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📄 cloading.h

📁 Ion Team Lord Of The Rings Demo 模拟指环王的3D游戏 VS.NET编译 里面提供高级渲染算法
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///////////////////////////////////////////////////////////////////////////////////////
//	The Loading Pics
/////////////////////////////////////////////////////////////////////////////////

class CLoading
{
public:
	void Init(HDC hDC);		//start
	void Draw(int part);	//draw 1-x
	void RestoreMatrix();	//call this after in the end of use
	~CLoading() { glDeleteTextures(5,Logos); };
private:
	GLuint Logos[5];
	HDC hDC;
}Loading;

/////////////////////////////////////////////////////////////////////////////////////

void CLoading::Init(HDC hDC)
{
	this->hDC=hDC;

	glClear(GL_COLOR_BUFFER_BIT);
	SwapBuffers(this->hDC);
	//load the textures
	Logos[0]=LoadTexture("Data/Images/Shire.jpg ",CT_FIND,CT_LINEAR);
	Logos[1]=LoadTexture("Data/Images/Bilbos.jpg",CT_FIND,CT_LINEAR);
	Logos[2]=LoadTexture("Data/Images/Mordor.jpg",CT_FIND,CT_LINEAR);
	Logos[3]=LoadTexture("Data/Images/Castle.jpg",CT_FIND,CT_LINEAR);
	Logos[4]=LoadTexture("Data/Images/Bezier.jpg",CT_FIND,CT_LINEAR);

	//set up an orthogonal projection
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();

	glOrtho(0,480,640,0,0,2);
	
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
};

///////////////////////////////////////////////////////////

void CLoading::Draw(int part)
{

	float alpha=0.0f;

	glMatrixMode(GL_PROJECTION);

	glLoadIdentity();

	glOrtho(0,640,480,0,0,2);
	
	glMatrixMode(GL_MODELVIEW);


while(alpha<=1)
{
	glClear(GL_COLOR_BUFFER_BIT);

	glLoadIdentity();

	if(part>=1)
	{
		if(part==1)glColor3f(alpha,alpha,alpha);
		else glColor3f(1,1,1);


		Bind(Logos[0]);
		glBegin(GL_QUADS);
		// Front Face
		glTexCoord2f(0.0f, 0.0f); glVertex3f(80, 200,  -1.0f);	// Bottom Left Of The Texture and Quad
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 240, 200,  -1.0f);	// Bottom Right Of The Texture and Quad
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 240,  40,  -1.0f);	// Top Right Of The Texture and Quad
		glTexCoord2f(0.0f, 1.0f); glVertex3f(80,  40,  -1.0f);	// Top Left Of The Texture and Quad
		glEnd();

	}



	glTranslatef(320,0,0);


	if(part>=2)
	{
		if(part==2)glColor3f(alpha,alpha,alpha);
		else glColor3f(1,1,1);

		Bind(Logos[1]);
		glBegin(GL_QUADS);
		// Front Face
		glTexCoord2f(0.0f, 0.0f); glVertex3f(80, 200,  -1.0f);	// Bottom Left Of The Texture and Quad
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 240, 200,  -1.0f);	// Bottom Right Of The Texture and Quad
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 240,  40,  -1.0f);	// Top Right Of The Texture and Quad
		glTexCoord2f(0.0f, 1.0f); glVertex3f(80,  40,  -1.0f);	// Top Left Of The Texture and Quad
		glEnd();

	}


	glTranslatef(0,240,0);


	if(part>=4)
	{
		if(part==4)glColor3f(alpha,alpha,alpha);
		else glColor3f(1,1,1);

		Bind(Logos[3]);
		glBegin(GL_QUADS);
		// Front Face
		glTexCoord2f(0.0f, 0.0f); glVertex3f(80, 200,  -1.0f);	// Bottom Left Of The Texture and Quad
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 240, 200,  -1.0f);	// Bottom Right Of The Texture and Quad
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 240,  40,  -1.0f);	// Top Right Of The Texture and Quad
		glTexCoord2f(0.0f, 1.0f); glVertex3f(80,  40,  -1.0f);	// Top Left Of The Texture and Quad
		glEnd();

	}



	glTranslatef(-320,0,0);


	if(part>=3)
	{
		if(part==3)glColor3f(alpha,alpha,alpha);
		else glColor3f(1,1,1);

		Bind(Logos[2]);
		glBegin(GL_QUADS);
		// Front Face
		glTexCoord2f(0.0f, 0.0f); glVertex3f(80, 200,  -1.0f);	// Bottom Left Of The Texture and Quad
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 240, 200,  -1.0f);	// Bottom Right Of The Texture and Quad
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 240,  40,  -1.0f);	// Top Right Of The Texture and Quad
		glTexCoord2f(0.0f, 1.0f); glVertex3f(80,  40,  -1.0f);	// Top Left Of The Texture and Quad
		glEnd();

	}

	glTranslatef(160,-120,0);

	if(part>=5)
	{
		if(part==5)glColor3f(alpha,alpha,alpha);
		else glColor3f(1,1,1);

		Bind(Logos[4]);
		glBegin(GL_QUADS);
		// Front Face
		glTexCoord2f(0.0f, 0.0f); glVertex3f(80, 200,  -1.0f);	// Bottom Left Of The Texture and Quad
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 240, 200,  -1.0f);	// Bottom Right Of The Texture and Quad
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 240,  40,  -1.0f);	// Top Right Of The Texture and Quad
		glTexCoord2f(0.0f, 1.0f); glVertex3f(80,  40,  -1.0f);	// Top Left Of The Texture and Quad
		glEnd();
	}


	alpha+=0.01f;
	SwapBuffers(this->hDC);
	Sleep(10);	//wait a little 
}

}

/////////////////////////////////////////////////////////////////////////////////////

void CLoading::RestoreMatrix()
{
	glMatrixMode(GL_PROJECTION);
	//glLoadIdentity();
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();	
}







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