📄 bsipic.cpp
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// bsipic.cpp: implementation of the bsipic class.
//程序设计:唐明理 2005.2
//E_mail cqtml@163.com
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "bsipic.h"
GLfloat r=0;
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
bsipic::bsipic()
{ g_text = gluNewQuadric();
LoadT8("aa.BMP",g_cactus[0]);
LoadT8("bb.BMP",g_cactus[1]);
}
bsipic::~bsipic()
{
}
void bsipic::light0(float x,float y,float z,float a)
{ GLfloat light_position[] = {x,y,z,a};
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
}
void bsipic::airplane(float x,float y,float z)
{ glPushMatrix();
glTranslatef(x,y,z);
glRotatef(-r, 0.0, 1.0, 0.0);
glTranslatef(30,0,0);
glRotatef(30, 0.0, 0.0, 1.0);
//=============================================
glPushMatrix();//
glRotatef(-r*30, 0.0, 0.0, 1.0);
glColor3f(0.0, 0.0, 1.0);
Box(1.0f,0.1f,0.02f);
glPopMatrix();
glColor3f(1.0, 1.0, 1.0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, g_cactus[1]);
glTranslatef(0.0f,0.0f,-0.5f);
gluSphere(g_text, 0.4f, 8, 8);
//=============================================
glTranslatef(0.0f,-0.0f,-2);
gluCylinder(g_text,0.4,0.4,2.0,8,4);
//=====================================================
glRotatef(-180, 1.0, 0.0, 0.0);
glTranslatef(0.0f,-0.0f,0.0f);
gluCylinder(g_text,0.4,0.1,1.5,8,4);
//======================================================
glBindTexture(GL_TEXTURE_2D, g_cactus[0]);//
glTranslatef(0.0f,-0.8f,1.2f);
Box(1.0,0.05f,0.3f);
glTranslatef(0.0f,0.1f,0.0f);
Box(0.05f,0.6f,0.30f);
//======================================================
glTranslatef(0.0f,0.7f,-1.9f);
Box(3,0.05f,0.5f);
//======================================================
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}
void bsipic::Box(float x,float y,float z)
{ glPushMatrix();
glScalef(x,y,z);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);// 前
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 后
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);// 上
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 下
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);// 左
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 右
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}
void bsipic::picter(float x,float y,float z)
{glPushAttrib(GL_CURRENT_BIT);
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);
//=======================================
glColor3f(1.0f,1.0f,1.0f);
glRotatef(45, 1.0, 0.0, 0.0);
auxWireCone(1.5,0.6f);
//=======================================
glRotatef(180, 1.0, 0.0, 0.0);
glTranslatef(0.0f,0.0f,-0.7f);
auxWireCone(0.2f,2.0f);
glColor3f(FRAND,0,0);
glTranslatef(0.0f,0.0f,2.0f);
auxSolidSphere(0.1f);
glPopMatrix();
glPushMatrix();
glTranslatef(x,y+10.0f,z);
glRotatef(r, 0.0, 1.0, 0.0);
glTranslatef(15,0,0);
//=============================================
glColor3f(1.0f,0.0f,0.0f);
glRotatef(180, 0.0, 1.0, 0.0);
auxSolidCone(.2,0.6);
//=============================================
glColor3f(1.0f,1.0f,1.0f);
glRotatef(90, 1.0, 0.0, 0.0);
glTranslatef(0.0f,-1.0f,0);
auxSolidCylinder(.2f,1);
glRotatef(-270, 1.0, 0.0, 0.0);
glColor3f(FRAND+.6f,0.2f,0.0f);
glTranslatef(0.0f,-0.0f,-0.2f);
auxSolidCone(.2,1.5);
glPopMatrix();
glPopAttrib();
r+=0.5f;if(r>360) r=0;
}
bool bsipic::LoadT8(char *filename, GLuint &texture)
{ AUX_RGBImageRec *pImage = NULL;
pImage = auxDIBImageLoad(filename);
if(pImage == NULL) return false;
glGenTextures(1, &texture);
glBindTexture (GL_TEXTURE_2D,texture);
gluBuild2DMipmaps(GL_TEXTURE_2D,4, pImage->sizeX,
pImage->sizeY,GL_RGB, GL_UNSIGNED_BYTE,pImage->data);
free(pImage->data);
free(pImage);
return true;
}
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