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📄 lesson30.cpp

📁 关于OpenGL的实例教程源代码
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/*******************************************************************************/
/*********************************28/10/200*************************************/
/**********************Programmer: Dimitrios Christopoulos**********************/
/*
 *		Windows Frame Code Was Published By Jeff Molofee 2000
 *		Code Was Created By David Nikdel For NeHe Productions
 *		If You've Found This Code Useful, Please Let Me Know.
 *		Visit My Site At nehe.gamedev.net
 */
/*******************************************************************************/

#include <windows.h>		// Header File For Windows
#include <math.h>			// Header File For Math Library Routines
#include <stdio.h>			// Header File For Standard I/O Routines
#include <stdlib.h>			// Header File For Standard Library
#include <gl\gl.h>			// Header File For The OpenGL32 Library
#include <gl\glu.h>			// Header File For The GLu32 Library
#include "tvector.h"
#include "tmatrix.h"
#include "tray.h"
#include <mmsystem.h>
#include "image.h"


GLfloat spec[]={1.0, 1.0 ,1.0 ,1.0};      //sets specular highlight of balls
GLfloat posl[]={0,400,0,1};               //position of ligth source
GLfloat amb[]={0.2f, 0.2f, 0.2f ,1.0f};   //global ambient
GLfloat amb2[]={0.3f, 0.3f, 0.3f ,1.0f};  //ambient of lightsource

TVector dir(0,0,-10);                     //initial direction of camera
TVector pos(0,-50,1000);                  //initial position of camera
float camera_rotation=0;                  //holds rotation around the Y axis


TVector veloc(0.5,-0.1,0.5);              //initial velocity of balls
TVector accel(0,-0.05,0);                 //acceleration ie. gravity of balls

TVector ArrayVel[10];                     //holds velocity of balls
TVector ArrayPos[10];                     //position of balls
TVector OldPos[10];                       //old position of balls
int NrOfBalls;                            //sets the number of balls
double Time=0.6;                          //timestep of simulation
int hook_toball1=0, sounds=1;             //hook camera on ball, and sound on/off
                                          //Plane structure
struct Plane{
	        TVector _Position;
			TVector _Normal;
};
                                          //Cylinder structure
struct Cylinder{                          
	   TVector _Position;
       TVector _Axis;
       double _Radius;
};
                                          //Explosion structure
struct Explosion{
	   TVector _Position;
	   float   _Alpha;
	   float   _Scale;
};

Plane pl1,pl2,pl3,pl4,pl5;                //the 5 planes of the room
Cylinder cyl1,cyl2,cyl3;                  //the 2 cylinders of the room
GLUquadricObj *cylinder_obj;              //Quadratic object to render the cylinders
GLuint texture[4], dlist;                 //stores texture objects and display list
Explosion ExplosionArray[20];             //holds max 20 explosions at once
//Perform Intersection tests with primitives
int TestIntersionPlane(const Plane& plane,const TVector& position,const TVector& direction, double& lamda, TVector& pNormal);
int TestIntersionCylinder(const Cylinder& cylinder,const TVector& position,const TVector& direction, double& lamda, TVector& pNormal,TVector& newposition);
void LoadGLTextures();                    //Loads Texture Objects
void InitVars();
void idle();

HDC				hDC=NULL;			// Private GDI Device Context
HGLRC			hRC=NULL;			// Permanent Rendering Context
HWND			hWnd=NULL;			// Holds Our Window Handle
HINSTANCE		hInstance;			// Holds The Instance Of The Application

DEVMODE			DMsaved;			// Saves the previous screen settings (NEW)

bool			keys[256];			// Array Used For The Keyboard Routine
bool			active=TRUE;		// Window Active Flag Set To TRUE By Default
bool			fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default


int ProcessKeys();
LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc

/************************************************************************************/


/************************************************************************************/
// (no changes)

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
{
	if (height==0)										// Prevent A Divide By Zero By
	{
		height=1;										// Making Height Equal One
	}

	glViewport(0,0,width,height);						// Reset The Current Viewport

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(50.0f,(GLfloat)width/(GLfloat)height,10.f,1700.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

/************************************************************************************/

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
   	float df=100.0;

	glClearDepth(1.0f);									// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations

	glClearColor(0,0,0,0);
  	glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

	glShadeModel(GL_SMOOTH);
	glEnable(GL_CULL_FACE);
	glEnable(GL_DEPTH_TEST);

	
	glMaterialfv(GL_FRONT,GL_SPECULAR,spec);
	glMaterialfv(GL_FRONT,GL_SHININESS,&df);

	glEnable(GL_LIGHTING);
	glLightfv(GL_LIGHT0,GL_POSITION,posl);
	glLightfv(GL_LIGHT0,GL_AMBIENT,amb2);
	glEnable(GL_LIGHT0);

	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,amb);
	glEnable(GL_COLOR_MATERIAL);
	glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE);
   
	glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
   	
	glEnable(GL_TEXTURE_2D);
    LoadGLTextures();

	//Construct billboarded explosion primitive as display list
	//4 quads at right angles to each other
    glNewList(dlist=glGenLists(1), GL_COMPILE);
    glBegin(GL_QUADS);
	glRotatef(-45,0,1,0);
	glNormal3f(0,0,1);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-50,-40,0);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(50,-40,0);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(50,40,0);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-50,40,0);
    glNormal3f(0,0,-1);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-50,40,0);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(50,40,0);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(50,-40,0);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-50,-40,0);

	glNormal3f(1,0,0);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(0,-40,50);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(0,-40,-50);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(0,40,-50);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(0,40,50);
    glNormal3f(-1,0,0);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(0,40,50);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(0,40,-50);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(0,-40,-50);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(0,-40,50);
	glEnd();
    glEndList();

	return TRUE;										// Initialization Went OK
}

/************************************************************************************/

int DrawGLScene(GLvoid)	            // Here's Where We Do All The Drawing
{								
	int i;
	
	glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    //set camera in hookmode 
	if (hook_toball1)
	{
		TVector unit_followvector=ArrayVel[0];
		unit_followvector.unit();
 		gluLookAt(ArrayPos[0].X()+250,ArrayPos[0].Y()+250 ,ArrayPos[0].Z(), ArrayPos[0].X()+ArrayVel[0].X() ,ArrayPos[0].Y()+ArrayVel[0].Y() ,ArrayPos[0].Z()+ArrayVel[0].Z() ,0,1,0);  
    
    }
	else
	    gluLookAt(pos.X(),pos.Y(),pos.Z(), pos.X()+dir.X(),pos.Y()+dir.Y(),pos.Z()+dir.Z(), 0,1.0,0.0);
	

	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glRotatef(camera_rotation,0,1,0);

	//render balls
	for (i=0;i<NrOfBalls;i++)
	{
		switch(i){
        case 1: glColor3f(1.0f,1.0f,1.0f);
			       break;
		case 2: glColor3f(1.0f,1.0f,0.0f);
			       break;
		case 3: glColor3f(0.0f,1.0f,1.0f);
			       break;
		case 4: glColor3f(0.0f,1.0f,0.0f);
			       break;
		case 5: glColor3f(0.0f,0.0f,1.0f);
			       break;
		case 6: glColor3f(0.65f,0.2f,0.3f);
			       break;
		case 7: glColor3f(1.0f,0.0f,1.0f);
			       break;
		case 8: glColor3f(0.0f,0.7f,0.4f);
			       break;
		default: glColor3f(1.0f,0,0);
		}
		glPushMatrix();
		glTranslated(ArrayPos[i].X(),ArrayPos[i].Y(),ArrayPos[i].Z());
		gluSphere(cylinder_obj,20,20,20);
		glPopMatrix();
	}
		

	glEnable(GL_TEXTURE_2D);
	
	//render walls(planes) with texture
	glBindTexture(GL_TEXTURE_2D, texture[3]); 
	glColor3f(1, 1, 1);
	glBegin(GL_QUADS);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(320,320,320);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(320,-320,320);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-320,-320,320);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-320,320,320);
        
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-320,320,-320);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-320,-320,-320);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(320,-320,-320);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(320,320,-320);
    
	glTexCoord2f(1.0f, 0.0f); glVertex3f(320,320,-320);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(320,-320,-320);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(320,-320,320);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(320,320,320);
	
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-320,320,320);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-320,-320,320);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-320,-320,-320);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-320,320,-320);
	glEnd();

	//render floor (plane) with colours
	glBindTexture(GL_TEXTURE_2D, texture[2]); 
    glBegin(GL_QUADS);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-320,-320,320);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(320,-320,320);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(320,-320,-320);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-320,-320,-320);
	glEnd();

    //render columns(cylinders)
	glBindTexture(GL_TEXTURE_2D, texture[0]);   /* choose the texture to use.*/
	glColor3f(0.5,0.5,0.5);
    glPushMatrix();
	glRotatef(90, 1,0,0);
	glTranslatef(0,0,-500);
	gluCylinder(cylinder_obj, 60, 60, 1000, 20, 2);
	glPopMatrix();

  	glPushMatrix();
  	glTranslatef(200,-300,-500);
	gluCylinder(cylinder_obj, 60, 60, 1000, 20, 2);
	glPopMatrix();

	glPushMatrix();
    glTranslatef(-200,0,0);
	glRotatef(135, 1,0,0);
	glTranslatef(0,0,-500);
	gluCylinder(cylinder_obj, 30, 30, 1000, 20, 2);
	glPopMatrix();
	
	//render/blend explosions
	glEnable(GL_BLEND);
	glDepthMask(GL_FALSE);
    glBindTexture(GL_TEXTURE_2D, texture[1]);   
	for(i=0; i<20; i++)
	{
		if(ExplosionArray[i]._Alpha>=0)
		{
		   glPushMatrix();
           ExplosionArray[i]._Alpha-=0.01f;
		   ExplosionArray[i]._Scale+=0.03f;
		   glColor4f(1,1,0,ExplosionArray[i]._Alpha);	 
		   glScalef(ExplosionArray[i]._Scale,ExplosionArray[i]._Scale,ExplosionArray[i]._Scale);
           glTranslatef((float)ExplosionArray[i]._Position.X()/ExplosionArray[i]._Scale, (float)ExplosionArray[i]._Position.Y()/ExplosionArray[i]._Scale, (float)ExplosionArray[i]._Position.Z()/ExplosionArray[i]._Scale);
           glCallList(dlist);
	       glPopMatrix();
		}
	}
	glDepthMask(GL_TRUE);
	glDisable(GL_BLEND);
    glDisable(GL_TEXTURE_2D);
 

	return TRUE;										// Keep Going
}

/************************************************************************************/

GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
{
	if (fullscreen)										// Are We In Fullscreen Mode?
	{
		if (!ChangeDisplaySettings(NULL,CDS_TEST)) { // if the shortcut doesn't work
			ChangeDisplaySettings(NULL,CDS_RESET);		// Do it anyway (to get the values out of the registry)
			ChangeDisplaySettings(&DMsaved,CDS_RESET);	// change it to the saved settings
		} else {
			ChangeDisplaySettings(NULL,CDS_RESET);
		}
			
		ShowCursor(TRUE);								// Show Mouse Pointer
	}

	if (hRC)											// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;										// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;										// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;										// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;									// Set hInstance To NULL
	}
}

/************************************************************************************/

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
 
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
	WNDCLASS	wc;						// Windows Class Structure
	DWORD		dwExStyle;				// Window Extended Style
	DWORD		dwStyle;				// Window Style
	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;			// Set Left Value To 0
	WindowRect.right=(long)width;		// Set Right Value To Requested Width
	WindowRect.top=(long)0;				// Set Top Value To 0
	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height

	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag

	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= hInstance;							// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";								// Set The Class Name
	
	EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &DMsaved); // save the current display state (NEW)

	if (fullscreen)												// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}

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