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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