📄 baiscobj.h
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// baiscobj.h: interface for the baiscobj class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_BAISCOBJ_H__6F90C6A0_F5E4_4482_BA6B_136D5C922B31__INCLUDED_)
#define AFX_BAISCOBJ_H__6F90C6A0_F5E4_4482_BA6B_136D5C922B31__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class baiscobj
{
public:
baiscobj();
virtual ~baiscobj();
public:
float g_terrain [MAP_W*MAP_W][3];
GLuint g_index [MAP_W*MAP_W* 2];
float g_texcoord [MAP_W*MAP_W][2];
void InitTerrain(float h);
void DrawSand();
float GetHeight(float x, float z);
float g_eye [3];
float g_look[3];
float rad_xz;
float g_Angle;
float g_elev;
BOOL DisplayScene();
UINT g_cactus[16];
BITMAPINFOHEADER g_bit;
unsigned char *g_imageData;
void CreateSkyBox(int a,int wi,int he,int le);
void texture(UINT textur);
void light0();
void picter(float x,float y,float z);
bool LoadT8(char *filename, GLuint &texture);
void LoadT16(char *filename, GLuint &texture);
unsigned char* LoadBit(char *filename, BITMAPINFOHEADER *bitmap);
void ShowTree(float x,float z,float h,float s,int cactus);
void ShowTree0(float x,float z,float h,float s,int cactus);
CLoad3DS* m_3ds;
void load3dobj(char* dir,char* cn,int a);
void Scene(int obj,float x,float h,float z,float r,int re,float size);
};
#endif // !defined(AFX_BAISCOBJ_H__6F90C6A0_F5E4_4482_BA6B_136D5C922B31__INCLUDED_)
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