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📄 main.cpp

📁 openGL的3D的小球碰撞游戏
💻 CPP
📖 第 1 页 / 共 3 页
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    glColor3fv(g_blue);
   

    float base = sin(g_frameCount*PI/1800.0f) * 0.5f;
//    float base = 0.0f;
    glBegin(GL_QUADS);
	    glNormal3f(0.0f, 1.0f, 0.0f);
        glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base, 0.0f);
        glVertex3f(-size, -5.0f, size);
        glMultiTexCoord2f(GL_TEXTURE0, 1.0f, 0.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base + 1.0f, 0.0f);
        glVertex3f(size, -5.0f, size);
        glMultiTexCoord2f(GL_TEXTURE0, 1.0f, 1.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base + 1.0f, 1.0f);
        glVertex3f(size, -5.0f, -size);
        glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 1.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base, 1.0f);
        glVertex3f(-size, -5.0f, -size);
    
		 glNormal3f(0.0f, 0.0f, 1.0f);
        glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base, 0.0f);
        glVertex3f(-size, -5.0f, size);
        glMultiTexCoord2f(GL_TEXTURE0, 1.0f, 0.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base + 1.0f, 0.0f);
        glVertex3f(-size, -15.0f, size);
        glMultiTexCoord2f(GL_TEXTURE0, 1.0f, 1.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base + 1.0f, 1.0f);
        glVertex3f(size, -15.0f, size);
        glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 1.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base, 1.0f);
        glVertex3f(size, -5.0f, size);

		glNormal3f(-1.0f, 0.0f, 0.0f);
        glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base, 0.0f);
        glVertex3f(-size, -5.0f, -size);
        glMultiTexCoord2f(GL_TEXTURE0, 1.0f, 0.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base + 1.0f, 0.0f);
        glVertex3f(-size, -15.0f, -size);
        glMultiTexCoord2f(GL_TEXTURE0, 1.0f, 1.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base + 1.0f, 1.0f);
        glVertex3f(-size, -15.0f, size);
        glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 1.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base, 1.0f);
        glVertex3f(-size, -5.0f, size);

		glNormal3f(1.0f, 0.0f, 0.0f);
        glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base, 0.0f);
        glVertex3f(size, -5.0f, size);
        glMultiTexCoord2f(GL_TEXTURE0, 1.0f, 0.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base + 1.0f, 0.0f);
        glVertex3f(size, -15.0f, size);
        glMultiTexCoord2f(GL_TEXTURE0, 1.0f, 1.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base + 1.0f, 1.0f);
        glVertex3f(size, -15.0f, -size);
        glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 1.0f);
        glMultiTexCoord2f(GL_TEXTURE1, base, 1.0f);
        glVertex3f(size, -5.0f, -size);

		
    glEnd();
}
//draw light
void drawLights()
{
    glEnable(GL_LIGHTING);

	 //glEnable(GL_LIGHT0);
	 	{

        glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
        glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);
		glLightfv(GL_LIGHT0, GL_POSITION, position0);

	    }
  
     //glEnable(GL_LIGHT1);
	glPushMatrix();
    glRotatef((g_frameCount++)*PI/6.0f, 0.0f, 1.0f, 0.0f);
    {

        glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
        glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
        glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);
		 glLightfv(GL_LIGHT1, GL_POSITION, position1);
    }
    glPopMatrix();
  //  glEnable(GL_LIGHT2);

   // glPushMatrix();
    //glRotatef(g_frameCount*PI/6.0f, 0.0f, 1.0f, 0.0f);
    {

        glLightfv(GL_LIGHT2, GL_POSITION, position2);
        glLightfv(GL_LIGHT2, GL_AMBIENT, ambient2);
        glLightfv(GL_LIGHT2, GL_DIFFUSE, diffuse2);
        glLightfv(GL_LIGHT2, GL_SPECULAR, specular2);
        glLightfv(GL_LIGHT2, GL_SPOT_DIRECTION, spotDirection);
        glLightf(GL_LIGHT2, GL_SPOT_CUTOFF, spotCutOff);
        glLightf(GL_LIGHT2, GL_SPOT_EXPONENT, spotExp);
    }
    //glPopMatrix();
}


//draw scene
void drawScene()
{
	//glColor3fv(g_white);
	{
        float ambient[] = {0.2f, 0.2f, 0.2f, 1.0f};
        float diffuse[] = {0.0f, 0.5f, 0.5f, 1.0f};
        float specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
        float emission[] = {0.0f, 0.0f, 0.0f, 1.0f};
        //float shininess = 16.0f;

        glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
        glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
        glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
        glMaterialfv(GL_FRONT, GL_EMISSION, emission);
        
		glActiveTexture(GL_TEXTURE0);
        glEnable(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, courtID);
        drawWall();  
        glDisable(GL_TEXTURE_2D);
		// loadModel("C:\\Users\\shallia\\programming tools\\MyProjects\\table.d");
       
        glActiveTexture(GL_TEXTURE0);
        glEnable(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, tableID);
        glActiveTexture(GL_TEXTURE1);
        glEnable(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D,lightID);
        LightMapTable();
        glDisable(GL_TEXTURE_2D);
    }

    glColor3fv(g_green);
	{
	  
      
        float ambient[] = {0.2f, 0.2f, 0.2f, 1.0f};
        float diffuse[] = {0.0f, 0.5f, 0.5f, 1.0f};
        float specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
        float emission[] = {0.0f, 0.25f, 1.0f, 1.0f};
        float shininess = 16.0f;

        glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
        glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
        glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
        glMaterialf(GL_FRONT, GL_SHININESS, shininess);
        glMaterialfv(GL_FRONT, GL_EMISSION, emission);
        glActiveTexture(GL_TEXTURE0);
       glEnable(GL_TEXTURE_2D);
       glBindTexture(GL_TEXTURE_2D, shadowID);
        drawBall();
       glDisable(GL_TEXTURE_2D);
    }
}

void display(void)
{
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_MODELVIEW);
	glFrontFace(GL_CCW);
    glPushMatrix();

    glCallList(g_displayList);

    glDisable(GL_LIGHTING);

    glPushMatrix();

	 drawLights();

	glPopMatrix();

    glShadeModel(GL_SMOOTH);
    glPushMatrix();
   	drawScene();
    moveBall();

   	if ((g_misses > threshold) && (g_ballPosition[2] > g_blockSize[2] ))
	{
		glColor3f(0.0, 0.0, 1.0f);
		drawString("Press: 'r' to Restart", -17, 70);
		drawString(" Game Over", -10, 80);
	}
    glPopMatrix();

    glutSwapBuffers();

    //increase frame count after drawing
    g_frameCount++;

}




static void reshape(int w, int h)
{
    //4. change the size of drawing area
    //4.1 setup projection matrix
	glMatrixMode (GL_PROJECTION);
    glLoadIdentity ();
    gluPerspective(80.0, 1.0*w/h, 0.01, 1000.0);

    //setup viewing camera
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(g_eye[0], g_eye[1], g_eye[2], 
        g_center[0], g_center[1], g_center[2],
        g_up[0], g_up[1], g_up[2]);

    //4.2 specify drawing area
    glViewport(0, 0, w, h);

    //5. save new window size for later usage (optional)
    g_width = w;
    g_height = h;
}




/**********************************************************************
 * the function called whenever a normal key is pressed. 
 **********************************************************************/

void key_press(unsigned char key, int x, int y) 
{
    switch (key) {
    case 's': /* start game */
        g_currentGame = 1;
        break;

    case 'r': /* reset game */
		{
		g_currentGame = 0;
		g_misses = 0;
        g_ballPosition[0] = 0.0f;
		g_ballPosition[1] = 50.0f; 
		g_ballPosition[2] = 0.0f;

		g_lastBallPosition[0] =0.0f;
		g_lastBallPosition[1] =50.0f; 
		g_lastBallPosition[2] =0.0f; 
  
        g_ballVector[0]  = 1.5f;
		g_ballVector[1]  = -1.0f;
        g_ballVector[2]  = 2.0f;

         g_wallCenter[0][0] = 0.0f;
         g_wallCenter[0][1] = g_blockSize[1]*0.5f;
         g_wallCenter[0][2] = g_blockSize[2]*0.5f;
   
		 g_step = 0.06f;
		 g_lastStep = 0.06f;
		 g_speedControl = false;
		}
        break;

	case 'p': /* toggle ball speed control*/
		g_speedControl = true;
		break;

	//case 'c': /* toggle wall color change when hit happens*/
	//	g_changeColorOnHit = true;
	//	break;

	case 't': /*toglle wall rotate*/
	g_rotateCamera = true;
	if(g_rotateCamera)
	glRotatef(g_frameCount*PI/180.0f, 0.0f, 1.0f, 0.0f);//rotate camera
		break;

	case 'a':  //turn on point light
		glEnable(GL_LIGHT0);
		break; 

	case 'b':  //turn on direction light
		glEnable(GL_LIGHT1);
		break; 

	case 'c':  //turn on spot light
		glEnable(GL_LIGHT2);
		break; 

    }
}


/**********************************************************************
 * this function is called whenever a mouse button is pressed and moved
 **********************************************************************/

void handle_mouse_motion(int x, int y)
{
    if (g_leftButtonState == GLUT_DOWN) {

		g_wallCenter[0][0] -= g_leftButtonLastX - x;
		g_leftButtonLastX = x;
         if(g_wallCenter[0][0]   + g_wallSize[0][0] >=  g_wallCenter[3][0])
			g_wallCenter[0][0] =  g_wallCenter[3][0] - g_wallSize[0][0] ; 
        
         if(g_wallCenter[0][0]  - g_wallSize[0][0] <=  g_wallCenter[2][0] )
			g_wallCenter[0][0] = g_wallSize[0][0] + g_wallCenter[2][0] ;

		g_wallCenter[0][1] +=g_leftButtonLastX - y;
		g_leftButtonLastY = y;
		 if(g_wallCenter[0][1]  + g_wallSize[0][1] >=  g_wallCenter[4][1])
			g_wallCenter[0][1] =  g_wallCenter[4][1] - g_wallSize[0][1]; 
        
         if(g_wallCenter[0][1] - g_wallSize[0][1] <= g_wallCenter[5][1] )
			g_wallCenter[0][1] = g_wallCenter[5][1] + g_wallSize[0][1];
		
	
		glutPostRedisplay();

    }
}

/**********************************************************************
 * this function is called whenever a mouse button is pressed or released
 **********************************************************************/

void handle_mouse_click(int btn, int state, int x, int y)
{
     switch (btn)
     {
     case GLUT_LEFT_BUTTON:
         g_leftButtonState = state;
         g_leftButtonLastX = x;
		 g_leftButtonLastY = y;
         break;
     }
}

void special_key(int key, int x, int y)
{
   switch (key)
   {     
      case GLUT_KEY_UP://up
		  if(g_wallCenter[0][1]  + g_wallSize[0][1] +5 <=  g_wallCenter[4][1])
			  g_wallCenter[0][1] += 5;
		  else
			  g_wallCenter[0][1] =  g_wallCenter[4][1] - g_wallSize[0][1]; 
      glutPostRedisplay();
		  break;

	  case GLUT_KEY_DOWN://down
          if(g_wallCenter[0][1] - g_wallSize[0][1] -5 >= g_wallCenter[5][1] )
             g_wallCenter[0][1] -= 5 ; 
		  else
			g_wallCenter[0][1] = g_wallCenter[5][1] + g_wallSize[0][1];
	  glutPostRedisplay();
		  break;

	   case GLUT_KEY_LEFT://left
		  if(g_wallCenter[0][0]  - g_wallSize[0][0] -5 >=  g_wallCenter[2][0] )
			  g_wallCenter[0][0] -= 5 ; 
		  else
			g_wallCenter[0][0] = g_wallSize[0][0] + g_wallCenter[2][0] ;
	   glutPostRedisplay();
		  break;

	  case GLUT_KEY_RIGHT://right
		 if(g_wallCenter[0][0]   + g_wallSize[0][0] + 5 <= g_wallCenter[3][0])
			g_wallCenter[0][0] += 5 ; 
		 else 
			 g_wallCenter[0][0] =  g_wallCenter[3][0] - g_wallSize[0][0] ; 
		glutPostRedisplay();
        break;

	 default:      
         break;
   }
}


int main(int argc, char **argv)
{
    

   //1. initalize a drawing area and window
	glutInit(&argc, argv);
 	glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH);
    glutInitWindowSize(g_width, g_height);
    //create drawing window with title
    glutCreateWindow("3D Pong Texture");

 
    
   //2. event call back functions
    glutReshapeFunc(reshape); 
    glutDisplayFunc(display);
    glutIdleFunc(display);

    glutSpecialFunc(special_key); 
	glutKeyboardFunc(key_press);  
	glutMotionFunc(handle_mouse_motion); //Check the Current mouse position when mouse moves
    glutMouseFunc(handle_mouse_click);   //check the Mouse Button(Left, Right and Center) status(Up or Down)
     

    srand( (unsigned)time( NULL ) );
    initWall();
    initBallVector();

    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
  
	 glewInit();

    InitTextures();

    //3. keep drawing untill quit
    glutMainLoop();
}

	 

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