📄 billiardsplayview.cpp
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 + -