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// MissileTestView.cpp : implementation of the CMissileTestView class 
// 
 
#include "stdafx.h" 
#include "MissileTest.h" 
#include "MilkshapeModel.h" 
 
#include "MissileTestDoc.h" 
#include "MissileTestView.h" 
#include "math.h" 
 
#ifdef _DEBUG 
#define new DEBUG_NEW 
#undef THIS_FILE 
static char THIS_FILE[] = __FILE__; 
#endif 
 
 
GLuint	texture[6];			// Storage For 3 Textures 
///////////////////////////////////////////////////////////////////////////// 
// CMissileTestView 
 
IMPLEMENT_DYNCREATE(CMissileTestView, CView) 
 
BEGIN_MESSAGE_MAP(CMissileTestView, CView) 
	//{{AFX_MSG_MAP(CMissileTestView) 
	ON_WM_CREATE() 
	ON_WM_DESTROY() 
	ON_WM_SIZE() 
	ON_WM_TIMER() 
	ON_WM_CHAR() 
	//}}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() 
 
///////////////////////////////////////////////////////////////////////////// 
// CMissileTestView construction/destruction 
 
CMissileTestView::CMissileTestView() 
{ 
	// TODO: add construction code here 
	pModel = NULL; 
} 
 
CMissileTestView::~CMissileTestView() 
{ 
} 
 
BOOL CMissileTestView::PreCreateWindow(CREATESTRUCT& cs) 
{ 
	// TODO: Modify the Window class or styles here by modifying 
	//  the CREATESTRUCT cs 
//////////////////////////////////////////////////////////////// 
//设置窗口类型 
	cs.style |=WS_CLIPCHILDREN | WS_CLIPSIBLINGS; 
//////////////////////////////////////////////////////////////// 
	return CView::PreCreateWindow(cs); 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMissileTestView drawing 
 
void CMissileTestView::OnDraw(CDC* pDC) 
{ 
	CMissileTestDoc* pDoc = GetDocument(); 
	ASSERT_VALID(pDoc); 
	// TODO: add draw code for native data here 
////////////////////////////////////////////////////////////////// 
	RenderScene();	//渲染场景 
////////////////////////////////////////////////////////////////// 
 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMissileTestView printing 
 
BOOL CMissileTestView::OnPreparePrinting(CPrintInfo* pInfo) 
{ 
	// default preparation 
	return DoPreparePrinting(pInfo); 
} 
 
void CMissileTestView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
	// TODO: add extra initialization before printing 
} 
 
void CMissileTestView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
	// TODO: add cleanup after printing 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMissileTestView diagnostics 
 
#ifdef _DEBUG 
void CMissileTestView::AssertValid() const 
{ 
	CView::AssertValid(); 
} 
 
void CMissileTestView::Dump(CDumpContext& dc) const 
{ 
	CView::Dump(dc); 
} 
 
CMissileTestDoc* CMissileTestView::GetDocument() // non-debug version is inline 
{ 
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMissileTestDoc))); 
	return (CMissileTestDoc*)m_pDocument; 
} 
#endif //_DEBUG 
 
///////////////////////////////////////////////////////////////////////////// 
// CMissileTestView message handlers 
 
int CMissileTestView::OnCreate(LPCREATESTRUCT lpCreateStruct)  
{ 
	if (CView::OnCreate(lpCreateStruct) == -1) 
		return -1; 
	 
	// TODO: Add your specialized creation code here 
////////////////////////////////////////////////////////////////// 
//初始化OpenGL和设置定时器 
	m_pDC = new CClientDC(this); 
	SetTimer(1, 20, NULL); 
	InitializeOpenGL(m_pDC); 
////////////////////////////////////////////////////////////////// 
	pModel = new MilkshapeModel(); 
	if ( pModel->loadModelData( ".\\Data\\Missile.ms3d" ) == false ) 
	{ 
		MessageBox( "Couldn't load the model Missile.ms3d", "Error", MB_OK | MB_ICONERROR ); 
		return 0; 
	} 
	InitGL(); 
	InitData(); 
	InitTarget(); 
 
	return 0; 
} 
 
void CMissileTestView::OnDestroy()  
{ 
	CView::OnDestroy(); 
	 
	// TODO: Add your message handler code here 
///////////////////////////////////////////////////////////////// 
//删除调色板和渲染上下文、定时器 
	::wglMakeCurrent(0,0); 
	::wglDeleteContext( m_hRC); 
	if (m_hPalette) 
	    DeleteObject(m_hPalette); 
	if ( m_pDC ) 
	{ 
		delete m_pDC; 
	} 
	KillTimer(1);		 
///////////////////////////////////////////////////////////////// 
	 
} 
 
void CMissileTestView::OnSize(UINT nType, int cx, int cy)  
{ 
	CView::OnSize(nType, cx, cy); 
	 
	// TODO: Add your message handler code here 
	if (cy==0)					 
	{ 
		cy=1;				 
	} 
///////////////////////////////////////////////////////////////// 
//添加窗口缩放时的图形变换函数 
	glViewport(0,0,cx,cy); 
///////////////////////////////////////////////////////////////// 
	glViewport(0,0,cx,cy);					 
	glMatrixMode(GL_PROJECTION);	 
	glLoadIdentity();				 
	gluPerspective(45.0f,(GLfloat)cx/(GLfloat)cy,0.1f,2000.0f); 
	glMatrixMode(GL_MODELVIEW);		 
	glLoadIdentity();			 
	 
} 
 
void CMissileTestView::OnTimer(UINT nIDEvent)  
{ 
	// TODO: Add your message handler code here and/or call default 
///////////////////////////////////////////////////////////////// 
//添加定时器响应函数和场景更新函数 
	Invalidate(FALSE);	 
///////////////////////////////////////////////////////////////// 
	CView::OnTimer(nIDEvent); 
} 
 
///////////////////////////////////////////////////////////////////// 
//	                  设置逻辑调色板 
////////////////////////////////////////////////////////////////////// 
void CMissileTestView::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); 
} 
 
 
////////////////////////////////////////////////////////// 
//						初始化openGL场景 
////////////////////////////////////////////////////////// 
BOOL CMissileTestView::InitializeOpenGL(CDC* pDC) 
{ 
	m_pDC = pDC; 
	SetupPixelFormat(); 
	//生成绘制描述表 
	m_hRC = ::wglCreateContext(m_pDC->GetSafeHdc()); 
	//置当前绘制描述表 
	::wglMakeCurrent(m_pDC->GetSafeHdc(), m_hRC); 
 
	return TRUE; 
} 
 
////////////////////////////////////////////////////////// 
//						设置像素格式 
////////////////////////////////////////////////////////// 
BOOL CMissileTestView::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; 
} 
////////////////////////////////////////////////////////// 
//						场景绘制与渲染 
////////////////////////////////////////////////////////// 
BOOL CMissileTestView::RenderScene()  
{ 
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	 
	glLoadIdentity();			 
 
	Camera(); 
 
	if(var.fcollision==false) 
	{ 
		var.zmis-=var.vmis; 
		if(var.zmis<0) 
			var.fexplosion=true;	// 产生爆炸 
		if(var.zmis<=-6) 
			var.fcollision=true;	// 产生碰撞 
		var.vmis+=(float)0.01; 
	} 
	DrawLauncher();				// 绘制发射架 
	DrawTerrain();				// 绘制场景 
	DrawTarget();				// 绘制目标靶 
	if(var.fcollision==false)		// 如果没有碰撞 
	{ 
		DrawMissile();				// 绘制导弹 
		DrawMoveSmoke();			// 绘制尾部烟雾 
	} 
	if(var.fexplosion==true)		// 如果发射爆炸 
	{ 
		var.nexplosion++; 
		if(var.nexplosion==MAXSMOKEEXPLOSION) 
			var.nexplosion=MAXSMOKEEXPLOSION-1; 
		DrawExplosion();			// 绘制爆炸效果 
		CalTarget(); 
		CalFragment(); 
		DrawFragment(); 
		var.potenza=var.mparete*sin(var.anparete*3.141/180)/16; 
		var.anparete+=3; 
		var.mparete/=1.04; 
	} 
 
	if(var.fine==true) 
	{ 
		var.cameratype++; 
		if(var.cameratype==8) 
			var.cameratype=0; 
		InitTarget(); 
		InitData(); 
		if(var.cameratype==5) 
		{ 
			var.xcam=-2; 
			var.ycam=6; 
			var.zcam=10; 
		} 
		if(var.cameratype==6 ) 
		{ 
			var.xcam=var.xmis; 
			var.ycam=var.ymis+2; 
			var.zcam=var.zmis-10; 
		} 
	} 
 
	::SwapBuffers(m_pDC->GetSafeHdc());		//交互缓冲区 
	return TRUE; 
} 
 
 
int CMissileTestView::InitGL(GLvoid)										// All Setup For OpenGL Goes Here 
{ 
	// 视点模式 
	camera[0].x=0; 
	camera[0].y=0; 
	camera[0].z=0; 
	camera[0].type=CAM_A; 
	camera[1].x=0; 
	camera[1].y=0; 
	camera[1].z=0; 
	camera[1].type=CAM_B; 
	camera[2].x=0; 
	camera[2].y=0; 
	camera[2].z=0; 
	camera[2].type=CAM_C; 
	camera[3].x=100; 
	camera[3].y=10; 
	camera[3].z=100; 
	camera[3].type=CAM_D; 
	camera[4].x=0; 
	camera[4].y=0; 
	camera[4].z=0; 
	camera[4].type=CAM_E; 
	camera[5].x=0; 
	camera[5].y=0; 
	camera[5].z=0; 
	camera[5].type=CAM_F; 
	camera[6].x=0; 
	camera[6].y=0; 
	camera[6].z=0; 
	camera[6].type=CAM_G; 
	camera[7].x=0; 
	camera[7].y=0; 
	camera[7].z=0; 
	camera[7].type=CAM_H; 
	var.cameratype=0; 
 
	if (!m_texture.LoadTextures())			 
	{ 
		return FALSE;			 
	} 
 
	glShadeModel(GL_SMOOTH);	 
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);	 
	glClearDepth(1.0f);								 
	glEnable(GL_DEPTH_TEST);							 
	glDepthFunc(GL_LEQUAL);								 
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); 
	glEnable(GL_LIGHT0); 
 
	quadratic=gluNewQuadric();					 
	gluQuadricNormals(quadratic, GLU_SMOOTH);		 
	gluQuadricTexture(quadratic, GL_TRUE);			 
 
	return TRUE;							 
} 
 
void CMissileTestView::InitData(void) 
{ 
	int t; 
	// 系统变量的初始化 
	var.xmis=0; 
	var.ymis=2; 
	var.zmis=990; 
	var.vmis=0; 
	var.amis=10; 
	var.damis=var.amis/300; 
	var.fcollision=false; 
	var.fexplosion=false; 
	var.nexplosion=MAXSMOKEEXPLOSION-1; 
	var.potenza=0; 
	var.anparete=0; 
	var.mparete=(float)1; 
	var.fine=false; 
	// 导弹尾焰的初始化 
	for(t=0;t10) 
				smoke_exp[t].active=false; 
			smoke_exp[t].r-=0.01; 
			smoke_exp[t].g-=0.01; 
			smoke_exp[t].b-=0.01; 
			if(smoke_exp[t].r==0) 
				smoke_exp[t].active=false; 
			Luce(smoke_exp[t].x,smoke_exp[t].y,smoke_exp[t].z,smoke_exp[t].dim,smoke_exp[t].r,smoke_exp[t].g/2,smoke_exp[t].b/3,var.xcam,var.ycam,var.zcam,3); 
 
		} 
	} 
} 
 
void CMissileTestView::DrawMoveSmoke(void) 
{ 
	int t; 
 
	// 烟雾运动 
	for(t=0;t1) 
				smoke_mis[t].active=false; 
			smoke_mis[t].r-=0.01; 
			smoke_mis[t].g-=0.01; 
			smoke_mis[t].b-=0.01; 
			if(smoke_mis[t].r==0) 
				smoke_mis[t].active=false; 
 
			// 绘制尾部烟雾 
			if(smoke_mis[t].active==true) 
				Luce(smoke_mis[t].x,smoke_mis[t].y,smoke_mis[t].z,smoke_mis[t].dim,smoke_mis[t].r,smoke_mis[t].g/2,smoke_mis[t].b/3,var.xcam,var.ycam,var.zcam,3); 
		} 
	} 
} 
 
void CMissileTestView::DrawMissile(void) 
{ 
	glPushMatrix(); 
	glEnable(GL_LIGHTING); 
	glTranslatef(var.xmis,var.ymis,var.zmis); 
	glRotatef(var.amis,1,0,0); 
	glRotatef(180,0,1,0); 
	pModel->draw(); 
	glDisable(GL_LIGHTING); 
	glPopMatrix(); 
	var.amis-=var.damis; 
	if(var.amis<0) 
		var.amis=0; 
} 
 
void CMissileTestView::DrawLauncher(void) 
{ 
	glColor3f(0.6f,0.3f,0.1f); 
	glEnable(GL_LIGHTING); 
	glPushMatrix(); 
	glTranslatef(0,2,988); 
	gluCylinder(quadratic,1.4f,1.4f,5,8,8); 
	glDisable(GL_LIGHTING); 
	glPopMatrix(); 
	glColor3f(0.6f,0.3f,0.1f); 
	glPushMatrix(); 
	glTranslatef(0,0,993); 
	glBegin(GL_QUADS); 
	glVertex3f(-2,4,0); 
	glVertex3f(2,4,0); 
	glVertex3f(2,-8,0); 
	glVertex3f(-2,-8,0); 
	glEnd(); 
	glPopMatrix(); 
} 
 
void CMissileTestView::DrawTerrain(void) 
{ 
	float z; 
	glColor3f(0.8f,1,0.8f); 
	glEnable(GL_TEXTURE_2D); 
	glBindTexture(GL_TEXTURE_2D, texture[1]); 
	glBegin(GL_QUADS); 
	glTexCoord2f(0,0); glVertex3f(-1000,-4,-100); 
	glTexCoord2f(1,0); glVertex3f(-10,-4,-100); 
	glTexCoord2f(1,1); glVertex3f(-10,-4,1200); 
	glTexCoord2f(0,1); glVertex3f(-1000,-4,1200); 
	glEnd(); 
	glBegin(GL_QUADS); 
	glTexCoord2f(0,0); glVertex3f(1200,-4,-100); 
	glTexCoord2f(1,0); glVertex3f(10,-4,-100); 
	glTexCoord2f(1,1); glVertex3f(10,-4,1200); 
	glTexCoord2f(0,1); glVertex3f(1200,-4,1200); 
	glEnd(); 
	glColor3f(1,1,1); 
	glBegin(GL_QUADS); 
	glTexCoord2f(0,0); glVertex3f(-1000,-8,-100); 
	glTexCoord2f(1,0); glVertex3f(1000,-8,-100); 
	glTexCoord2f(1,1); glVertex3f(1000,100,-200); 
	glTexCoord2f(0,1); glVertex3f(-1000,100,-200); 
	glEnd(); 
 
	for(z=1200;z>-100;z-=25) 
	{ 
		glEnable(GL_TEXTURE_2D); 
		glBindTexture(GL_TEXTURE_2D, texture[2]); 
		glBegin(GL_QUADS); 
		glTexCoord2f(1,0); glVertex3f(-10,-4,z); 
		glTexCoord2f(1,1); glVertex3f(-9,-8,z); 
		glTexCoord2f(0,1); glVertex3f(-9,-8,z-25); 
		glTexCoord2f(0,0); glVertex3f(-10,-4,z-25); 
		glEnd(); 
		glBegin(GL_QUADS); 
		glTexCoord2f(1,0); glVertex3f(10,-4,z); 
		glTexCoord2f(1,1); glVertex3f(9,-8,z); 
		glTexCoord2f(0,1); glVertex3f(9,-8,z-25); 
		glTexCoord2f(0,0); glVertex3f(10,-4,z-25); 
		glEnd(); 
		glBindTexture(GL_TEXTURE_2D, texture[1]); 
		glBegin(GL_QUADS); 
		glTexCoord2f(0,0); glVertex3f(-9,-8,z); 
		glTexCoord2f(1,0); glVertex3f(9,-8,z); 
		glTexCoord2f(1,1); glVertex3f(9,-8,z-25); 
		glTexCoord2f(0,1); glVertex3f(-9,-8,z-25); 
		glEnd(); 
		glDisable(GL_TEXTURE_2D); 
	 
		if(z>0) 
		{ 
			glBegin(GL_QUADS); 
			glVertex3f(-0.5f,-7.9f,z); 
			glVertex3f(0.5f,-7.9f,z); 
			glVertex3f(0.5f,-7.9f,z-15); 
			glVertex3f(-0.5f,-7.9f,z-15); 
			glEnd(); 
		} 
	} 
} 
 
void CMissileTestView::DrawTarget(void) 
{ 
	int x,z; 
	float fx,fz; 
 
	glEnable(GL_TEXTURE_2D); 
	if(var.fexplosion==false) 
		glBindTexture(GL_TEXTURE_2D, texture[0]); 
	else 
		glBindTexture(GL_TEXTURE_2D, texture[4]); 
 
	// 平面 1 
	glColor3f(1,1,1); 
	glPushMatrix(); 
	glRotatef(90,1,0,0); 
	fx=(float)1/DIMX; 
	fz=(float)1/DIMZ; 
	for(z=0;z