📄 main.h
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#ifndef _MAIN_H
#define _MAIN_H
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "glaux.lib")
#include <windows.h>
#include <windowsx.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>
#include <fstream>
#include <vector>
#include <crtdbg.h>
using namespace std;
#define MAXTEXTURE 100
//////////////////////////////////////
//The tVector3 Struct
//////////////////////////////////////
typedef struct tVector3 // expanded 3D vector struct
{
tVector3() {} // constructor
tVector3 (float new_x, float new_y, float new_z) // initialize constructor
{x = new_x; y = new_y; z = new_z;}
// overload + operator so that we easier can add vectors
tVector3 operator+(tVector3 vVector) {return tVector3(vVector.x+x, vVector.y+y, vVector.z+z);}
// overload - operator that we easier can subtract vectors
tVector3 operator-(tVector3 vVector) {return tVector3(x-vVector.x, y-vVector.y, z-vVector.z);}
// overload * operator that we easier can multiply by scalars
tVector3 operator*(float number) {return tVector3(x*number, y*number, z*number);}
// overload / operator that we easier can divide by a scalar
tVector3 operator/(float number) {return tVector3(x/number, y/number, z/number);}
float x, y, z; // 3D vector coordinates
}tVector3;
//////////////////////////////////////
//The tVector2 Struct
//////////////////////////////////////
struct tVector2
{
float x, y; // 2D vector coordinates
};
//////////////////////////////////////
//The Global Variables
//////////////////////////////////////
extern HDC hDC; // Device Context
extern HGLRC hRC; // Permanent Rendering Context
extern HWND hWnd; // Holds Our Window Handle
extern HINSTANCE hInstance; // Holds The Instance Of The Application
#endif
//Ronny Andr
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