📄 baiscobj.cpp
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// 学程序编游戏系列丛书
// 唐明理 E_mail: cqtmL@163.com
//====================================================================
#include "stdafx.h"
#include "baiscobj.h"
#include "anmobj.h"
#include "../include/BITMAP.H"
#include "mdlobj.h"
extern mdlobj m_mdlobj;
extern GLfloat r;
float gao=1.8f;
extern CString test;
extern anmobj* m_anmobj;
extern HWND hWnd;
extern bool Lbutdown;
int rnshu=0;
//////////////////////////////////////////////////////////////////////
baiscobj::baiscobj()
{ g_eye[0]= MAP;//
g_eye[2]=-MAP;//
g_Angle=0;//
g_elev=-0;//
char appdir[256];
GetCurrentDirectory(256,appdir);
CString dir=appdir;
if(dir.Right(8)!="运行程序")
SetCurrentDirectory("../运行程序");
m_mdlobj.InitGL(0,"data/mdl模型/qian1.mdl");
g_imageData = LoadBit("data/images/Terrain1.bmp",&g_bit);
LoadT8("data/images/sand0.bmp", g_cactus[0]);
LoadT8("data/images/1RBack.bmp",g_cactus[2]);
LoadT8("data/images/1Front.bmp",g_cactus[3]);
LoadT8("data/images/1Top.bmp", g_cactus[4]);
LoadT8("data/images/1Left.bmp", g_cactus[5]);
LoadT8("data/images/1Right.bmp",g_cactus[6]);
LoadT16("data/images/CACTUS0.BMP",g_cactus[11]);
LoadT16("data/images/CACTUS1.BMP",g_cactus[12]);
LoadT16("data/images/CACTUS2.BMP",g_cactus[13]);
LoadT16("data/images/CACTUS3.BMP",g_cactus[14]);
InitTerrain(5);
m_3ds=new CLoad3DS();
load3dobj("data/3ds/","航天发射台.3DS",0);
load3dobj("data/3ds/","直升机0.3ds",1);
load3dobj("data/3ds/","飞机1.3ds",2);
m_anmobj->model[0]=NULL; m_anmobj->model[1]=NULL;
m_anmobj->texture[0]=NULL; m_anmobj->texture[1]=NULL;
m_anmobj->getobj("data/模型/士兵0/");
for(int i=0;i<RNSHU;i++)
{m_anmobj->man[i].qd[0]=MAP+80+rand()%20;
m_anmobj->man[i].qd[1]=MAP-10+i*1;
m_anmobj->man[i].zd[0]=MAP+20-rand()%5;
m_anmobj->man[i].zd[1]=MAP-10+i*1;
m_anmobj->man[i].dz=1;
m_anmobj->man[i].death=0;
}
LoadT16("data/images/explosion.bmp",g_cactus[15]);
isExplosion = true;
explosion=NULL;
Explosion(0,0,0,1,1);
inputSys = new CInputSystem;
bool useDInput =
inputSys->Initialize(hWnd,(HINSTANCE)GetModuleHandle(NULL),
true,IS_USEKEYBOARD|IS_USEMOUSE);
Lbutdown=false;
rocketX=0,rocketZ=0,rocketY=2000;
rad_xz=0;
Expl=0;
srand(100);
for(i=0;i<TREESL;i++)
{objposi[i].x= RAND_COORD((MAP_W-1)*MAP_SCALE);
objposi[i].z= RAND_COORD((MAP_W-1)*MAP_SCALE);
objposi[i].size=5.0f+rand()%5;
objposi[i].h=-objposi[i].size/10;
objposi[i].cactus=rand()%4+11;
}
glEnable(GL_TEXTURE_2D);
}
baiscobj::~baiscobj()
{ for(int i=0;i<16;i++) glDeleteTextures(1, &g_cactus[i]);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void baiscobj::light0()
{ GLfloat light_position[] = {1.0,5.0,1.0,1.0};
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
}
BOOL baiscobj::DisplayScene()
{ float speed=0.5f;
int mouseX, mouseY;
inputSys->Update();
inputSys->GetMouseMovement(mouseX,mouseY);
g_Angle += mouseX*.2f;
g_elev += -mouseY*.2f;
float x=g_eye[0],y=g_eye[2],z=g_eye[2];
if (KEY_DOWN(VK_SHIFT)) speed =speed*2;
if (KEY_DOWN(VK_LEFT)) g_Angle-=speed*2;
if (KEY_DOWN(VK_RIGHT)) g_Angle+=speed*2;
rad_xz = float (3.13149* g_Angle/180.0f);
if (KEY_DOWN(33)) g_elev +=speed;
if (KEY_DOWN(34)) g_elev -=speed;
if (g_elev<-360) g_elev =-360;
if (g_elev> 360) g_elev = 360;
if (KEY_DOWN(VK_UP))
{ g_eye[2]+=(float)sin(rad_xz)*speed;
g_eye[0]+=(float)cos(rad_xz)*speed;
}
if (KEY_DOWN(VK_DOWN))
{ g_eye[2]-=(float)sin(rad_xz)*speed;
g_eye[0]-=(float)cos(rad_xz)*speed;
}
if(g_eye[0]< MAP_SCALE) g_eye[0]= MAP_SCALE;
if(g_eye[0]> (MAP_W-2)*MAP_SCALE) g_eye[0]= (MAP_W-2)*MAP_SCALE;
if(g_eye[2]<-(MAP_W-2)*MAP_SCALE) g_eye[2]=-(MAP_W-2)*MAP_SCALE;
if(g_eye[2]> -MAP_SCALE) g_eye[2]= -MAP_SCALE;
g_eye[1] =GetHeight((float)g_eye[0],(float)g_eye[2])+gao;
g_look[0] = (float)(g_eye[0] +100*cos(rad_xz));
g_look[2] = (float)(g_eye[2] +100*sin(rad_xz));
g_look[1] = g_eye[1] +g_elev;
gluLookAt(g_eye[0],g_eye[1],g_eye[2],
g_look[0],g_look[1],g_look[2],
0.0,1.0,0.0
);
////////////////////////////////////////////////////////////////
int r0=abs((int)g_Angle);
test.Format("[方位=%03d X=%3.0f y=%3.0f 高=%2.1f 俯仰角=%2.0f,re=%03.0f]",
r0%360,g_eye[0],-g_eye[2],g_eye[1],g_elev,r);
r+=1.0f;if(r>360) r=0;
if (KEY_DOWN(' ')||Lbutdown==true)
{rocketX=g_eye[0],rocketZ=g_eye[2];
rocketY=GetHeight(rocketX, rocketZ)+1.6f;
m_mdlobj.fire(1);
fire();
sndPlaySound("data/images/explode1.wav",SND_ASYNC);
}
zangan(x,z);
return TRUE;
}
//==========================================================================
void baiscobj::InitTerrain(float h)
{ int index = 0;
int Vertex;
for (int z = 0; z < MAP_W; z++)
for (int x = 0; x < MAP_W; x++)
{ Vertex = z * MAP_W + x;
g_terrain [Vertex][0] = float(x)*MAP_SCALE;
// g_terrain [Vertex][1] = (float)(g_imageData[(z*MAP_W+x)*3]/3);
g_terrain [Vertex][1] = h + FRAND * h;
g_terrain [Vertex][2] = -float(z)*MAP_SCALE;
g_texcoord[Vertex][0] = (float) x;
g_texcoord[Vertex][1] = (float) z;
g_index [index++] = Vertex;
g_index [index++] = Vertex+ MAP_W;
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer (3,GL_FLOAT,0,g_terrain);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer (2,GL_FLOAT,0,g_texcoord);
}
void baiscobj::DrawSand()
{ glBindTexture(GL_TEXTURE_2D, g_cactus[0]);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
for (int z = 0; z < MAP_W-1; z++)
glDrawElements(GL_TRIANGLE_STRIP,MAP_W*2,GL_UNSIGNED_INT,&g_index[z*MAP_W*2]);
}
float baiscobj::GetHeight(float x, float z)
{ float CameraX = x/MAP_SCALE;
float CameraZ =-z/MAP_SCALE;
int Col0 = int(CameraX);
int Row0 = int(CameraZ);
int Col1 = Col0 + 1;
int Row1 = Row0 + 1;
if (Col1 > MAP_W) Col1 = 0;
if (Row1 > MAP_W) Row1 = 0;
if (Col0 < 0) Col0 = 0;
if (Row0 < 0) Row0 = 0;
if (Col1 < 0) Col1 = 0;
if (Row1 < 0) Row1 = 0;
float h00=g_terrain[Col0 + Row0*MAP_W][1];
float h01=g_terrain[Col1 + Row0*MAP_W][1];
float h11=g_terrain[Col1 + Row1*MAP_W][1];
float h10=g_terrain[Col0 + Row1*MAP_W][1];
float tx =CameraX - int(CameraX);
float ty =CameraZ - int(CameraZ);
float txty = tx * ty;
return h00*(1.0f-ty-tx+txty)
+ h01*(tx-txty)
+ h11*txty
+ h10*(ty-txty);
}
void baiscobj::CreateSkyBox(int a,int wi,int he,int le)
{ float width =MAP*wi;
float height=MAP*he;
float length=MAP*le;
float x = MAP -width /2;
float y = MAP/a-height/2;
float z = -MAP -length/2;
///////////////////////////////////////////////////////////////////////////////
texture(g_cactus[2]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f,0.0f); glVertex3f(x+width,y, z);
glTexCoord2f(1.0f,1.0f); glVertex3f(x+width,y+height,z);
glTexCoord2f(0.0f,1.0f); glVertex3f(x, y+height,z);
glTexCoord2f(0.0f,0.0f); glVertex3f(x, y, z);
glEnd();
texture(g_cactus[3]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f,0.0f); glVertex3f(x, y, z+length);
glTexCoord2f(1.0f,1.0f); glVertex3f(x, y+height,z+length);
glTexCoord2f(0.0f,1.0f); glVertex3f(x+width,y+height,z+length);
glTexCoord2f(0.0f,0.0f); glVertex3f(x+width,y, z+length);
glEnd();
texture(g_cactus[4]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f,1.0f); glVertex3f(x+width,y+height,z);
glTexCoord2f(0.0f,0.0f); glVertex3f(x+width,y+height,z+length);
glTexCoord2f(1.0f,0.0f); glVertex3f(x, y+height,z+length);
glTexCoord2f(1.0f,1.0f); glVertex3f(x, y+height,z);
glEnd();
texture(g_cactus[5]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f,1.0f); glVertex3f(x, y+height,z);
glTexCoord2f(0.0f,1.0f); glVertex3f(x, y+height,z+length);
glTexCoord2f(0.0f,0.0f); glVertex3f(x, y, z+length);
glTexCoord2f(1.0f,0.0f); glVertex3f(x, y, z);
glEnd();
texture(g_cactus[6]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f); glVertex3f(x+width,y, z);
glTexCoord2f(1.0f,0.0f); glVertex3f(x+width,y, z+length);
glTexCoord2f(1.0f,1.0f); glVertex3f(x+width,y+height,z+length);
glTexCoord2f(0.0f,1.0f); glVertex3f(x+width,y+height,z);
glEnd();
}
void baiscobj::texture(UINT textur)
{ glBindTexture (GL_TEXTURE_2D, textur);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
}
void baiscobj::picter(float x,float y,float z)
{y=GetHeight(x,z);
glPushAttrib(GL_CURRENT_BIT);
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glTranslatef(x,y+0.5f,z);
glColor3f(0.0f,1.0f,0.2f);
auxSolidCube(1);
glTranslatef(0.0f,0.8f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
auxSolidBox(.2f,1.3f,.2f);
glPopMatrix();
glPushMatrix();
glTranslatef(x,y+2.5f,z);
glRotatef(r-90,0.0,1.0,0.0);
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