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📄 paintgl.cc

📁 2007年机器人足球世界杯3D仿真组亚军
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#include "monitorframe.ih"void MonitorFrame::paintGL(wxCommandEvent &event){  d_glCanvas->SetCurrent();    glEnable(GL_BLEND);  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);  //glEnable(GL_LINE_SMOOTH);  //glEnable(GL_POLYGON_SMOOTH);  glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);  glHint(GL_POLYGON_SMOOTH, GL_NICEST);    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);  glShadeModel(GL_SMOOTH);  // Setup perspective and clear screen  wxSize size = d_glCanvas->GetSize();  glViewport(0, 0, size.GetWidth(), size.GetHeight());  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  glMatrixMode(GL_PROJECTION);  glLoadIdentity();  gluPerspective(45.0f, (GLfloat)size.GetWidth() / (GLfloat)size.GetHeight(), 0.1f, 200.0f);  glMatrixMode(GL_MODELVIEW);  glLoadIdentity();  // Setup lighting (the sun)  GLfloat light_ambient[] = {0.7, 0.7, 0.7, 1.0};  GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};  GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};  GLfloat light_position[] = {1.0, 1.0, 1.0, 0.0};    glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);  glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);  glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);  glLightfv(GL_LIGHT0, GL_POSITION, light_position);    glEnable(GL_LIGHTING);  glEnable(GL_LIGHT0);    d_gameModel.lock();  if (d_centerOnBallCheck->IsChecked())  {    d_camLookAt = d_gameModel.getVarVect(GameModel::Ball);    resetCamUp();  }    gluLookAt(d_camPos[0], d_camPos[1], d_camPos[2],                      // Move camera to right position            d_camLookAt[0], d_camLookAt[1], d_camLookAt[2],             // Aim it             d_camUp[0], d_camUp[1], d_camUp[2]);                        // Set what is up    glDisable(GL_DEPTH_TEST);  // Draw Field  drawField();  glEnable(GL_DEPTH_TEST);  // Draw Flags  d_gameObjects[FlagFirst].position = d_gameModel.getVarVect(GameModel::Flag1L);  drawObject(d_gameObjects[FlagFirst]);  d_gameObjects[FlagFirst+1].position = d_gameModel.getVarVect(GameModel::Flag1R);  drawObject(d_gameObjects[FlagFirst+1]);    d_gameObjects[FlagFirst+2].position = d_gameModel.getVarVect(GameModel::Flag2L);  drawObject(d_gameObjects[FlagFirst+2]);    d_gameObjects[FlagFirst+3].position = d_gameModel.getVarVect(GameModel::Flag2R);  drawObject(d_gameObjects[FlagFirst+3]);  // Draw goal posts  d_gameObjects[GoalFirst].position = d_gameModel.getVarVect(GameModel::Goal1L);  drawObject(d_gameObjects[GoalFirst]);  d_gameObjects[GoalFirst+1].position = d_gameModel.getVarVect(GameModel::Goal1R);  drawObject(d_gameObjects[GoalFirst+1]);    d_gameObjects[GoalFirst+2].position = d_gameModel.getVarVect(GameModel::Goal2L);  drawObject(d_gameObjects[GoalFirst+2]);    d_gameObjects[GoalFirst+3].position = d_gameModel.getVarVect(GameModel::Goal2R);  drawObject(d_gameObjects[GoalFirst+3]);  // Draw ball  d_gameObjects[Ball].position = d_gameModel.getVarVect(GameModel::Ball);  d_gameObjects[Ball].scale[0] = d_gameObjects[Ball].scale[1] = d_gameObjects[Ball].scale[2] = d_gameModel.getVarDbl(GameModel::BallRadius);  //d_gameObjects[Ball].position[2] = d_gameObjects[Ball].scale[0];  drawObject(d_gameObjects[Ball]);    // Draw Players  for (unsigned i = TeamOnePlayerFirst; i <= TeamTwoPlayerLast; ++i)  {    unsigned team = i < TeamTwoPlayerFirst ? 0 : 1;    unsigned unum = (i - TeamOnePlayerFirst) % 11;    GameModel::PlayerInfo &pi = d_gameModel.getPlayerInfo(team,unum);        d_gameObjects[i].position = pi.pos;    d_gameObjects[i].scale[0] = d_gameObjects[i].scale[1] = d_gameObjects[i].scale[2] = d_gameModel.getVarDbl(GameModel::AgentRadius);    //    cerr << "AgentRadius: " << d_gameModel.getVarDbl(GameModel::AgentRadius) << std::endl;        drawObject(d_gameObjects[i]);    if (d_playerCheckBoxes[team][unum]->IsChecked())      drawObject(pi.extraGfx, false, false);  }    d_gameModel.unlock();    glFlush();  // Swap the buffers.  d_glCanvas->SwapBuffers();  //  Refresh();}

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