⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 lesson30.cpp

📁 关于OpenGL的实例教程源代码
💻 CPP
📖 第 1 页 / 共 3 页
字号:
	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	if (fullscreen)												// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;										// Windows Style
		ShowCursor(FALSE);										// Hide Mouse Pointer
	}
	else
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// Class Name
								title,								// Window Title
								dwStyle |							// Defined Window Style
								WS_CLIPSIBLINGS |					// Required Window Style
								WS_CLIPCHILDREN,					// Required Window Style
								0, 0,								// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,								// No Parent Window
								NULL,								// No Menu
								hInstance,							// Instance
								NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
		1,											// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
		PFD_TYPE_RGBA,								// Request An RGBA Format
		bits,										// Select Our Color Depth
		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
		0,											// No Alpha Buffer
		0,											// Shift Bit Ignored
		0,											// No Accumulation Buffer
		0, 0, 0, 0,									// Accumulation Bits Ignored
		16,											// 16Bit Z-Buffer (Depth Buffer)  
		0,											// No Stencil Buffer
		0,											// No Auxiliary Buffer
		PFD_MAIN_PLANE,								// Main Drawing Layer
		0,											// Reserved
		0, 0, 0										// Layer Masks Ignored
	};
	
	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

    if (!InitGL())									// Initialize Our Newly Created GL Window
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	return TRUE;									// Success
}

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

LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
							UINT	uMsg,			// Message For This Window
							WPARAM	wParam,			// Additional Message Information
							LPARAM	lParam)			// Additional Message Information
{
	switch (uMsg)									// Check For Windows Messages
	{
		case WM_ACTIVATE:							// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				active=TRUE;						// Program Is Active
			}
			else
			{
				active=FALSE;						// Program Is No Longer Active
			}

			return 0;								// Return To The Message Loop
		}

		case WM_SYSCOMMAND:							// Intercept System Commands
		{
			switch (wParam)							// Check System Calls
			{
				case SC_SCREENSAVE:					// Screensaver Trying To Start?
				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;							// Prevent From Happening
			}
			break;									// Exit
		}

		case WM_CLOSE:								// Did We Receive A Close Message?
		{
			PostQuitMessage(0);						// Send A Quit Message
			return 0;								// Jump Back
		}

		case WM_KEYDOWN:							// Is A Key Being Held Down?
		{
			keys[wParam] = TRUE;					// If So, Mark It As TRUE
			return 0;								// Jump Back
		}

		case WM_KEYUP:								// Has A Key Been Released?
		{
			keys[wParam] = FALSE;					// If So, Mark It As FALSE
			return 0;								// Jump Back
		}

		case WM_SIZE:								// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
			return 0;								// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

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

int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
					HINSTANCE	hPrevInstance,		// Previous Instance
					LPSTR		lpCmdLine,			// Command Line Parameters
					int			nCmdShow)			// Window Show State
{
	MSG		msg;									// Windows Message Structure
	BOOL	done=FALSE;								// Bool Variable To Exit Loop

	// Ask The User Which Screen Mode They Prefer
	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;							// Windowed Mode
	}

	InitVars();                                     // Initialize Variables

	// Create Our OpenGL Window
	if (!CreateGLWindow("Magic Room",640,480,16,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}

	while(!done)									// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
			{
				done=TRUE;							// If So done=TRUE
			}
			else									// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else										// If There Are No Messages
		    if (active)
			{
				// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
				if (keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
				{
					done=TRUE;							// ESC or DrawGLScene Signalled A Quit
				}
				else									// Not Time To Quit, Update Screen
				{
					idle();                             // Advance Simulation
					DrawGLScene();                      // Draw Scene
					SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
				}
	
				if (!ProcessKeys()) return 0;
			}
	}

	// Shutdown
	KillGLWindow();									// Kill The Window
    glDeleteTextures(4,texture);
	return (msg.wParam);							// Exit The Program
}


/*************************************************************************************/
/*************************************************************************************/
/***                  Find if any of the current balls                            ****/
/***             intersect with each other in the current timestep                ****/
/***Returns the index of the 2 itersecting balls, the point and time of intersection */
/*************************************************************************************/
/*************************************************************************************/
int FindBallCol(TVector& point, double& TimePoint, double Time2, int& BallNr1, int& BallNr2)
{
	TVector RelativeV;
	TRay rays;
	double MyTime=0.0, Add=Time2/150.0, Timedummy=10000, Timedummy2=-1;
	TVector posi;
	
	//Test all balls against eachother in 150 small steps
	for (int i=0;i<NrOfBalls-1;i++)
	{
	 for (int j=i+1;j<NrOfBalls;j++)
	 {	
		    RelativeV=ArrayVel[i]-ArrayVel[j];
			rays=TRay(OldPos[i],TVector::unit(RelativeV));
			MyTime=0.0;

			if ( (rays.dist(OldPos[j])) > 40) continue; 

			while (MyTime<Time2)
			{
			   MyTime+=Add;
			   posi=OldPos[i]+RelativeV*MyTime;
			   if (posi.dist(OldPos[j])<=40) {
										   point=posi;
										   if (Timedummy>(MyTime-Add)) Timedummy=MyTime-Add;
										   BallNr1=i;
										   BallNr2=j;
										   break;
										}
			
			}
	 }

	}

	if (Timedummy!=10000) { TimePoint=Timedummy;
	                        return 1;
	}

	return 0;
}

/*************************************************************************************/
/*************************************************************************************/
/***             Main loop of the simulation                                      ****/
/***      Moves, finds the collisions and responses of the objects in the         ****/
/***      current time step.                                                      ****/
/*************************************************************************************/
/*************************************************************************************/
void idle()
{
  double rt,rt2,rt4,lamda=10000;
  TVector norm,uveloc;
  TVector normal,point,time;
  double RestTime,BallTime;
  TVector Pos2;
  int BallNr=0,dummy=0,BallColNr1,BallColNr2;
  TVector Nc;

  if (!hook_toball1)
  {
	  camera_rotation+=0.1f;
	  if (camera_rotation>360)
		  camera_rotation=0;
  }
 
	  RestTime=Time;
	  lamda=1000;

	//Compute velocity for next timestep using Euler equations
	for (int j=0;j<NrOfBalls;j++)
	  ArrayVel[j]+=accel*RestTime;

	//While timestep not over
	while (RestTime>ZERO)
	{
	   lamda=10000;   //initialize to very large value
	
	   //For all the balls find closest intersection between balls and planes/cylinders
   	   for (int i=0;i<NrOfBalls;i++)
	   {
		      //compute new position and distance
			  OldPos[i]=ArrayPos[i];
			  TVector::unit(ArrayVel[i],uveloc);
			  ArrayPos[i]=ArrayPos[i]+ArrayVel[i]*RestTime;
			  rt2=OldPos[i].dist(ArrayPos[i]);

			  //Test if collision occured between ball and all 5 planes
			  if (TestIntersionPlane(pl1,OldPos[i],uveloc,rt,norm))
			  {  
				  //Find intersection time
				  rt4=rt*RestTime/rt2;

				  //if smaller than the one already stored replace and in timestep
				  if (rt4<=lamda)
				  { 
				    if (rt4<=RestTime+ZERO)
						 if (! ((rt<=ZERO)&&(uveloc.dot(norm)>ZERO)) )
						  {
							normal=norm;
							point=OldPos[i]+uveloc*rt;
							lamda=rt4;
							BallNr=i;
						  }
				  }
			  }
			  
			  if (TestIntersionPlane(pl2,OldPos[i],uveloc,rt,norm))
			  {
				   rt4=rt*RestTime/rt2;

				  if (rt4<=lamda)
				  { 
				    if (rt4<=RestTime+ZERO)
						if (! ((rt<=ZERO)&&(uveloc.dot(norm)>ZERO)) )
						 {
							normal=norm;
							point=OldPos[i]+uveloc*rt;
							lamda=rt4;
							BallNr=i;
							dummy=1;
						 }
				  }
				 
			  }

			  if (TestIntersionPlane(pl3,OldPos[i],uveloc,rt,norm))
			  {
			      rt4=rt*RestTime/rt2;

				  if (rt4<=lamda)
				  { 
				    if (rt4<=RestTime+ZERO)
						if (! ((rt<=ZERO)&&(uveloc.dot(norm)>ZERO)) )
						 {
							normal=norm;
							point=OldPos[i]+uveloc*rt;
							lamda=rt4;
							BallNr=i;
						 }
				  }
			  }

			  if (TestIntersionPlane(pl4,OldPos[i],uveloc,rt,norm))
			  {
				  rt4=rt*RestTime/rt2;

				  if (rt4<=lamda)
				  { 
				    if (rt4<=RestTime+ZERO)
						if (! ((rt<=ZERO)&&(uveloc.dot(norm)>ZERO)) )
						 {
							normal=norm;
							point=OldPos[i]+uveloc*rt;
							lamda=rt4;
							BallNr=i;
						 }
				  }
			  }

			  if (TestIntersionPlane(pl5,OldPos[i],uveloc,rt,norm))
			  {
				  rt4=rt*RestTime/rt2;

				  if (rt4<=lamda)
				  { 
				    if (rt4<=RestTime+ZERO)
						if (! ((rt<=ZERO)&&(uveloc.dot(norm)>ZERO)) )
						 {
							normal=norm;
							point=OldPos[i]+uveloc*rt;
							lamda=rt4;
							BallNr=i;
						 }
				  }
			  }

              //Now test intersection with the 3 cylinders
			  if (TestIntersionCylinder(cyl1,OldPos[i],uveloc,rt,norm,Nc))
			  {
				  rt4=rt*RestTime/rt2;

				  if (rt4<=lamda)
				  { 
				    if (rt4<=RestTime+ZERO)
						if (! ((rt<=ZERO)&&(uveloc.dot(norm)>ZERO)) )

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -