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📄 lesson32.cpp

📁 关于OpenGL的实例教程源代码
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		InitObject(loop);										// Initialize Each Object
	
	return TRUE;												// Return TRUE (Initialization Successful)
}

void Deinitialize (void)										// Any User DeInitialization Goes Here
{
	glDeleteLists(base,95);										// Delete All 95 Font Display Lists
}

void Selection(void)											// This Is Where Selection Is Done
{
	GLuint	buffer[512];										// Set Up A Selection Buffer
	GLint	hits;												// The Number Of Objects That We Selected

	if (game)													// Is Game Over?
		return;													// If So, Don't Bother Checking For Hits
	
	PlaySound("data/shot.wav",NULL,SND_ASYNC);					// Play Gun Shot Sound

	// The Size Of The Viewport. [0] Is <x>, [1] Is <y>, [2] Is <length>, [3] Is <width>
	GLint	viewport[4];

	// This Sets The Array <viewport> To The Size And Location Of The Screen Relative To The Window
	glGetIntegerv(GL_VIEWPORT, viewport);
	glSelectBuffer(512, buffer);								// Tell OpenGL To Use Our Array For Selection

	// Puts OpenGL In Selection Mode. Nothing Will Be Drawn.  Object ID's and Extents Are Stored In The Buffer.
	(void) glRenderMode(GL_SELECT);

	glInitNames();												// Initializes The Name Stack
	glPushName(0);												// Push 0 (At Least One Entry) Onto The Stack

	glMatrixMode(GL_PROJECTION);								// Selects The Projection Matrix
	glPushMatrix();												// Push The Projection Matrix
	glLoadIdentity();											// Resets The Matrix

	// This Creates A Matrix That Will Zoom Up To A Small Portion Of The Screen, Where The Mouse Is.
	gluPickMatrix((GLdouble) mouse_x, (GLdouble) (viewport[3]-mouse_y), 1.0f, 1.0f, viewport);

	// Apply The Perspective Matrix
	gluPerspective(45.0f, (GLfloat) (viewport[2]-viewport[0])/(GLfloat) (viewport[3]-viewport[1]), 0.1f, 100.0f);
	glMatrixMode(GL_MODELVIEW);									// Select The Modelview Matrix
	DrawTargets();												// Render The Targets To The Selection Buffer
	glMatrixMode(GL_PROJECTION);								// Select The Projection Matrix
	glPopMatrix();												// Pop The Projection Matrix
	glMatrixMode(GL_MODELVIEW);									// Select The Modelview Matrix
	hits=glRenderMode(GL_RENDER);								// Switch To Render Mode, Find Out How Many
																// Objects Were Drawn Where The Mouse Was
	if (hits > 0)												// If There Were More Than 0 Hits
	{
		int	choose = buffer[3];									// Make Our Selection The First Object
		int depth = buffer[1];									// Store How Far Away It Is 

		for (int loop = 1; loop < hits; loop++)					// Loop Through All The Detected Hits
		{
			// If This Object Is Closer To Us Than The One We Have Selected
			if (buffer[loop*4+1] < GLuint(depth))
			{
				choose = buffer[loop*4+3];						// Select The Closer Object
				depth = buffer[loop*4+1];						// Store How Far Away It Is
			}       
		}

		if (!object[choose].hit)								// If The Object Hasn't Already Been Hit
		{
			object[choose].hit=TRUE;							// Mark The Object As Being Hit
			score+=1;											// Increase Score
			kills+=1;											// Increase Level Kills
			if (kills>level*5)									// New Level Yet?
			{
				miss=0;											// Misses Reset Back To Zero
				kills=0;										// Reset Level Kills
				level+=1;										// Increase Level
				if (level>30)									// Higher Than 30?
					level=30;									// Set Level To 30 (Are You A God?)
			}
		}
    }
}

void Update(DWORD milliseconds)									// Perform Motion Updates Here
{
	if (g_keys->keyDown[VK_ESCAPE])								// Is ESC Being Pressed?
	{
		TerminateApplication (g_window);						// Terminate The Program
	}

	if (g_keys->keyDown[' '] && game)							// Space Bar Being Pressed After Game Has Ended?
	{
		for (int loop=0; loop<30; loop++)							// Loop Through 30 Objects
			InitObject(loop);										// Initialize Each Object

		game=FALSE;												// Set game (Game Over) To False
		score=0;												// Set score To 0
		level=1;												// Set level Back To 1
		kills=0;												// Zero Player Kills
		miss=0;													// Set miss (Missed Shots) To 0
	}

	if (g_keys->keyDown[VK_F1])									// Is F1 Being Pressed?
	{
		ToggleFullscreen (g_window);							// Toggle Fullscreen Mode
	}

	roll-=milliseconds*0.00005f;								// Roll The Clouds

	for (int loop=0; loop<level; loop++)						// Loop Through The Objects
	{
		if (object[loop].rot==1)								// If Rotation Is Clockwise
			object[loop].spin-=0.2f*(float(loop+milliseconds));	// Spin Clockwise

		if (object[loop].rot==2)								// If Rotation Is Counter Clockwise
			object[loop].spin+=0.2f*(float(loop+milliseconds));	// Spin Counter Clockwise
		
		if (object[loop].dir==1)								// If Direction Is Right
			object[loop].x+=0.012f*float(milliseconds);			// Move Right

		if (object[loop].dir==0)								// If Direction Is Left
			object[loop].x-=0.012f*float(milliseconds);			// Move Left

		if (object[loop].dir==2)								// If Direction Is Up
			object[loop].y+=0.012f*float(milliseconds);			// Move Up

		if (object[loop].dir==3)								// If Direction Is Down
			object[loop].y-=0.0025f*float(milliseconds);		// Move Down

		// If We Are To Far Left, Direction Is Left And The Object Was Not Hit
		if ((object[loop].x<(object[loop].distance-15.0f)/2.0f) && (object[loop].dir==0) && !object[loop].hit)
		{
			miss+=1;											// Increase miss (Missed Object)
			object[loop].hit=TRUE;								// Set hit To True To Manually Blow Up The Object
		}

		// If We Are To Far Right, Direction Is Left And The Object Was Not Hit
		if ((object[loop].x>-(object[loop].distance-15.0f)/2.0f) && (object[loop].dir==1) && !object[loop].hit)
		{
			miss+=1;											// Increase miss (Missed Object)
			object[loop].hit=TRUE;								// Set hit To True To Manually Blow Up The Object
		}

		// If We Are To Far Down, Direction Is Down And The Object Was Not Hit
		if ((object[loop].y<-2.0f) && (object[loop].dir==3) && !object[loop].hit)
		{
			miss+=1;											// Increase miss (Missed Object)
			object[loop].hit=TRUE;								// Set hit To True To Manually Blow Up The Object
		}

		if ((object[loop].y>4.5f) && (object[loop].dir==2))		// If We Are To Far Up And The Direction Is Up
			object[loop].dir=3;									// Change The Direction To Down
	}
}

void Object(float width,float height,GLuint texid)				// Draw Object Using Requested Width, Height And Texture
{
	glBindTexture(GL_TEXTURE_2D, textures[texid].texID);		// Select The Correct Texture
	glBegin(GL_QUADS);											// Start Drawing A Quad
		glTexCoord2f(0.0f,0.0f); glVertex3f(-width,-height,0.0f);	// Bottom Left
		glTexCoord2f(1.0f,0.0f); glVertex3f( width,-height,0.0f);	// Bottom Right
		glTexCoord2f(1.0f,1.0f); glVertex3f( width, height,0.0f);	// Top Right
		glTexCoord2f(0.0f,1.0f); glVertex3f(-width, height,0.0f);	// Top Left
	glEnd();													// Done Drawing Quad
}

void Explosion(int num)											// Draws An Animated Explosion For Object "num"
{
	float ex = (float)((object[num].frame/4)%4)/4.0f;			// Calculate Explosion X Frame (0.0f - 0.75f)
	float ey = (float)((object[num].frame/4)/4)/4.0f;			// Calculate Explosion Y Frame (0.0f - 0.75f)

	glBindTexture(GL_TEXTURE_2D, textures[5].texID);			// Select The Explosion Texture
	glBegin(GL_QUADS);											// Begin Drawing A Quad
		glTexCoord2f(ex      ,1.0f-(ey      )); glVertex3f(-1.0f,-1.0f,0.0f);	// Bottom Left
		glTexCoord2f(ex+0.25f,1.0f-(ey      )); glVertex3f( 1.0f,-1.0f,0.0f);	// Bottom Right
		glTexCoord2f(ex+0.25f,1.0f-(ey+0.25f)); glVertex3f( 1.0f, 1.0f,0.0f);	// Top Right
		glTexCoord2f(ex      ,1.0f-(ey+0.25f)); glVertex3f(-1.0f, 1.0f,0.0f);	// Top Left
	glEnd();													// Done Drawing Quad

	object[num].frame+=1;										// Increase Current Explosion Frame
	if (object[num].frame>63)									// Have We Gone Through All 16 Frames?
	{
		InitObject(num);										// Init The Object (Assign New Values)
	}
}

void DrawTargets(void)											// Draws The Targets (Needs To Be Seperate)
{
	glLoadIdentity();											// Reset The Modelview Matrix
	glTranslatef(0.0f,0.0f,-10.0f);								// Move Into The Screen 20 Units
	for (int loop=0; loop<level; loop++)						// Loop Through 9 Objects
	{
		glLoadName(loop);										// Assign Object A Name (ID)
		glPushMatrix();											// Push The Modelview Matrix
		glTranslatef(object[loop].x,object[loop].y,object[loop].distance);		// Position The Object (x,y)
		if (object[loop].hit)									// If Object Has Been Hit
		{
			Explosion(loop);									// Draw An Explosion
		}
		else													// Otherwise
		{
			glRotatef(object[loop].spin,0.0f,0.0f,1.0f);		// Rotate The Object
			Object(size[object[loop].texid].w,size[object[loop].texid].h,object[loop].texid);	// Draw The Object
		}
		glPopMatrix();											// Pop The Modelview Matrix
	}
}

void Draw(void)													// Draw Our Scene
{
	glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// Clear Screen And Depth Buffer
	glLoadIdentity();											// Reset The Modelview Matrix

	glPushMatrix();												// Push The Modelview Matrix
	glBindTexture(GL_TEXTURE_2D, textures[7].texID);			// Select The Sky Texture
	glBegin(GL_QUADS);											// Begin Drawing Quads
		glTexCoord2f(1.0f,roll/1.5f+1.0f); glVertex3f( 28.0f,+7.0f,-50.0f);	// Top Right
		glTexCoord2f(0.0f,roll/1.5f+1.0f); glVertex3f(-28.0f,+7.0f,-50.0f);	// Top Left
		glTexCoord2f(0.0f,roll/1.5f+0.0f); glVertex3f(-28.0f,-3.0f,-50.0f);	// Bottom Left
		glTexCoord2f(1.0f,roll/1.5f+0.0f); glVertex3f( 28.0f,-3.0f,-50.0f);	// Bottom Right

		glTexCoord2f(1.5f,roll+1.0f); glVertex3f( 28.0f,+7.0f,-50.0f);		// Top Right
		glTexCoord2f(0.5f,roll+1.0f); glVertex3f(-28.0f,+7.0f,-50.0f);		// Top Left
		glTexCoord2f(0.5f,roll+0.0f); glVertex3f(-28.0f,-3.0f,-50.0f);		// Bottom Left
		glTexCoord2f(1.5f,roll+0.0f); glVertex3f( 28.0f,-3.0f,-50.0f);		// Bottom Right

		glTexCoord2f(1.0f,roll/1.5f+1.0f); glVertex3f( 28.0f,+7.0f,0.0f);	// Top Right
		glTexCoord2f(0.0f,roll/1.5f+1.0f); glVertex3f(-28.0f,+7.0f,0.0f);	// Top Left
		glTexCoord2f(0.0f,roll/1.5f+0.0f); glVertex3f(-28.0f,+7.0f,-50.0f);	// Bottom Left
		glTexCoord2f(1.0f,roll/1.5f+0.0f); glVertex3f( 28.0f,+7.0f,-50.0f);	// Bottom Right

		glTexCoord2f(1.5f,roll+1.0f); glVertex3f( 28.0f,+7.0f,0.0f);		// Top Right
		glTexCoord2f(0.5f,roll+1.0f); glVertex3f(-28.0f,+7.0f,0.0f);		// Top Left
		glTexCoord2f(0.5f,roll+0.0f); glVertex3f(-28.0f,+7.0f,-50.0f);		// Bottom Left
		glTexCoord2f(1.5f,roll+0.0f); glVertex3f( 28.0f,+7.0f,-50.0f);		// Bottom Right
	glEnd();													// Done Drawing Quads

	glBindTexture(GL_TEXTURE_2D, textures[6].texID);			// Select The Ground Texture
	glBegin(GL_QUADS);											// Draw A Quad
		glTexCoord2f(7.0f,4.0f-roll); glVertex3f( 27.0f,-3.0f,-50.0f);	// Top Right
		glTexCoord2f(0.0f,4.0f-roll); glVertex3f(-27.0f,-3.0f,-50.0f);	// Top Left
		glTexCoord2f(0.0f,0.0f-roll); glVertex3f(-27.0f,-3.0f,0.0f);	// Bottom Left
		glTexCoord2f(7.0f,0.0f-roll); glVertex3f( 27.0f,-3.0f,0.0f);	// Bottom Right
	glEnd();													// Done Drawing Quad

	DrawTargets();												// Draw Our Targets
	glPopMatrix();												// Pop The Modelview Matrix

	// Crosshair (In Ortho View)
	RECT window;												// Storage For Window Dimensions
	GetClientRect (g_window->hWnd,&window);						// Get Window Dimensions
	glMatrixMode(GL_PROJECTION);								// Select The Projection Matrix
	glPushMatrix();												// Store The Projection Matrix
	glLoadIdentity();											// Reset The Projection Matrix
	glOrtho(0,window.right,0,window.bottom,-1,1);				// Set Up An Ortho Screen
	glMatrixMode(GL_MODELVIEW);									// Select The Modelview Matrix
	glTranslated(mouse_x,window.bottom-mouse_y,0.0f);			// Move To The Current Mouse Position
	Object(16,16,8);											// Draw The Crosshair

	// Game Stats / Title
	glPrint(240,450,"NeHe Productions");						// Print Title
	glPrint(10,10,"Level: %i",level);							// Print Level
	glPrint(250,10,"Score: %i",score);							// Print Score

	if (miss>9)													// Have We Missed 10 Objects?
	{
		miss=9;													// Limit Misses To 10
		game=TRUE;												// Game Over TRUE
	}

	if (game)													// Is Game Over?
		glPrint(490,10,"GAME OVER");							// Game Over Message
	else
		glPrint(490,10,"Morale: %i/10",10-miss);				// Print Morale #/10

	glMatrixMode(GL_PROJECTION);								// Select The Projection Matrix
	glPopMatrix();												// Restore The Old Projection Matrix
	glMatrixMode(GL_MODELVIEW);									// Select The Modelview Matrix

	glFlush();													// Flush The GL Rendering Pipeline
}

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