 );
HBITMAP hBitmap = ( HBITMAP ) LoadImage( \
AfxGetInstanceHandle(), \
MAKEINTRESOURCE( nResID ), \
IMAGE_BITMAP, \
0, 0, \
LR_CREATEDIBSECTION );
ASSERT( hBitmap != NULL );
DIBSECTION ds;
GetObject( hBitmap, sizeof( DIBSECTION ), ( LPVOID ) & ds );
glBindTexture( GL_TEXTURE_2D, texture );
SetDefaultTextureParams();
glTexImage2D( GL_TEXTURE_2D, 0, 3, ds.dsBm.bmWidth, ds.dsBm.bmHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, ds.dsBm.bmBits );
DeleteObject( hBitmap );
return TRUE;
}
void CChildView::OnTimer(UINT_PTR nIDEvent )
{
DrawOpenGLScene();
CWnd::OnTimer( nIDEvent );
// Eat spurious WM_TIMER message
MSG msg;
while( ::PeekMessage( & msg, m_hWnd, WM_TIMER, WM_TIMER, PM_REMOVE ) )
;
}
VOID CChildView::InitSnow()
{
srand( GetTickCount() );
for ( int nIndex = 0; nIndex < E_SNOWCOUNT; nIndex++ )
{
m_snow[ nIndex ].nIndexTexture = rand() % 3;
m_snow[ nIndex ].x = GLfloat( rand() % 200 - 100 );
m_snow[ nIndex ].y = GLfloat( rand() % 200 - 100 );
m_snow[ nIndex ].z = 100.0f + GLfloat( rand() % 25 );
}
for ( int i = 0; i < E_SNOWCOUNT; i++ )
{
m_snow[ i ].nIndexTexture = rand() % 3;
m_snow[ i ].x = GLfloat( rand() % 200 - 100 );
m_snow[ i ].z = GLfloat( rand() % 200 - 100 );
m_snow[ i ].y = 100.0f + GLfloat( rand() % 25 );
m_snow[ i ].xrot = 0;
m_snow[ i ].yrot = 0;
m_snow[ i ].zrot = 0;
m_snow[ i ].dropSpeed = 0.01f * ( rand() % 50 + 2 );
m_snow[ i ].rotSpeed = 0.1f * ( rand() % 10 + 2 );
}
}
// The thread which will play the music
// for the scene...
UINT CChildView::Thread( LPVOID lParam )
{
UNREFERENCED_PARAMETER( lParam );
for ( ; ; )
{
HRSRC hResInfo = FindResource( AfxGetInstanceHandle(), MAKEINTRESOURCE( IDR_MUSIC_SNOW ), "WAVE" );
ASSERT( hResInfo );
HRSRC hRes = ( HRSRC ) LoadResource( AfxGetInstanceHandle(), hResInfo );
ASSERT( hRes );
LPSTR lpRes = ( LPSTR ) LockResource(hRes);
sndPlaySound(lpRes, SND_MEMORY | SND_SYNC | SND_NODEFAULT );
FreeResource( hRes );
}
return 0;
}
// ChildView.cpp : implementation of the CChildView class
//#include "stdafx.h"
#include "SnowWorld.h"
#include "ChildView.h"#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endifGLfloat LightAmbient [] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse [] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition [] = { 0.0f, 0.0f, 2.0f, 1.0f };/
// CChildViewCChildView::CChildView()
{m_pClientDC = NULL;m_lpThread = NULL;m_nFloorIndex = 0;
}CChildView::~CChildView()
{if ( m_lpThread != NULL ){delete m_lpThread;m_lpThread = NULL;}
}BEGIN_MESSAGE_MAP(CChildView,CWnd )//{{AFX_MSG_MAP(CChildView)ON_WM_CREATE()ON_WM_SIZE()ON_WM_ERASEBKGND()ON_WM_PAINT()ON_WM_TIMER()ON_WM_DESTROY()//}}AFX_MSG_MAP
END_MESSAGE_MAP()/
// CChildView message handlersBOOL CChildView::PreCreateWindow(CREATESTRUCT& cs)
{if ( ! CWnd::PreCreateWindow( cs ) )return FALSE;cs.dwExStyle |= WS_EX_CLIENTEDGE;cs.style &= ~WS_BORDER;cs.lpszClass = AfxRegisterWndClass( CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS, ::LoadCursor( NULL, IDC_ARROW ), HBRUSH( COLOR_WINDOW + 1 ), NULL );return TRUE;
}BOOL CChildView::PreTranslateMessage( MSG* pMsg )
{if ( pMsg->message == WM_KEYDOWN && ( pMsg->wParam == VK_RETURN || pMsg->wParam == VK_SPACE ) ){if ( ++m_nFloorIndex >= 3 )m_nFloorIndex = 0;}return CWnd::PreTranslateMessage( pMsg );
}int CChildView::OnCreate( LPCREATESTRUCT lpCreateStruct )
{if ( CWnd::OnCreate( lpCreateStruct ) == -1 ){TRACE0( "Failed to create the CChildView" );return -1;}m_lpThread = AfxBeginThread( Thread, NULL, THREAD_PRIORITY_NORMAL, 0, CREATE_SUSPENDED );ASSERT( m_lpThread );InitOpenGL();SetTimer( 1, 50, NULL );m_lpThread->ResumeThread();return 0;
}void CChildView::OnSize( UINT nType, int cx, int cy )
{CWnd::OnSize( nType, cx, cy );if ( cy == 0 )cy = 1;glViewport( 0, 0, cx, cy ); // Reset The Current View-portglMatrixMode( GL_PROJECTION ); // Select The Projection MatrixglLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The WindowgluPerspective( 45.0f, ( GLfloat ) cx / ( GLfloat ) cy, 0.1f, 400.0f );glMatrixMode( GL_MODELVIEW ); // Select The Model-view MatrixglLoadIdentity();
}void CChildView::OnPaint()
{CPaintDC dc(this); // device context for paintingCBitmap bitmap;bitmap.LoadBitmap( IDB_SNOW_FLOOR );// TODO: Add your message handler code hereDrawOpenGLScene();// Do not call CWnd::OnPaint() for painting messages
}BOOL CChildView::OnEraseBkgnd( CDC* pDC )
{UNREFERENCED_PARAMETER( pDC );return TRUE;
}void CChildView::OnDestroy()
{HGLRC hrc = NULL;hrc = ::wglGetCurrentContext();::wglMakeCurrent( NULL, NULL );if ( hrc != NULL )::wglDeleteContext( hrc );if ( m_pClientDC != NULL ){delete m_pClientDC;m_pClientDC = NULL;}ASSERT( m_pClientDC == NULL );CWnd::OnDestroy();
}// Initialize the OpenGL context device...VOID CChildView::InitOpenGL()
{m_pClientDC = new CClientDC( this );ASSERT( m_pClientDC != NULL );ASSERT_VALID( m_pClientDC );if ( ! SetupPixelFormat() )return;PIXELFORMATDESCRIPTOR pfd;int n = ::GetPixelFormat( m_pClientDC->GetSafeHdc());::DescribePixelFormat( m_pClientDC->GetSafeHdc(), n, sizeof( pfd ), & pfd );HGLRC hrc = NULL;hrc = wglCreateContext( m_pClientDC->GetSafeHdc() );ASSERT( hrc );wglMakeCurrent( m_pClientDC->GetSafeHdc(), hrc );if ( ! LoadOpenGLTextures() )return;glEnable( GL_TEXTURE_2D );glShadeModel( GL_SMOOTH ); // Enable Smooth ShadingglClearColor( 0.5f, 0.5f, 0.5f, 0.5f ); // Black BackgroundglClearDepth( 1.0f ); // Depth Buffer SetupglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); // Really Nice Perspective CalculationsglLightfv( GL_LIGHT1, GL_AMBIENT, LightAmbient );glLightfv( GL_LIGHT1, GL_DIFFUSE, LightDiffuse );glLightfv( GL_LIGHT1, GL_POSITION, LightPosition );glEnable( GL_LIGHT1 );glBlendFunc( GL_SRC_ALPHA,GL_ONE ); // Set The Blending Function For TranslucencyglEnable( GL_BLEND );
}// Load the texture from the define file pathBOOL CChildView::LoadOpenGLTextures()
{glGenTextures( E_TEXTURECOUNT, & m_textureSnow[ 0 ] );LoadImageFromResID( IDB_SNOW_LARGE, m_textureSnow[ 0 ] );LoadImageFromResID( IDB_SNOW_MIDDLE, m_textureSnow[ 1 ] );LoadImageFromResID( IDB_SNOW_SMALL, m_textureSnow[ 2 ] );InitSnow();LoadImageFromResID( IDB_SNOW_MIDDLE, m_textureSnow[ 3 ] );return TRUE;
}VOID CChildView::SetDefaultTextureParams()
{glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
} BOOL CChildView::SetupPixelFormat()
{static PIXELFORMATDESCRIPTOR pfd = {sizeof( PIXELFORMATDESCRIPTOR ),// size of this pfd1, // version numberPFD_DRAW_TO_WINDOW | // support windowPFD_SUPPORT_OPENGL | // support OpenGLPFD_DOUBLEBUFFER, // double bufferedPFD_TYPE_RGBA, // RGBA type24, // 24-bit color depth0, 0, 0, 0, 0, 0, // color bits ignored0, // no alpha buffer0, // shift bit ignored0, // no accumulation buffer0, 0, 0, 0, // accum bits ignored32, // 32-bit z-buffer0, // no stencil buffer0, // no auxiliary bufferPFD_MAIN_PLANE, // main layer0, // reserved0, 0, 0 // layer masks ignored};int pixelformat = 0;ASSERT( m_pClientDC != NULL );if ( ( pixelformat = ChoosePixelFormat( m_pClientDC->GetSafeHdc(), & pfd ) ) == 0 ){AfxMessageBox( _T( "ChoosePixelFormat failed" ) );return FALSE;}if ( SetPixelFormat( m_pClientDC->GetSafeHdc(), pixelformat, & pfd ) == FALSE ){AfxMessageBox( _T( "SetPixelFormat failed" ) );return FALSE;}return TRUE;
}VOID CChildView::DrawOpenGLScene()
{static GLfloat wAngleY = 10.0f;glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );glLoadIdentity();glTranslatef( 0.0f, -30.0f, -150.0f );glRotatef( wAngleY, 0.0f, 1.0f, 0.0f );glBindTexture( GL_TEXTURE_2D, m_textureSnow[ m_nFloorIndex ] );glColor4f( 1.0f, 1.0f, 1.0f, 0.5 );glBegin( GL_QUADS );glNormal3f( 0.0f, 1.0f, 0.0f );glTexCoord2f( 0.0f, 0.0f ); glVertex3f( 100.0f, 0.0f, -100.0f );glTexCoord2f( 1.0f, 0.0f ); glVertex3f( 100.0f, 0.0f, 100.0f );glTexCoord2f( 1.0f, 1.0f ); glVertex3f( -100.0f, 0.0f, 100.0f );glTexCoord2f( 0.0f, 1.0f ); glVertex3f( -100.0f, 0.0f, -100.0f );glEnd();for ( int nIndex = 0; nIndex < E_SNOWCOUNT; nIndex++ ){glLoadIdentity();glTranslatef( 0.0f, -30.0f, -150.0f ); glRotatef( wAngleY, 0.0f, 1.0f, 0.0f );glBindTexture( GL_TEXTURE_2D, m_textureSnow[ m_snow[ nIndex ].nIndexTexture ] );glTranslatef( m_snow[ nIndex ].x, m_snow[ nIndex ].y, m_snow[ nIndex ].z );glRotatef( m_snow[ nIndex ].xrot, 1.0f, 0.0f, 0.0f );glRotatef( m_snow[ nIndex ].yrot, 0.0f, 1.0f, 0.0f );glRotatef( m_snow[ nIndex ].zrot, 0.0f, 0.0f, 1.0f );glBegin( GL_QUADS );glNormal3f( 0.0f, 1.0f, 0.0f );glTexCoord2f( 0.0f, 0.0f ); glVertex3f( 1.0f, 0.0f, -1.0f );glTexCoord2f( 1.0f, 0.0f ); glVertex3f( 1.0f, 0.0f, 1.0f );glTexCoord2f( 1.0f, 1.0f ); glVertex3f( -1.0f, 0.0f, 1.0f );glTexCoord2f( 0.0f, 1.0f ); glVertex3f( -1.0f, 0.0f, -1.0f );glEnd();m_snow[ nIndex ].y -= m_snow[ nIndex ].dropSpeed;if( m_snow[ nIndex ].y < -33 )m_snow[ nIndex ].y = 125.0f;m_snow[ nIndex ].xrot += m_snow[ nIndex ].rotSpeed;m_snow[ nIndex ].yrot += m_snow[ nIndex ].rotSpeed;m_snow[ nIndex ].zrot += m_snow[ nIndex ].rotSpeed;}wAngleY += 0.2f;glFinish();SwapBuffers( wglGetCurrentDC() );
}BOOL CChildView::LoadImageFromResID( UINT nResID, GLuint& texture )
{ASSERT( nResID > 0 );HBITMAP hBitmap = ( HBITMAP ) LoadImage( \AfxGetInstanceHandle(), \MAKEINTRESOURCE( nResID ), \IMAGE_BITMAP, \0, 0, \LR_CREATEDIBSECTION );ASSERT( hBitmap != NULL );DIBSECTION ds;GetObject( hBitmap, sizeof( DIBSECTION ), ( LPVOID ) & ds );glBindTexture( GL_TEXTURE_2D, texture );SetDefaultTextureParams();glTexImage2D( GL_TEXTURE_2D, 0, 3, ds.dsBm.bmWidth, ds.dsBm.bmHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, ds.dsBm.bmBits );DeleteObject( hBitmap );return TRUE;
}void CChildView::OnTimer(UINT_PTR nIDEvent )
{DrawOpenGLScene();CWnd::OnTimer( nIDEvent );// Eat spurious WM_TIMER messageMSG msg;while( ::PeekMessage( & msg, m_hWnd, WM_TIMER, WM_TIMER, PM_REMOVE ) );
}VOID CChildView::InitSnow()
{srand( GetTickCount() );for ( int nIndex = 0; nIndex < E_SNOWCOUNT; nIndex++ ){m_snow[ nIndex ].nIndexTexture = rand() % 3;m_snow[ nIndex ].x = GLfloat( rand() % 200 - 100 );m_snow[ nIndex ].y = GLfloat( rand() % 200 - 100 );m_snow[ nIndex ].z = 100.0f + GLfloat( rand() % 25 );}for ( int i = 0; i < E_SNOWCOUNT; i++ ){m_snow[ i ].nIndexTexture = rand() % 3;m_snow[ i ].x = GLfloat( rand() % 200 - 100 );m_snow[ i ].z = GLfloat( rand() % 200 - 100 );m_snow[ i ].y = 100.0f + GLfloat( rand() % 25 );m_snow[ i ].xrot = 0;m_snow[ i ].yrot = 0;m_snow[ i ].zrot = 0;m_snow[ i ].dropSpeed = 0.01f * ( rand() % 50 + 2 );m_snow[ i ].rotSpeed = 0.1f * ( rand() % 10 + 2 );}
}// The thread which will play the music
// for the scene...UINT CChildView::Thread( LPVOID lParam )
{UNREFERENCED_PARAMETER( lParam );for ( ; ; ){HRSRC hResInfo = FindResource( AfxGetInstanceHandle(), MAKEINTRESOURCE( IDR_MUSIC_SNOW ), "WAVE" );ASSERT( hResInfo );HRSRC hRes = ( HRSRC ) LoadResource( AfxGetInstanceHandle(), hResInfo );ASSERT( hRes );LPSTR lpRes = ( LPSTR ) LockResource(hRes);sndPlaySound(lpRes, SND_MEMORY | SND_SYNC | SND_NODEFAULT ); FreeResource( hRes ); }return 0;
}
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