OpenGL做dom dem 三维实景地图怎么读取DEM数据

ZGL_MiliEarth 构造三维地形的工具,可以直接显示DEM数 速度和漫游功能都 。 OpenGL program 238万源代码下载-
&文件名称: ZGL_MiliEarth
& & & & &&]
&&所属分类:
&&开发工具: Visual C++
&&文件大小: 4405 KB
&&上传时间:
&&下载次数: 34
&&提 供 者:
&详细说明:构造三维地形的工具,可以直接显示DEM数据,速度和漫游功能都可以。-Construct three-dimensional terrain tool, you can directly display DEM data, speed and roaming functions can be.
文件列表(点击判断是否您需要的文件,如果是垃圾请在下面评价投诉):
&&ZGL_MiliEarth\ZGL_MiliEarth\data\model\CLOCK2.bmp&&.............\.............\....\.....\GRIDMASK.bmp&&.............\.............\....\.....\MBRICK.bmp&&.............\.............\....\.....\MBRICK2.bmp&&.............\.............\....\.....\MCARTEL.bmp&&.............\.............\....\.....\MTEJADO.bmp&&.............\.............\....\.....\SIGNAL01.jpg&&.............\.............\....\.....\SIGNAL02.jpg&&.............\.............\....\.....\SIGNAL03.jpg&&.............\.............\....\.....\SIGNAL_L.3DS&&.............\.............\....\.....\Thumbs.db&&.............\.............\....\.....\WINDOW.bmp&&.............\.............\....\othertextures\snowstorm.bmp&&.............\.............\....\.............\snowstorm2.bmp&&.............\.............\....\skytexture\back.BMP&&.............\.............\....\..........\cloud.BMP&&.............\.............\....\..........\front.BMP&&.............\.............\....\..........\left.BMP&&.............\.............\....\..........\right.BMP&&.............\.............\....\..........\Thumbs.db&&.............\.............\....\..........\top.BMP&&.............\.............\Debug\BmpProgCtrl.obj&&.............\.............\.....\BmpProgCtrl.sbr&&.............\.............\.....\FloatDlg.obj&&.............\.............\.....\FloatDlg.sbr&&.............\.............\.....\FullScreenHandler.obj&&.............\.............\.....\FullScreenHandler.sbr&&.............\.............\.....\GLFont.obj&&.............\.............\.....\GLFont.sbr&&.............\.............\.....\Key.obj&&.............\.............\.....\Key.sbr&&.............\.............\.....\MainFrm.obj&&.............\.............\.....\MainFrm.sbr&&.............\.............\.....\Particle.obj&&.............\.............\.....\Particle.sbr&&.............\.............\.....\SkyBox.obj&&.............\.............\.....\SkyBox.sbr&&.............\.............\.....\Snow.obj&&.............\.............\.....\Snow.sbr&&.............\.............\.....\snowsetdlg.obj&&.............\.............\.....\snowsetdlg.sbr&&.............\.............\.....\StdAfx.obj&&.............\.............\.....\StdAfx.sbr&&.............\.............\.....\Tree.obj&&.............\.............\.....\Tree.sbr&&.............\.............\.....\vc60.idb&&.............\.............\.....\vc60.pdb&&.............\.............\.....\Vector.obj&&.............\.............\.....\Vector.sbr&&.............\.............\.....\ZGL_MiliEarth.exe&&.............\.............\.....\ZGL_MiliEarth.ilk&&.............\.............\.....\ZGL_MiliEarth.obj&&.............\.............\.....\ZGL_MiliEarth.pch&&.............\.............\.....\ZGL_MiliEarth.pdb&&.............\.............\.....\ZGL_MiliEarth.res&&.............\.............\.....\ZGL_MiliEarth.sbr&&.............\.............\.....\ZGL_MiliEarthDoc.obj&&.............\.............\.....\ZGL_MiliEarthDoc.sbr&&.............\.............\.....\ZGL_MiliEarthView.obj&&.............\.............\.....\ZGL_MiliEarthView.sbr&&.............\.............\.....\ZGL_NCamera.obj&&.............\.............\.....\ZGL_NCamera.sbr&&.............\.............\.....\ZGL_NImport3ds.obj&&.............\.............\.....\ZGL_NImport3ds.sbr&&.............\.............\.....\ZGL_NInitTerrian.obj&&.............\.............\.....\ZGL_NInitTerrian.sbr&&.............\.............\.....\ZGL_NPROGDLG.obj&&.............\.............\.....\ZGL_NPROGDLG.sbr&&.............\.............\.....\ZGL_NTexMapping.obj&&.............\.............\.....\ZGL_NTexMapping.sbr&&.............\.............\gl\GL.H&&.............\.............\..\GLAUX.H&&.............\.............\..\GLU.H&&.............\.............\..\glut.h&&.............\.............\GL.H&&.............\.............\GLAUX.H&&.............\.............\GLU.H&&.............\.............\glut.h&&.............\.............\Include\BmpProgCtrl.h&&.............\.............\.......\FloatDlg.h&&.............\.............\.......\FullScreenHandler.h&&.............\.............\.......\GLFont.h&&.............\.............\.......\Key.h&&.............\.............\.......\Particle.h&&.............\.............\.......\SkyBox.h&&.............\.............\.......\Snow.h&&.............\.............\.......\snowsetdlg.h&&.............\.............\.......\Tree.h&&.............\.............\.......\Vector.h&&.............\.............\.......\ZGL_NCamera.h&&.............\.............\.......\ZGL_NImport3ds.h&&.............\.............\.......\ZGL_NInitTerrian.h&&.............\.............\.......\ZGL_NPROGDLG.h&&.............\.............\.......\ZGL_NTexMapping.h&&.............\.............\.......\ZGL_NVector3D.h&&.............\.............\MainFrm.cpp&&.............\.............\MainFrm.h&&.............\.............\ReadMe.txt&&.............\.............\res\1.bmp&&.............\.............\...\2.bmp
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&[] - 有需要的朋友自己下了看看 希望对大家有作用
&[] - 该程序演示了三维地形模拟的基本内容,三维地形的模拟封装在一个CTerrain类中,使用一个高度函数生成的高度值生成高程数据。C# .NET(6)
OpenGL(2)
鼠标左键可以任意切换角度
可以选择网格和色块(未做纹理贴图)方式绘制
根据高程按色相填色
其他复杂地形测试
数据文件格式
==========================================说明====================================
1.基于C#下的OpenGL库,CSGL,函数名和参数基本都和OpenGL保持一致,代码做少量修改即可在其他平台复用
2.数据文件格式为*.Ter,前几行为摘要(包含起始坐标,比例等),之后为每行x个,共y行的大数组,每个值为对应(x,y)位置的高程
3.贴出的代码为核心的OpenGL用户控件类代码和地形数据类代码,将该控件直接添加到创体中即可使用
4.控件实现了鼠标左键任意角度旋转,滚轮缩放,右键平移的功能,和一些其他绘制相关可选参数
TerrainData.CS
using System.Collections.G
using System.T
namespace MapSupport.Model
/// &summary&
/// 地形数据
/// &/summary&
[Serializable]
public class TerrainData
/// &summary&
/// 构造方法
/// &/summary&
/// &param name=&ncols&&列数&/param&
/// &param name=&nrows&&行数&/param&
public TerrainData(int ncols, int nrows)
this.ncols =
this.nrows =
this.terrainMap = new float[this.ncols, this.nrows];
/// &summary&
/// &/summary&
/// &summary&
/// &/summary&
/// &summary&
/// 起点经纬坐标
/// &/summary&
/// &summary&
/// 单元尺寸
/// &/summary&
/// &summary&
/// 未定义数据
/// &/summary&
public float nodataV
/// &summary&
/// 地形数据
/// &/summary&
public float[,] terrainM
/// &summary&
/// 最大值
/// &/summary&
public float maxV
/// &summary&
/// 最小值
/// &/summary&
public float minV
OpenGLPanel.CS
using System.Collections.G
using System.T
using System.Windows.F
using System.D
using System.Drawing.I
using MapSupport.M
using CsGL.OpenGL;
namespace MapSupport.MapControl
public class OpenGLPanel : OpenGLControl
/// &summary&
/// 构造方法
/// &/summary&
public OpenGLPanel()
terrainData =
// 绑定鼠标事件
this.MouseWheel += OpenGLPanel_MouseW
this.MouseMove += OpenGLPanel_MouseM
this.MouseDown += OpenGLPanel_MouseD
this.MouseUp += OpenGLPanel_MouseUp;
// 循环刷新时钟
System.Windows.Forms.T
timer = new System.Windows.Forms.Timer();
timer.Interval = 33;
timer.Tick += timer_T
timer.Start();
/// &summary&
/// 刷新时钟事件
/// &/summary&
/// &param name=&sender&&&/param&
/// &param name=&e&&&/param&
private void timer_Tick(object sender, EventArgs e)
this.Refresh();
/// &summary&
/// 执行OpenGL初始化
/// &/summary&
protected override void InitGLContext()
base.InitGLContext();
GL.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL.glShadeModel(GL.GL_SMOOTH); // 阴暗处理采用平滑方式
GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);// 最精细的透视计算
GL.glClearDepth(1.0f);
// 清除深度缓冲
GL.glEnable(GL.GL_DEPTH_TEST);
// 开启深度
GL.glDepthFunc(GL.GL_LEQUAL);
// 设置深度测试方式
GL.glEnable(GL.GL_TEXTURE_2D);
// 允许使用纹理
GL.glMatrixMode(GL.GL_PROJECTION);
GL.glLoadIdentity();
GL.gluOrtho2D(0.0, Size.Width, 0.0, Size.Height);
// TODO: 在此添加其他初始化动作,比如建立显示
// 鼠标操作参数初始化
tAnglnc = pi / 90;
tFovy = 45.0;
prePt = new Point(1, 1);
nowPtMove = new Point(-1, -1);
tVerticalAng = 0;
tHorizonAng = pi / 2;
tRadius = 400.0;
tEyeX = tRadius * Math.Cos(tVerticalAng) * Math.Cos(tHorizonAng);
tEyeY = tRadius * Math.Cos(tVerticalAng);
tEyeZ = tRadius * Math.Cos(tVerticalAng) * Math.Sin(tHorizonAng);
translationX = 0;
translationY = 0;
tCenterX = 0;
tCenterY = 0;
tCenterZ = 0;
tUpY = 1.0;
/// &summary&
/// 重写绘制函数
/// &/summary&
public override void glDraw()
// GL.glClear(GL.GL_COLOR_BUFFER_BIT);
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
// 清除深度缓冲
if (terrainData != null)
float[] vecMove = { 0.5f, 0.5f, 0.5f };
RenderTerrainMap(vecMove);
/// &summary&
/// 绘制地形
/// &/summary&
/// &param name=&terrainData&&&/param&
public void DrawTerrain(TerrainData terrainData)
this.terrainData = terrainD
this.noDataValue = terrainData.nodataV
// 触发一次鼠标事件调整画面比例
this.OnMouseMove(new MouseEventArgs(MouseButtons.Left, 1, 100, 100, 0));
/// &summary&
/// 视角变换渲染
/// &/summary&
public void RenderSence()
// 设置新的投影矩阵
GL.glMatrixMode(GL.GL_PROJECTION);
GL.glLoadIdentity();
GLU.gluPerspective(tFovy, aspect_ratio, 0.1, 2000.0);
GL.glTranslated(translationX, translationY, 0.0f);
// 更新视点
GL.glMatrixMode(GL.GL_MODELVIEW);
GL.glLoadIdentity();
GLU.gluLookAt(tEyeX, tEyeY, tEyeZ, tCenterX, tCenterY, tCenterZ, tUpX, tUpY, tUpZ);
// 光照绘制
if (RenderLight) SetLight();
else CloseLight();
//GL.glColor3f(1.0f, 1.0f, 1.0f);
// 参考用中心立方体
//GL.glutWireCube(30.0);
/// &summary&
/// 光照测试
/// &/summary&
void SetLight()
float[] light_position = { 100f, -100f, 100f, 1f };
float[] light_ambient = { 1.0f, 1.0f, 1.0f, 0.8f };
float[] light_diffuse = { 1.0f, 1.0f, 1.0f, 0.8f };
float[] light_specular = { 1.0f, 1.0f, 1.0f, 0.8f };
GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position);
GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, light_ambient);
GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, light_diffuse);
GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, light_specular);
// 开启光源
GL.glEnable(GL.GL_LIGHT0);
GL.glEnable(GL.GL_LIGHTING);
/// &summary&
/// 关闭光照
/// &/summary&
void CloseLight()
// 关闭光源
GL.glDisable(GL.GL_LIGHT0);
GL.glDisable(GL.GL_LIGHTING);
/// &summary&
/// 地形数据
/// &/summary&
private TerrainData terrainD
// 以下是视角变换相关参数
double tEyeX, tEyeY, tEyeZ;
double tCenterX, tCenterY, tCenterZ;
double tUpX, tUpY, tUpZ;
double tVerticalAng, tHorizonAng, tRadius, tA
float translationX, translationY;
double pi = 3.7;
Point prePt, nowPt;
Point nowPtM
bool isMouseDonw =
// 鼠标按下,移动标识
float zoomSpeed = 2.0f;
// 缩放速度
// 以下是绘制相关参数
float max_Height = 256;
float draw_Height = 256;
public int STEP_SIZE = 4;
public int CELL_SIZE = 5;
public bool RenderMode =
// 渲染模式 false 网格
public bool RenderZeroHeightLayer =
// 水平面绘制
public bool RenderLight =
// 光照绘制
public bool ColorMode =
// 颜色模式
private float scaleValueZ = 0.5f;
private float scaleValueXY = 0.15f;
private float noDataValue = -9999;
// 窗口横纵比
double aspect_ratio = 1;
/// &summary&
/// 鼠标滚轮事件
/// &/summary&
/// &param name=&sender&&&/param&
/// &param name=&e&&&/param&
private void OpenGLPanel_MouseWheel(object sender, MouseEventArgs e)
int tWheelCount = e.Delta / 120;
if (tWheelCount & 0 && tFovy - zoomSpeed & 0)
tFovy -= zoomS
if (tWheelCount & 0 && tFovy + zoomSpeed & 90)
tFovy += zoomS
GL.glMatrixMode(GL.GL_PROJECTION);
GL.glLoadIdentity();
GL.glLoadIdentity();
GLU.gluPerspective(tFovy, 1, 0.1, 2000.0);// 注意zNear,zFar的取值
GL.glMatrixMode(GL.GL_MODELVIEW);
GL.glLoadIdentity();
RenderSence();
/// &summary&
/// 鼠标按下事件
/// &/summary&
/// &param name=&sender&&&/param&
/// &param name=&e&&&/param&
private void OpenGLPanel_MouseDown(object sender, MouseEventArgs e)
if (e.Button == MouseButtons.Right)
isMouseDonw =
nowPtMove.X = e.X;
nowPtMove.Y = e.Y;
/// &summary&
/// 鼠标抬起事件
/// &/summary&
/// &param name=&sender&&&/param&
/// &param name=&e&&&/param&
private void OpenGLPanel_MouseUp(object sender, MouseEventArgs e)
if (e.Button == MouseButtons.Right)
isMouseDonw =
/// &summary&
/// 鼠标移动事件
/// &/summary&
/// &param name=&sender&&&/param&
/// &param name=&e&&&/param&
private void OpenGLPanel_MouseMove(object sender, MouseEventArgs e)
// 设置控件焦点,防止滚轮事件无响应
this.Focus();
// 当左键按下时
if (e.Button == MouseButtons.Left)
nowPt.X = e.X;
nowPt.Y = e.Y;
if (prePt.X != -1 && prePt.Y != -1 && nowPt.X != -1 && nowPt.Y != -1)
// 计算移动量
double tDx = nowPt.X - prePt.X;
double tDy = nowPt.Y - prePt.Y;
double tDis = Math.Sqrt(tDx * tDx + tDy * tDy);
if (tDx & 0)
tHorizonAng += tAnglnc * tDx / tD
if (tHorizonAng & 0)
tHorizonAng += 2 *
if (tHorizonAng & 2 * pi)
tHorizonAng -= 2 *
else if (tDx & 0)
tHorizonAng += tAnglnc * tDx / tD
if (tHorizonAng & 0)
tHorizonAng += 2 *
if (tHorizonAng & 2 * pi)
tHorizonAng -= 2 *
if (tDy & 0)
tVerticalAng = tVerticalAng + tAnglnc * tDy / tD
if (tVerticalAng & pi / 2)
tVerticalAng = pi / 2;
else if (tDy & 0)
tVerticalAng = tVerticalAng + tAnglnc * tDy / tD
if (tVerticalAng & -pi / 2)
tVerticalAng = -pi / 2;
tEyeX = tRadius * Math.Cos(tVerticalAng) * Math.Cos(tHorizonAng);
tEyeY = tRadius * Math.Sin(tVerticalAng);
tEyeZ = tRadius * Math.Cos(tVerticalAng) * Math.Sin(tHorizonAng);
prePt.X = nowPt.X;
prePt.Y = nowPt.Y;
RenderSence();
if (e.Button == MouseButtons.Right)
if (nowPtMove.X != -1 && nowPtMove.Y != -1 && isMouseDonw)
float moveSpeed = 1.0f;
// 根据缩放比例来计算移动速度,使移动速度尽可能与鼠标移动一致
// 缩小时提速
if (tFovy & 45)
moveSpeed += (float)tFovy / 90f * 1.0f;
// 放大时减速
if(tFovy & 45)
moveSpeed -= (45f - (float)tFovy) / 45f * 0.95f;
// 计算移动量 ★开始移动时有抖动,原因不明
float moveX = e.X - nowPtMove.X;
float moveY = e.Y - nowPtMove.Y;
translationX = moveX * moveS
translationY = -moveY * moveS
RenderSence();
/// &summary&
/// 控件大小改变时
/// &/summary&
protected override void OnSizeChanged(EventArgs e)
base.OnSizeChanged(e);
Size s = S
// 计算窗口的纵横比
aspect_ratio = (double)s.Width / (double)s.H
RenderSence();
/// &summary&
/// 计算绘制高度
/// &/summary&
/// &param name=&nX&&&/param&
/// &param name=&nY&&&/param&
/// &returns&&/returns&
private int DrawHeight(int nX, int nY)
if (terrainData == null)
int x = nX;
int y = nY;
if (x & terrainData.ncols - 1) x = terrainData.ncols - 1;
if (y & terrainData.nrows - 1) y = terrainData.nrows - 1;
int result = 0;
if (terrainData.terrainMap[x, y] == terrainData.nodataValue)
return (int)noDataV
max_Height = terrainData.maxValue - terrainData.minV
// 计算出实际高度
result = (int)(terrainData.terrainMap[x, y] / max_Height * draw_Height);
// 将高度坐标移动到中心位置
result -= (int)(draw_Height / 2);
/// &summary&
/// 设置绘制颜色
/// &/summary&
/// &param name=&x&&&/param&
/// &param name=&y&&&/param&
private void SetVertexColor(int x, int y)
if (terrainData == null)
int H_End = 0;
int H_Start = 200;
int S = 139;
int V = 247;
if (ColorMode)
Color color = GraphicsHelper.HsvToRgb(H_Start + (int)(DrawHeight(x, y) * 1.0 / draw_Height * (H_End - H_Start)), S, V);
GL.glColor3f(color.R * 1.0f / 256, color.G * 1.0f /256, color.B * 1.0f / 256);
if (RenderMode)
float fcolor = DrawHeight(x, y) * 1.0f / draw_Height + 0.6f;
GL.glColor3f(fcolor, fcolor, fcolor);
GL.glColor3f(1.0f, 1.0f, 1.0f);
/// &summary&
/// 绘制地形图
/// &/summary&
/// &param name=&vecMove&&&/param&
private void RenderTerrainMap(float[] vecMove)
int nX = 0, nY = 0;
if (terrainData == null)
// 绘制水平面
if (RenderZeroHeightLayer)
for (nX = 0; nX & terrainData. nX += STEP_SIZE)
for (nY = 0; nY & terrainData. nY += STEP_SIZE)
int tnX, tnY;
// 将x y坐标移动到中心位置
tnX = nX - terrainData.ncols / 2;
tnY = nY - terrainData.nrows / 2;
float[] fRealPt = new float[3];
GL.glBegin(GL.GL_POINTS);
x = tnX * CELL_SIZE;
y = (int)(-draw_Height / 2);
z = tnY * CELL_SIZE;
fRealPt[0] = x * scaleValueXY + vecMove[0];
fRealPt[1] = y * scaleValueZ + vecMove[1];
fRealPt[2] = z * scaleValueXY + vecMove[2];
GL.glColor3f(1f, 1f, 1f);
GL.glVertex3f(fRealPt[0], fRealPt[1], fRealPt[2]);
//GL.glVertex3f(x, z, y);
GL.glEnd();
// 绘制地形
for (nX = 0; nX & terrainData. nX += STEP_SIZE)
for (nY = 0; nY & terrainData. nY += STEP_SIZE)
int tnX, tnY;
// 将x y坐标移动到中心位置
tnX = nX - terrainData.ncols / 2;
tnY = nY - terrainData.nrows / 2;
float[] fRealPt = new float[3];
// 选择渲染方式,绘制地形
if (RenderMode)
GL.glBegin(GL.GL_QUADS);
GL.glBegin(GL.GL_LINE_LOOP);
// 绘制(x,y)处的顶点
x = tnX * CELL_SIZE;
y = DrawHeight(nX, nY);
z = tnY * CELL_SIZE;
SetVertexColor(nX, nY);
fRealPt[0] = x * scaleValueXY + vecMove[0];
fRealPt[1] = y * scaleValueZ + vecMove[1];
fRealPt[2] = z * scaleValueXY + vecMove[2];
if (y != (int)noDataValue) GL.glVertex3f(fRealPt[0], fRealPt[1], fRealPt[2]);
// 绘制(x+1,y)处的顶点
x = (tnX + STEP_SIZE) * CELL_SIZE;
y = DrawHeight(nX + STEP_SIZE, nY);
z = tnY * CELL_SIZE;
SetVertexColor(nX, nY);
fRealPt[0] = x * scaleValueXY + vecMove[0];
fRealPt[1] = y * scaleValueZ + vecMove[1];
fRealPt[2] = z * scaleValueXY + vecMove[2];
if (y != (int)noDataValue) GL.glVertex3f(fRealPt[0], fRealPt[1], fRealPt[2]);
// 绘制(x+1,y+1)处的顶点
x = (tnX + STEP_SIZE) * CELL_SIZE;
y = DrawHeight(nX + STEP_SIZE, nY + STEP_SIZE);
z = (tnY + STEP_SIZE) * CELL_SIZE;
SetVertexColor(nX, nY);
fRealPt[0] = x * scaleValueXY + vecMove[0];
fRealPt[1] = y * scaleValueZ + vecMove[1];
fRealPt[2] = z * scaleValueXY + vecMove[2];
if (y != (int)noDataValue) GL.glVertex3f(fRealPt[0], fRealPt[1], fRealPt[2]);
// 绘制(x,y+1)处的顶点
x = tnX * CELL_SIZE;
y = DrawHeight(nX, nY + STEP_SIZE);
z = (tnY + STEP_SIZE) * CELL_SIZE;
SetVertexColor(nX, nY);
fRealPt[0] = x * scaleValueXY + vecMove[0];
fRealPt[1] = y * scaleValueZ + vecMove[1];
fRealPt[2] = z * scaleValueXY + vecMove[2];
if (y != (int)noDataValue) GL.glVertex3f(fRealPt[0], fRealPt[1], fRealPt[2]);
GL.glEnd();
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