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📄 glserver.cpp

📁 robocup rcssserver 运行防真机器人足球比赛所用的服务器端
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//             glTexCoord2f(1.0, 1.0); glVertex3f(x+deltaX,y+deltaY,height);//             glEnd();//         }//     glPopMatrix();// }//====================================================================================voidGLServer::DrawCircle(const salt::Vector3f& pos, float radius,                     float /*start_angle*/, float /*end_angle*/){    glPushMatrix();    glBegin(GL_LINE_LOOP);    int num_lines = 60;    for(int i =0;i<num_lines;i++)    {        double angle = i*2*M_PI/num_lines;        glVertex3f(pos[0] + radius*cos(angle), pos[1] + radius*sin(angle), pos[2]);    }    glEnd();    glPopMatrix();}voidGLServer::DrawArbitraryLine(const salt::Vector3f& startPos, const salt::Vector3f& endPos){    glPushMatrix();    glBegin(GL_LINES);    glVertex3f(startPos[0],startPos[1],startPos[2]);    glVertex3f(endPos[0], endPos[1],endPos[2]);    glEnd();    glPopMatrix();}//------------------------drawWireBox-------------------------------------//// draws a wireframbox with given dimensions to position 'boxPos'//-----------------------------------------------------------------------void GLServer::DrawWireBox(Vector3f boxPos, Vector3f sz){    glPushMatrix();    glTranslatef(boxPos[0],boxPos[1], boxPos[2]);    // ground plane    glBegin(GL_LINE_LOOP);    glVertex3f(0    ,0,0);    glVertex3f(sz[0],0,0);    glVertex3f(sz[0],0,sz[2]);    glVertex3f(0    ,0,sz[2]);    glEnd();    // top plane    glBegin(GL_LINE_LOOP);    glVertex3f(0    ,sz[1],0);    glVertex3f(sz[0],sz[1],0);    glVertex3f(sz[0],sz[1],sz[2]);    glVertex3f(0    ,sz[1],sz[2]);    glEnd();    // sides    glBegin(GL_LINES);    glVertex3f(0    ,0,0);    glVertex3f(0    ,sz[1],0);    glEnd();    glBegin(GL_LINES);    glVertex3f(sz[0],0,0);    glVertex3f(sz[0],sz[1],0);    glEnd();    glBegin(GL_LINES);    glVertex3f(sz[0],0,sz[2]);    glVertex3f(sz[0],sz[1],sz[2]);    glEnd();    glBegin(GL_LINES);    glVertex3f(0    ,0,sz[2]);    glVertex3f(0    ,sz[1],sz[2]);    glEnd();    glPopMatrix();}//------------------------drawGoal-------------------------------------//// draws a goal with given dimensions to position 'goalPos'//-----------------------------------------------------------------------void GLServer::DrawGoal(Vector3f goalPos, Vector3f sz, float barRadius){    GLUquadricObj *cyl;    cyl = gluNewQuadric();    glPushMatrix();    glTranslatef(goalPos[0]-gSign(goalPos[0])*barRadius, goalPos[1], goalPos[2]);    // draw goal sides as cylinders    glPushMatrix();    glTranslatef(0, 0, sz[2] + barRadius);    glRotatef(-90.0f, 1,0,0);    gluCylinder(cyl,barRadius,barRadius,sz[1],15,15);    glPopMatrix();    glPushMatrix();    glTranslatef(0, sz[1] + barRadius, 0);    gluCylinder(cyl,barRadius,barRadius,sz[2],15,15);    glPopMatrix();    glPushMatrix();    glTranslatef(0, -barRadius, 0);    gluCylinder(cyl,barRadius,barRadius,sz[2],15,15);    glPopMatrix();    glPopMatrix();    gluDeleteQuadric(cyl);}//------------------------drawSphere-------------------------------------//// draws a solid sphere with given radius to position 'spherePos'//-----------------------------------------------------------------------void GLServer::DrawSphere(Vector3f spherePos,float radius, int res, bool wireframe){    glLineWidth(2);    glPushMatrix();    glTranslatef(spherePos[0],spherePos[1], spherePos[2]);    //if(!mWireframe)    if(!wireframe){        glutSolidSphere(radius, res, res); // WAS res    }else{        glutWireSphere(radius, 8, 8); //WAS res    }    glPopMatrix();    glLineWidth(1);}//-----------------------DrawShadowOfSphere------------------------------//// draws the shadow of a sphere with given radius by scaling its size onto// the ground (no y component)//-----------------------------------------------------------------------void GLServer::DrawShadowOfSphere(Vector3f spherePos,float radius){    // distance between ground and shadows    const float delta = 0.001f;    glPushMatrix();    glColor3f(0.0f, 0.0f, 0.0f);    glTranslatef(spherePos[0], spherePos[1],delta);    glScalef(1.0f, 1.0f, 0.0f);    glutSolidSphere(radius, 10, 10);    glPopMatrix();}//-----------------------------------------------------------------------------// work in n progress//-----------------------------------------------------------------------------// quick and dirty bitmap loader...for 24 bit bitmaps with 1 plane only.// See http://www.dcs.ed.ac.uk/~mxr/gfx/2d/BMP.txt for more info.// if mesa ever gets glaux, let me know.boolGLServer::BMPImageLoad(const char *filename, Image *image) {    FILE *file;    unsigned long size;                 // size of the image in bytes.    unsigned long i;                    // standard counter.    unsigned short int planes;          // number of planes in image (must be 1)    unsigned short int bpp;             // number of bits per pixel (must be 24)    char temp;                          // used to convert bgr to rgb color.    // make sure the file is there.    if ((file = fopen(filename, "rb"))==NULL)    {	printf("File Not Found : %s\n",filename);        printf("\nIf you don't have the texture files, please download them at\n");        printf("http://www.uni-koblenz.de/~murray/robocup/rcssmonitor-lite-textures.tgz\n");        printf("and unpack them to your $HOME/.rcssserver3d directory.\n\n");	return 0;    }    // seek through the bmp header, up to the width/height:    fseek(file, 18, SEEK_CUR);    // read the width    if ((i = fread(&image->sizeX, 4, 1, file)) != 1) {	printf("Error reading width from %s.\n", filename);	return 0;    }    // read the height    if ((i = fread(&image->sizeY, 4, 1, file)) != 1) {	printf("Error reading height from %s.\n", filename);	return 0;    }    // calculate the size (assuming 24 bits or 3 bytes per pixel).    size = image->sizeX * image->sizeY * 3;    // read the planes    if ((fread(&planes, 2, 1, file)) != 1) {	printf("Error reading planes from %s.\n", filename);	return 0;    }    if (planes != 1) {	printf("Planes from %s is not 1: %u\n", filename, planes);	return 0;    }    // read the bpp    if ((i = fread(&bpp, 2, 1, file)) != 1) {	printf("Error reading bpp from %s.\n", filename);	return 0;    }    if (bpp != 24) {	printf("Bpp from %s is not 24: %u\n", filename, bpp);	return 0;    }    // seek past the rest of the bitmap header.    fseek(file, 24, SEEK_CUR);    // read the data.    image->data = (char *) malloc(size);    if (image->data == NULL) {	printf("Error allocating memory for color-corrected image data");	return 0;    }    if ((i = fread(image->data, size, 1, file)) != 1) {	printf("Error reading image data from %s.\n", filename);	return 0;    }    for (i=0;i<size;i+=3) { // reverse all of the colors. (bgr -> rgb)	temp = image->data[i];	image->data[i] = image->data[i+2];	image->data[i+2] = temp;    }    // we're done.    return 1;}// Load Bitmaps And Convert To TexturesGLvoidGLServer::InitTexture(const string &tFile){    // Load Texture    Image *image1;    string pkgname("." PACKAGE_NAME);    string path = string(getenv("HOME")) + "/" + pkgname + "/";    // allocate space for texture    image1 = (Image *) malloc(sizeof(Image));    if (image1 == NULL) {	printf("Error allocating space for image");	exit(0);    }    if (!BMPImageLoad((path + string("grass.bmp")).c_str(), image1)) {        exit(1);    }	// Load skymap    Image *skytex[6];    // allocate space for texture    for(int i = 0; i < 6 ; i++)	{		skytex[i] = (Image *) malloc(sizeof(Image));    	if (skytex[i] == NULL) {		printf("Error allocating space for image");		exit(0);    	}	}    if (!BMPImageLoad((path + string("bottom.bmp")).c_str(), skytex[0]) ||	!BMPImageLoad((path + string("top.bmp")).c_str(), skytex[1])    ||	!BMPImageLoad((path + string("left.bmp")).c_str(), skytex[2])   ||	!BMPImageLoad((path + string("right.bmp")).c_str(), skytex[3])  ||	!BMPImageLoad((path + string("front.bmp")).c_str(), skytex[4])  ||	!BMPImageLoad((path + string("back.bmp")).c_str(), skytex[5]))    {       	exit(1);    }    // Create Textures    glGenTextures(7, &mTexNames[0]);    // texture 1 (poor quality scaling)    glBindTexture(GL_TEXTURE_2D, mTexNames[0]);   // 2d texture (x and y size)    // cheap scaling when image bigger than texture    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_NEAREST);    // cheap scaling when image smalled than texture    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);    glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);    gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image1->sizeX, image1->sizeY, GL_RGB, GL_UNSIGNED_BYTE, image1->data);	for(int i = 0; i < 6; i++)	{            // texture 2 (mipmapped scaling)            glBindTexture(GL_TEXTURE_2D, mTexNames[i+1]);   // 2d texture (x and y size)            // scale linearly when image bigger than texture            //glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_NEAREST);            //glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);            glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);            //glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);            // scale linearly + mipmap when image smalled than texture            glTexImage2D(GL_TEXTURE_2D, 0, 3, skytex[i]->sizeX, skytex[i]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, skytex[i]->data);            // 2d texture, 3 colors, width, height, RGB in that order, byte data, and the data.            gluBuild2DMipmaps(GL_TEXTURE_2D, 3, skytex[i]->sizeX, skytex[i]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, skytex[i]->data);	}}voidGLServer::DrawSkyBackground(float x, float y, float z, float width, float height, float length){	x = x - width  / 2;	y = y - height / 2;	z = z - length / 2;	glDisable(GL_LIGHTING);        glDisable(GL_DEPTH_TEST);	glDepthMask(GL_FALSE);	glBindTexture(GL_TEXTURE_2D, mTexNames[1]);	glBegin(GL_TRIANGLE_STRIP);		glTexCoord2f(0.0f, 0.0f); glVertex3f(x,y,z);		glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y,z);		glTexCoord2f(0.0f, 1.0f); glVertex3f(x,y + height, z);		glTexCoord2f(1.0f, 1.0f); glVertex3f(x + width, y + height, z);	glEnd();	glBindTexture(GL_TEXTURE_2D, mTexNames[2]);	glBegin(GL_TRIANGLE_STRIP);		glTexCoord2f(1.0f, 1.0f); glVertex3f(x,y,z + length);		glTexCoord2f(0.0f, 1.0f); glVertex3f(x,y + height, z + length);		glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y, z + length);		glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y + height, z + length);	glEnd();	glBindTexture(GL_TEXTURE_2D, mTexNames[3]);	glBegin(GL_TRIANGLE_STRIP);		glTexCoord2f(1.0f, 0.0f); glVertex3f(x,y,z);		glTexCoord2f(1.0f, 1.0f); glVertex3f(x,y,       z + length);		glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y,z);		glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y,z + length);	glEnd();	glBindTexture(GL_TEXTURE_2D, mTexNames[4]);	glBegin(GL_TRIANGLE_STRIP);	glTexCoord2f(0.0f, 0.0f); glVertex3f(x,y + height,z);		glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y + height, z);		glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + height, z + length);		glTexCoord2f(1.0f, 1.0f); glVertex3f(x + width, y + height, z + length);	glEnd();	glBindTexture(GL_TEXTURE_2D, mTexNames[5]);	glBegin(GL_TRIANGLE_STRIP);		glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z);		glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y + height, z);		glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y, z + length);		glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z + length);	glEnd();	glBindTexture(GL_TEXTURE_2D, mTexNames[6]);	glBegin(GL_TRIANGLE_STRIP);		glTexCoord2f(1.0f, -1.0f); glVertex3f(x + width, y, z);		glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y, z + length);		glTexCoord2f(0.0f, -1.0f); glVertex3f(x + width, y + height, z);		glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y + height, z + length);	glEnd();	glDepthMask(GL_TRUE);	glEnable(GL_DEPTH_TEST);	glEnable(GL_LIGHTING);	glBindTexture(GL_TEXTURE_2D, mTexNames[0]);}

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