📄 fightertestview.cpp
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// FighterTestView.cpp : implementation of the CFighterTestView class
//
#include "stdafx.h"
#include "FighterTest.h"
#include "MilkshapeModel.h"
#include "FighterTestDoc.h"
#include "FighterTestView.h"
#include "math.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
GLuint texture[4]; // Storage For 3 Textures
/////////////////////////////////////////////////////////////////////////////
// CFighterTestView
IMPLEMENT_DYNCREATE(CFighterTestView, CView)
BEGIN_MESSAGE_MAP(CFighterTestView, CView)
//{{AFX_MSG_MAP(CFighterTestView)
ON_WM_CREATE()
ON_WM_DESTROY()
ON_WM_SIZE()
ON_WM_TIMER()
ON_WM_KEYDOWN()
//}}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()
/////////////////////////////////////////////////////////////////////////////
// CFighterTestView construction/destruction
CFighterTestView::CFighterTestView()
{
// TODO: add construction code here
pModel = NULL;
active=TRUE;
Ioan=0;
sky=true;
timebullet=0;
cameratype=1;
nb,smoke=false;
}
CFighterTestView::~CFighterTestView()
{
}
BOOL CFighterTestView::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);
}
/////////////////////////////////////////////////////////////////////////////
// CFighterTestView drawing
void CFighterTestView::OnDraw(CDC* pDC)
{
CFighterTestDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
//////////////////////////////////////////////////////////////////
RenderScene(); //渲染场景
//////////////////////////////////////////////////////////////////
}
/////////////////////////////////////////////////////////////////////////////
// CFighterTestView printing
BOOL CFighterTestView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CFighterTestView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CFighterTestView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CFighterTestView diagnostics
#ifdef _DEBUG
void CFighterTestView::AssertValid() const
{
CView::AssertValid();
}
void CFighterTestView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CFighterTestDoc* CFighterTestView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CFighterTestDoc)));
return (CFighterTestDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CFighterTestView message handlers
int CFighterTestView::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( "Aereo.ms3d" ) == false )
{
MessageBox("Couldn't load the model Aereo.ms3d", "Error", MB_OK | MB_ICONERROR );
return 0;
}
InitGL();
return 0;
}
void CFighterTestView::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 CFighterTestView::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 CFighterTestView::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 CFighterTestView::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 CFighterTestView::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 CFighterTestView::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 CFighterTestView::RenderScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
Camera();
// 绘制蓝天白云背景
if(sky==true)
{
glEnable(GL_TEXTURE_2D);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTranslatef(Io.x,0,Io.z);
glRotatef(90,1,0,0);
glColor4f(1,1,1,1);
gluSphere(qobj,1000,32,32);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
}
if(rand()%100==3)
timebullet=10+rand()%100; // 随机产生子弹
if(timebullet>0)
{
timebullet--;
if( timebullet%4==0 )
ActiveBullet(); // 激活子弹
}
DrawTerrain(); // 绘制地形
MoveAereo(); // 实现飞机运动
DrawAereo(); // 绘制飞行
if(smoke==true)
{
InitSmoke02(); // 初始化尾部烟雾
DrawSmoke(); // 绘制尾部烟雾
}
MoveDrawBullet(); // 实现子弹运动
::SwapBuffers(m_pDC->GetSafeHdc()); //交互缓冲区
return TRUE;
}
int CFighterTestView::InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
GLfloat LightPosition[]={ 1.0f, 140.0f, 1.0f, 1.0f };
if(!m_texture.LoadTextures())
return FALSE;
InitBullet(); // 初始化子弹
InitTerrain(); // 初始化地形
InitAereo(); // 初始化飞机
InitSmoke01(); // 初始化尾部烟雾
pModel->reloadTextures(); // 装入模型纹理
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);
glLightfv(GL_LIGHT0, GL_POSITION,LightPosition);
glEnable(GL_LIGHT0);
qobj = gluNewQuadric();
gluQuadricNormals(qobj,GLU_SMOOTH);
gluQuadricTexture(qobj,GL_TRUE);
return TRUE;
}
double CFighterTestView::VectorLength( Vector v )
{
return sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
}
Vector CFighterTestView::VectorNormalize( Vector v )
{
Vector vresult;
double l = VectorLength( v );
vresult.x = v.x/l;
vresult.y = v.y/l;
vresult.z = v.z/l;
return vresult;
}
Vector CFighterTestView::VectorMultiply( Vector v1, Vector v2 )
{
Vector vresult;
vresult.x = v1.y * v2.z - v1.z * v2.y;
vresult.y = v1.z * v2.x - v1.x * v2.z;
vresult.z = v1.x * v2.y - v1.y * v2.x;
return vresult;
}
Vector CFighterTestView::VectorScalarMultiply( Vector v, double s )
{
Vector vresult;
vresult.x = v.x * s;
vresult.y = v.y * s;
vresult.z = v.z * s;
return vresult;
}
Vector CFighterTestView::VectorDiff( Vector v1, Vector v2 )
{
Vector vresult;
vresult.x = v1.x - v2.x;
vresult.y = v1.y - v2.y;
vresult.z = v1.z - v2.z;
return vresult;
}
void CFighterTestView::Luce(double x, double y, double z,double dimensione,float r,float g,float b,float iox,float ioy,float ioz,int Tex)
{
Vector Position;
Vector MyPosition;
Position.x = x;
Position.y = y;
Position.z = z;
MyPosition.x=iox;
MyPosition.y=ioy;
MyPosition.z=ioz;
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