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📄 chess.c

📁 嵌入式GUI OpenGL源代码。OpenGL是嵌入式开发中常用的一种GUI系统。
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/*
 * chess.c - part of the chess demo in the glut distribution.
 *
 * (C) Henk Kok (kok@wins.uva.nl)
 *
 * This file can be freely copied, changed, redistributed, etc. as long as
 * this copyright notice stays intact.
 */

#include <stdlib.h>
#include <stdio.h>
#include <GL/glut.h>
#include <math.h>
#include "chess.h"

#if 0
/* Uncomment to debug various scenarios. */
#undef GL_VERSION_1_1
#undef GL_EXT_texture_object
#undef GL_EXT_texture
#endif

#ifndef GL_VERSION_1_1

#if defined(GL_EXT_texture_object) && defined(GL_EXT_texture)
#define glGenTextures glGenTexturesEXT
#define glBindTexture glBindTextureEXT
#else
#define USE_DISPLAY_LISTS
#endif

#endif

/* Some <math.h> files do not define M_PI... */
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif

int texturing = 0;
int reflection = 0;
int chaos = 0;
int chaosPieces = 0;
int animating = 1;
static GLuint texName[3];

extern int path[10][10], piece, piece2;

extern GLfloat CX1, CY1, CX2, CY2, CZ2;

#define WIT	0
#define ZWART	16

int board[10][10];

GLubyte white_square[TXSX][TXSY][3];
GLubyte black_square[TXSX][TXSY][3];
GLubyte wood[TXSX][TXSY][3];

extern GLfloat lightpos[];

GLfloat buf[256], phase;
GLfloat transl[48];
int list[48];

GLfloat width[144], height[144];
GLfloat bwidth, bheight;

int cycle[10][10], cyclem, cycle2;
int stunt[10][10], stuntm, stunt2;

GLfloat blackamb[4] = { 0.2, 0.1, 0.1, 0.5 };
GLfloat blackdif[4] = { 0.2, 0.1, 0.0, 0.5 };
GLfloat blackspec[4] = { 0.5, 0.5, 0.5, 0.5 };

GLfloat whiteamb[4] = { 0.7, 0.7, 0.4, 0.5 };
GLfloat whitedif[4] = { 0.8, 0.7, 0.4, 0.5 };
GLfloat whitespec[4] = { 0.8, 0.7, 0.4, 0.5 };

GLfloat copperamb[4] = { 0.24, 0.2, 0.07, 1.0 };
GLfloat copperdif[4] = { 0.75, 0.61, 0.22, 1.0 };
GLfloat copperspec[4] = { 0.32, 0.25, 0.17, 1.0 };

GLfloat darkamb[4] = { 0.10, 0.10, 0.10, 1.0 };
GLfloat darkdif[4] = { 0.6, 0.6, 0.6, 1.0 };
GLfloat darkspec[4] = { 0.25, 0.25, 0.25, 1.0 };

GLdouble ClipPlane[4] = { 0.0, 1.0, 0.0, 0.0 };

void white_texture(void)
{
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, whitedif);
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, whiteamb);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, whitespec);
    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 40.0);
}

void black_texture(void)
{
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, blackdif);
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, blackamb);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blackspec);
    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 40.0);
}

void copper_texture(void)
{
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, copperdif);
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, copperamb);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, copperspec);
    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 40.0);
}

void dark_texture(void)
{
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, darkdif);
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, darkamb);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, darkspec);
    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 40.0);
}

void border_texture(void)
{
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, copperdif);
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, copperamb);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, copperspec);
    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 90.0);
}

void init_textures(void)
{
#if !defined(USE_DISPLAY_LISTS)
    glGenTextures(3, texName);
#else
    texName[0] = 1000;
    texName[1] = 1001;
    texName[2] = 1002;
#endif
    GenerateTextures();
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

#if !defined(USE_DISPLAY_LISTS)
    glBindTexture(GL_TEXTURE_2D, texName[0]);
#else
    glNewList(texName[0], GL_COMPILE);
#endif
    glTexImage2D(GL_TEXTURE_2D, 0, 3, TXSX, TXSY, 0, GL_RGB,
	GL_UNSIGNED_BYTE, &wood[0][0][0]);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
#if defined(USE_DISPLAY_LISTS)
    glEndList();
#endif

#if !defined(USE_DISPLAY_LISTS)
    glBindTexture(GL_TEXTURE_2D, texName[1]);
#else
    glNewList(texName[1], GL_COMPILE);
#endif
    glTexImage2D(GL_TEXTURE_2D, 0, 3, TXSX, TXSY, 0, GL_RGB,
	GL_UNSIGNED_BYTE, &white_square[0][0][0]);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
#if defined(USE_DISPLAY_LISTS)
    glEndList();
#endif

#if !defined(USE_DISPLAY_LISTS)
    glBindTexture(GL_TEXTURE_2D, texName[2]);
#else
    glNewList(texName[2], GL_COMPILE);
#endif
    glTexImage2D(GL_TEXTURE_2D, 0, 3, TXSX, TXSY, 0, GL_RGB,
	GL_UNSIGNED_BYTE, &black_square[0][0][0]);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
#if defined(USE_DISPLAY_LISTS)
    glEndList();
#endif
}

void do_border(void)
{
    glPushMatrix();
    glTranslatef(-0.5, 0.0, -0.5);
    if (texturing)
    {
#if !defined(USE_DISPLAY_LISTS)
	glBindTexture(GL_TEXTURE_2D, texName[0]);
#else
        glCallList(texName[0]);
#endif
	glEnable(GL_TEXTURE_2D);
    } else
	border_texture();

    glBegin(GL_QUADS);
    glNormal3f(0.0, 1.0, 0.0);
    glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 0.08, 0.0);
    glTexCoord2f(0.6, 0.0); glVertex3f(8.0, 0.08, 0.0);
    glTexCoord2f(0.6, 0.6); glVertex3f(8.5, 0.08, -0.5);
    glTexCoord2f(0.0, 0.6); glVertex3f(-0.5, 0.08, -0.5);

    glTexCoord2f(0.0, 0.0); glVertex3f(8.0, 0.08, 0.0);
    glTexCoord2f(0.6, 0.0); glVertex3f(8.0, 0.08, 8.0);
    glTexCoord2f(0.6, 0.6); glVertex3f(8.5, 0.08, 8.5);
    glTexCoord2f(0.0, 0.6); glVertex3f(8.5, 0.08, -0.5);

    glTexCoord2f(0.0, 0.0); glVertex3f(8.0, 0.08, 8.0);
    glTexCoord2f(0.6, 0.0); glVertex3f(0.0, 0.08, 8.0);
    glTexCoord2f(0.6, 0.6); glVertex3f(-0.5, 0.08, 8.5);
    glTexCoord2f(0.0, 0.6); glVertex3f(8.5, 0.08, 8.5);

    glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 0.08, 8.0);
    glTexCoord2f(0.6, 0.0); glVertex3f(0.0, 0.08, 0.0);
    glTexCoord2f(0.6, 0.6); glVertex3f(-0.5, 0.08, -0.5);
    glTexCoord2f(0.0, 0.6); glVertex3f(-0.5, 0.08, 8.5);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(0.0, 0.0, 1.0);
    glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 0.08, 0.0);
    glTexCoord2f(0.6, 0.0); glVertex3f(8.0, 0.08, 0.0);
    glTexCoord2f(0.6, 0.6); glVertex3f(8.0, -0.08, 0.0);
    glTexCoord2f(0.0, 0.6); glVertex3f(0.0, -0.08, 0.0);

    glNormal3f(0.0, 1.0, 0.0);
    glTexCoord2f(0.0, 0.0); glVertex3f(8.0, 0.08, 0.0);
    glTexCoord2f(0.6, 0.0); glVertex3f(8.0, 0.08, 8.0);
    glTexCoord2f(0.6, 0.6); glVertex3f(8.0, -0.08, 8.0);
    glTexCoord2f(0.0, 0.6); glVertex3f(8.0, -0.08, 0.0);

    glNormal3f(0.0, 0.0, 1.0);
    glTexCoord2f(0.0, 0.0); glVertex3f(8.0, 0.08, 8.0);
    glTexCoord2f(0.6, 0.0); glVertex3f(0.0, 0.08, 8.0);
    glTexCoord2f(0.6, 0.6); glVertex3f(0.0, -0.08, 8.0);
    glTexCoord2f(0.0, 0.6); glVertex3f(8.0, -0.08, 8.0);

    glNormal3f(0.0, 1.0, 0.0);
    glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 0.08, 8.0);
    glTexCoord2f(0.6, 0.0); glVertex3f(0.0, 0.08, 0.0);
    glTexCoord2f(0.6, 0.6); glVertex3f(0.0, -0.08, 0.0);
    glTexCoord2f(0.0, 0.6); glVertex3f(0.0, -0.08, 8.0);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(0.0, 0.0, 1.0);
    glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, 0.08, -0.5);
    glTexCoord2f(0.6, 0.0); glVertex3f(8.5, 0.08, -0.5);
    glTexCoord2f(0.6, 0.6); glVertex3f(8.5, -0.08, -0.5);
    glTexCoord2f(0.0, 0.6); glVertex3f(-0.5, -0.08, -0.5);

    glNormal3f(0.0, 1.0, 0.0);
    glTexCoord2f(0.0, 0.0); glVertex3f(8.5, 0.08, -0.5);
    glTexCoord2f(0.6, 0.0); glVertex3f(8.5, 0.08, 8.5);
    glTexCoord2f(0.6, 0.6); glVertex3f(8.5, -0.08, 8.5);
    glTexCoord2f(0.0, 0.6); glVertex3f(8.5, -0.08, -0.5);

    glNormal3f(0.0, 0.0, 1.0);
    glTexCoord2f(0.0, 0.0); glVertex3f(8.5, 0.08, 8.5);
    glTexCoord2f(0.6, 0.0); glVertex3f(-0.5, 0.08, 8.5);
    glTexCoord2f(0.6, 0.6); glVertex3f(-0.5, -0.08, 8.5);
    glTexCoord2f(0.0, 0.6); glVertex3f(8.5, -0.08, 8.5);

    glNormal3f(0.0, 1.0, 0.0);
    glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, 0.08, 8.5);
    glTexCoord2f(0.6, 0.0); glVertex3f(-0.5, 0.08, -0.5);
    glTexCoord2f(0.6, 0.6); glVertex3f(-0.5, -0.08, -0.5);
    glTexCoord2f(0.0, 0.6); glVertex3f(-0.5, -0.08, 8.5);
    glEnd();

    if (texturing)
	glDisable(GL_TEXTURE_2D);

    glPopMatrix();
}

void do_vlakje(void)
{
    glColor4f(1.0, 1.0, 1.0, 1.0);
    glDisable(GL_LIGHTING);
    glPushMatrix();
    glTranslatef(-0.5, 0.0, -0.5);
    glBegin(GL_QUADS);
    glVertex3f(0.0, 0.0, 0.0);
    glVertex3f(8.0, 0.0, 0.0);
    glVertex3f(8.0, 0.0, 8.0);
    glVertex3f(0.0, 0.0, 8.0);
    glEnd();
    glPopMatrix();
    glEnable(GL_LIGHTING);
}

void do_board(void)
{
    int x,y;

    glPushMatrix();
    glTranslatef(-0.5, 0.0, -0.5);
    white_texture();
    if (texturing)
    {
#if !defined(USE_DISPLAY_LISTS)
	glBindTexture(GL_TEXTURE_2D, texName[1]);
#else
        glCallList(texName[1]);
#endif
	glEnable(GL_TEXTURE_2D);
    }

    glBegin(GL_QUADS);
    glNormal3f(0.0, 1.0, 0.0);
    for (x=0;x<8;x++)
    {
	for (y=x%2;y<8;y+=2)
	{
	    glTexCoord2f(0.2*x, 0.2*y); glVertex3f(x, 0, y);
	    glTexCoord2f(0.17+0.2*x, 0.2*y); glVertex3f(x+1, 0, y);
	    glTexCoord2f(0.17+0.2*x, 0.17+0.2*y); glVertex3f(x+1, 0, y+1);
	    glTexCoord2f(0.2*x, 0.17+0.2*y); glVertex3f(x, 0, y+1);
	}
    }
    glEnd();
    if (texturing)
    {
	glDisable(GL_TEXTURE_2D);

#if !defined(USE_DISPLAY_LISTS)
	glBindTexture(GL_TEXTURE_2D, texName[2]);
#else
        glCallList(texName[2]);
#endif
	glEnable(GL_TEXTURE_2D);
    } else
	black_texture();

    glBegin(GL_QUADS);
    glNormal3f(0.0, 1.0, 0.0);
    for (x=0;x<8;x++)
    {
	for (y=1-(x%2);y<8;y+=2)
	{
	    glTexCoord2f(0.2*x, 0.2*y); glVertex3f(x, 0, y);
	    glTexCoord2f(0.17+0.2*x, 0.2*y); glVertex3f(x+1, 0, y);
	    glTexCoord2f(0.17+0.2*x, 0.17+0.2*y); glVertex3f(x+1, 0, y+1);
	    glTexCoord2f(0.2*x, 0.17+0.2*y); glVertex3f(x, 0, y+1);
	}
    }
    glEnd();
    if (texturing)
	glDisable(GL_TEXTURE_2D);
    glPopMatrix();
}

void do_solid(GLfloat *f, int sz, GLfloat width)
{
    GLfloat nx, ny, s;
    GLfloat length;
    int i,j;

    for (i=0;i<sz;i++)
	buf[i] = f[i]/4.2;

    for (i=0;i<sz;i+=2)
    {
	buf[i+1] = buf[i+1] * (1 - cos(phase)/3);
	buf[i] = buf[i] * (1+sin(M_PI*buf[i+1]/buf[1])*cos(phase)*0.7);
/*
	if (buf[i] > bwidth)
	    bwidth = buf[i];
*/
	if (buf[i+1] > bheight)
	    bheight = buf[i+1];
    }

    glBegin(GL_QUAD_STRIP);
    for (i=2;i<sz;i+=2)
    {
	if (buf[i+3] == buf[i+1] && buf[i+2] == buf[i])
	    continue;
	nx = buf[i-1] + buf[i+3];
	ny = buf[i+2] - buf[i];
	length = sqrt(nx*nx+ny*ny);
	nx = nx/length;
	ny = ny/length;

	s = (1+cos(phase)*0.7);
	glNormal3f(0.0, ny, nx);
	glVertex3f(width*s, buf[i+1], buf[i]);
	glVertex3f(-width*s, buf[i+1], buf[i]);
    }
    glEnd();

    glNormal3f(-1.0, 0.0, 0.0);
    i = 2; j = sz-4;
    glBegin(GL_TRIANGLE_STRIP);
    while (i < j)
    {
	while (buf[i-1] == buf[i+1] && buf[i-2] == buf[i] && i < j)
	    i += 2;
	if (i < j)
	{
	    s = (1+cos(phase)*0.7);
	    glVertex3f(-width*s, buf[i+1], buf[i]);
	}
	i += 2;
	while (buf[j-1] == buf[j+1] && buf[j-2] == buf[j] && i < j)
	    j -= 2;
	if (i < j)
	{
	    s = (1+cos(phase)*0.7);
	    glVertex3f(-width*s, buf[j+1], buf[j]);
	}
	j -= 2;
    }
    glEnd();

    i = 2; j = sz-4;
    glBegin(GL_TRIANGLE_STRIP);
    glNormal3f(1.0, 0.0, 0.0);
    while (i < j)
    {
	while (buf[i-1] == buf[i+1] && buf[i-2] == buf[i] && i < j)
	    i += 2;
	if (i < j)
	{
	    s = (1+cos(phase)*0.7);
	    glVertex3f(width*s, buf[i+1], buf[i]);
	}
	i += 2;
	while (buf[j-1] == buf[j+1] && buf[j-2] == buf[j] && i < j)
	    j -= 2;
	if (i < j)
	{
	    s = (1+cos(phase)*0.7);
	    glVertex3f(width*s, buf[j+1], buf[j]);
	}
	j -= 2;
    }
    glEnd();
}

void do_rotate(GLfloat *f, int sz)
{
    GLfloat nx, ny;
    GLfloat length;
    GLfloat a, c, s;
    int i,j;

    bheight = 0;
    bwidth = 0;

    for (i=0;i<sz;i++)
	buf[i] = f[i] / 4.2;

    for (i=0;i<sz;i+=2)
    {
	buf[i+1] = buf[i+1] * (1 - cos(phase)/3);
	buf[i] = buf[i] * (1+sin(M_PI*buf[i+1]/buf[1])*cos(phase)*0.7);
	if (buf[i] > bwidth)
	    bwidth = buf[i];
	if (buf[i+1] > bheight)
	    bheight = buf[i+1];
    }

    for (i=2;i<sz-4;i+=2)
    {
	if (fabs(buf[i+3]+buf[i+1]) +fabs(buf[i+2]+buf[i]) < 0.0001)
	    continue;
	glBegin(GL_QUAD_STRIP);
	for (j=0;j<=ACC;j++)
	{
	    a = ((float) j)*M_PI*2/ACC;
	    c = cos(a);
	    s = sin(a);
	    nx = buf[i-1] + buf[i+3];
	    ny = buf[i+2] - buf[i];
	    length = sqrt(nx*nx+ny*ny);
	    nx = nx/length;
	    ny = ny/length;
	    glNormal3f(c*nx, ny, s*nx);
	    glVertex3f(c*buf[i], buf[i+1], s*buf[i]);

	    nx = buf[i-1] + buf[i+3];
	    ny = buf[i+2] - buf[i];
	    length = sqrt(nx*nx+ny*ny);
	    nx = nx/length;
	    ny = ny/length;
	    glNormal3f(c*nx, ny, s*nx);
	    glVertex3f(c*buf[i+2], buf[i+3], s*buf[i+2]);

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