📄 main.cpp
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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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