⭐ 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

📄 billiardsplayview.cpp

📁 桌面台球3D 开发环境VC 库DIRECTX8.1以上
💻 CPP
📖 第 1 页 / 共 5 页
字号:
	glEnd();

//right TOP
	glBegin(GL_QUADS);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,0.0f,-TABLE_WIDTH-12.0f);
	glVertex3f(1.5*BALL_RADIUS,0.0f,-TABLE_WIDTH-12.0f);

	glVertex3f(1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-12.0f);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-12.0f);

	glEnd();

//right down
	glBegin(GL_QUADS);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,0.0f,TABLE_WIDTH+12.0f);
	glVertex3f(1.5*BALL_RADIUS,0.0f,TABLE_WIDTH+12.0f);

	glVertex3f(1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH+12.0f);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH+12.0f);

	glEnd();
	glPopMatrix();
 
//bar texture

	glPushMatrix();	
	
	glEnable(GL_TEXTURE_2D);
	glTexEnvi(GL_TEXTURE_2D,GL_TEXTURE_ENV_MODE,GL_DECAL);
	glBindTexture(GL_TEXTURE_2D,texName[0]);

	glBegin(GL_QUADS);
	glNormal3f(0.0,1.0,0.0);

	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH-12.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH+1.5*BALL_RADIUS);

	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH+1.5*BALL_RADIUS);

	glTexCoord2f(1.0,1.0);
	glVertex3f(-TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH-1.5*BALL_RADIUS);
	
	glTexCoord2f(1.0,0.0);
	glVertex3f(-TABLE_LENGTH-12.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH-1.5*BALL_RADIUS);	
	//glEnd();

	//glBegin(GL_QUADS);

	glTexCoord2f(0.0,0.0);		
	glVertex3f(TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH+1.5*BALL_RADIUS);

	glTexCoord2f(0.0,1.0);
	glVertex3f(TABLE_LENGTH+12.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH+1.5*BALL_RADIUS);

	glTexCoord2f(1.0,1.0);
	glVertex3f(TABLE_LENGTH+12.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH-1.5*BALL_RADIUS);

	glTexCoord2f(1.0,0.0);
	glVertex3f(TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH-1.5*BALL_RADIUS);

	glEnd();

	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-2.0f);
	
	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-12.0f);	
	
	glTexCoord2f(1.0,1.0);
	glVertex3f(-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-12.0f);	
		
	glTexCoord2f(1.0,0.0);
	glVertex3f(-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-2.0f);
	
    glEnd();	


	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH+12.0f);

	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH+2.0f);

	glTexCoord2f(1.0,1.0);
	glVertex3f(-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH+2.0f);
		
	glTexCoord2f(1.0,0.0);
	glVertex3f(-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH+12.0f);
	glEnd();


	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-2.0f);
	
	glTexCoord2f(0.0,1.0);
	glVertex3f(1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-12.0f);

	glTexCoord2f(1.0,1.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-12.0f);

	glTexCoord2f(1.0,0.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-2.0f);
	glEnd();

	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH+12.0f);
	
	glTexCoord2f(0.0,1.0);
	glVertex3f(1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH+2.0f);
	
	glTexCoord2f(1.0,1.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH+2.0f);
	
	glTexCoord2f(1.0,0.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH+12.0f);
	glEnd();
		
	glPopMatrix();
	glDisable(GL_TEXTURE_2D);
// face texture
	glPushMatrix();	
	glEnable(GL_TEXTURE_2D);
	glTexEnvi(GL_TEXTURE_2D,GL_TEXTURE_ENV_MODE,GL_DECAL);
	glBindTexture(GL_TEXTURE_2D,texName[1]);

	glBegin(GL_POLYGON);
	glTexCoord2f(0.0,0.05);
	glVertex3f(-TABLE_LENGTH-2.0f,TABLE_HEIGHT,TABLE_WIDTH-1.5*BALL_RADIUS);
	glTexCoord2f(0.0,0.95);
	glVertex3f(-TABLE_LENGTH-2.0f,TABLE_HEIGHT,-TABLE_WIDTH+1.5*BALL_RADIUS);	
	glTexCoord2f(0.05,1.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT,-TABLE_WIDTH-2.0f);
	glTexCoord2f(0.95,1.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,TABLE_HEIGHT,-TABLE_WIDTH-2.0f);
	glTexCoord2f(1.0,0.95);
	glVertex3f(TABLE_LENGTH+2.0f,TABLE_HEIGHT,-TABLE_WIDTH+1.5*BALL_RADIUS);	
	glTexCoord2f(1.0,0.05);	
	glVertex3f(TABLE_LENGTH+2.0f,TABLE_HEIGHT,TABLE_WIDTH-1.5*BALL_RADIUS);
	glTexCoord2f(0.95,0.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,TABLE_HEIGHT,TABLE_WIDTH+2.0f);
	glTexCoord2f(0.05,0.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT,TABLE_WIDTH+2.0f);
	glEnd();	

	glPopMatrix();
	glDisable(GL_TEXTURE_2D);	
//edge texture

	glPushMatrix();	
	glEnable(GL_TEXTURE_2D);
	glTexEnvi(GL_TEXTURE_2D,GL_TEXTURE_ENV_MODE,GL_DECAL);
	glBindTexture(GL_TEXTURE_2D,texName[2]);

	//left
	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH-1.5*BALL_RADIUS);			
	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH+1.5*BALL_RADIUS);
	glTexCoord2f(1.0,1.0);
	glVertex3f(-TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+1.5*BALL_RADIUS+6.0f);
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,TABLE_WIDTH-1.5*BALL_RADIUS-6.0f);
	glEnd();

	glBegin(GL_QUADS);	
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH+1.5*BALL_RADIUS);
	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH-2.0f,TABLE_HEIGHT,-TABLE_WIDTH+1.5*BALL_RADIUS);	
	glTexCoord2f(1.0,1.0);	
	glVertex3f(-TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+1.5*BALL_RADIUS+6.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(-TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+1.5*BALL_RADIUS+6.0f);
	glEnd();

	glBegin(GL_QUADS);	
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH-2.0f,TABLE_HEIGHT,-TABLE_WIDTH+1.5*BALL_RADIUS);	
	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+1.5*BALL_RADIUS+6.0f);
	glTexCoord2f(1.0,1.0);
	glVertex3f(-TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,TABLE_WIDTH-1.5*BALL_RADIUS-6.0f);	
	glTexCoord2f(1.0,0.0);
	glVertex3f(-TABLE_LENGTH-2.0f,TABLE_HEIGHT,TABLE_WIDTH-1.5*BALL_RADIUS);
	glEnd();

	glBegin(GL_QUADS);	
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH-2.0f,TABLE_HEIGHT,TABLE_WIDTH-1.5*BALL_RADIUS);			
	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH-1.5*BALL_RADIUS);			
	glTexCoord2f(1.0,1.0);
	glVertex3f(-TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,TABLE_WIDTH-1.5*BALL_RADIUS-6.0f);	
	glTexCoord2f(1.0,0.0);
	glVertex3f(-TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,TABLE_WIDTH-1.5*BALL_RADIUS-6.0f);	
	glEnd();

	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,TABLE_WIDTH-1.5*BALL_RADIUS-6.0f);	
	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+1.5*BALL_RADIUS+6.0f);
	glTexCoord2f(1.0,1.0);
	glVertex3f(-TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+1.5*BALL_RADIUS+6.0f);	
	glTexCoord2f(1.0,0.0);	
	glVertex3f(-TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,TABLE_WIDTH-1.5*BALL_RADIUS-6.0f);	
	glEnd();

	//right
	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH-1.5*BALL_RADIUS);			
	glTexCoord2f(0.0,1.0);
	glVertex3f(TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH+1.5*BALL_RADIUS);
	glTexCoord2f(1.0,1.0);
	glVertex3f(TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+1.5*BALL_RADIUS+6.0f);
	glTexCoord2f(0.0,0.0);
	glVertex3f(TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,TABLE_WIDTH-1.5*BALL_RADIUS-6.0f);
	glEnd();

	glBegin(GL_QUADS);	
	glTexCoord2f(0.0,0.0);
	glVertex3f(TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH+1.5*BALL_RADIUS);
	glTexCoord2f(0.0,1.0);
	glVertex3f(TABLE_LENGTH+2.0f,TABLE_HEIGHT,-TABLE_WIDTH+1.5*BALL_RADIUS);	
	glTexCoord2f(1.0,1.0);	
	glVertex3f(TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+1.5*BALL_RADIUS+6.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+1.5*BALL_RADIUS+6.0f);
	glEnd();

	glBegin(GL_QUADS);	
	glTexCoord2f(0.0,0.0);
	glVertex3f(TABLE_LENGTH+2.0f,TABLE_HEIGHT,-TABLE_WIDTH+1.5*BALL_RADIUS);	
	glTexCoord2f(0.0,1.0);
	glVertex3f(TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+1.5*BALL_RADIUS+6.0f);
	glTexCoord2f(1.0,1.0);
	glVertex3f(TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,TABLE_WIDTH-1.5*BALL_RADIUS-6.0f);	
	glTexCoord2f(1.0,0.0);
	glVertex3f(TABLE_LENGTH+2.0f,TABLE_HEIGHT,TABLE_WIDTH-1.5*BALL_RADIUS);
	glEnd();

	glBegin(GL_QUADS);	
	glTexCoord2f(0.0,0.0);
	glVertex3f(TABLE_LENGTH+2.0f,TABLE_HEIGHT,TABLE_WIDTH-1.5*BALL_RADIUS);			
	glTexCoord2f(0.0,1.0);
	glVertex3f(TABLE_LENGTH+2.0f,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH-1.5*BALL_RADIUS);			
	glTexCoord2f(1.0,1.0);
	glVertex3f(TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,TABLE_WIDTH-1.5*BALL_RADIUS-6.0f);	
	glTexCoord2f(1.0,0.0);
	glVertex3f(TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,TABLE_WIDTH-1.5*BALL_RADIUS-6.0f);	
	glEnd();

	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,TABLE_WIDTH-1.5*BALL_RADIUS-6.0f);	
	glTexCoord2f(0.0,1.0);
	glVertex3f(TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+1.5*BALL_RADIUS+6.0f);
	glTexCoord2f(1.0,1.0);
	glVertex3f(TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+1.5*BALL_RADIUS+6.0f);	
	glTexCoord2f(1.0,0.0);	
	glVertex3f(TABLE_LENGTH-2.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,TABLE_WIDTH-1.5*BALL_RADIUS-6.0f);	
	glEnd();

//left top
	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-2.0f);
	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,1.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT,-TABLE_WIDTH-2.0f);
	glEnd();
	
	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT,-TABLE_WIDTH-2.0f);
	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,1.0);
	glVertex3f(-1.5*BALL_RADIUS-6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(-1.5*BALL_RADIUS,TABLE_HEIGHT,-TABLE_WIDTH-2.0f);
	glEnd();

	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(-1.5*BALL_RADIUS,TABLE_HEIGHT,-TABLE_WIDTH-2.0f);
	glTexCoord2f(0.0,1.0);
	glVertex3f(-1.5*BALL_RADIUS-6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,1.0);	
	glVertex3f(-1.5*BALL_RADIUS-6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-2.0f);
	glEnd();

	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-2.0f);
	glTexCoord2f(0.0,1.0);
	glVertex3f(-1.5*BALL_RADIUS-6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,1.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-2.0f);
	glEnd();		

	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+2.0f);	
	glTexCoord2f(1.0,1.0);
	glVertex3f(-1.5*BALL_RADIUS-6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(-1.5*BALL_RADIUS-6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+2.0f);	
	glEnd();

//right top
	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-2.0f);
	glTexCoord2f(0.0,1.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,TABLE_HEIGHT,-TABLE_WIDTH-2.0f);
	glTexCoord2f(1.0,1.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS-6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS-6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+2.0f);
	glEnd();
	
	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,TABLE_HEIGHT,-TABLE_WIDTH-2.0f);
	glTexCoord2f(0.0,1.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS-6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,1.0);
	glVertex3f(1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(1.5*BALL_RADIUS,TABLE_HEIGHT,-TABLE_WIDTH-2.0f);
	glEnd();

	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(1.5*BALL_RADIUS,TABLE_HEIGHT,-TABLE_WIDTH-2.0f);
	glTexCoord2f(0.0,1.0);
	glVertex3f(1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,1.0);	
	glVertex3f(1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-2.0f);
	glEnd();

	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-2.0f);
	glTexCoord2f(0.0,1.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,-TABLE_WIDTH-2.0f);
	glTexCoord2f(1.0,1.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS-6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+2.0f);
	glEnd();		

	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS-6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(0.0,1.0);
	glVertex3f(TABLE_LENGTH-1.5*BALL_RADIUS-6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+2.0f);	
	glTexCoord2f(1.0,1.0);
	glVertex3f(1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,-TABLE_WIDTH+2.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,-TABLE_WIDTH+2.0f);	
	glEnd();
	
//left down
	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT+BALL_RADIUS+2.0f,TABLE_WIDTH+2.0f);
	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS+1.0f,TABLE_WIDTH-2.0f);
	glTexCoord2f(1.0,1.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,TABLE_WIDTH-2.0f);
	glTexCoord2f(1.0,0.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT,TABLE_WIDTH+2.0f);
	glEnd();
	
	glBegin(GL_QUADS);
	glTexCoord2f(0.0,0.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS,TABLE_HEIGHT,TABLE_WIDTH+2.0f);
	glTexCoord2f(0.0,1.0);
	glVertex3f(-TABLE_LENGTH+1.5*BALL_RADIUS+6.0f,TABLE_HEIGHT+BALL_RADIUS-1.0f,TABLE_WIDTH-2.0f);

⌨️ 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 + -