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📄 def_logo.c

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/* * Def_logo.c * * This file is part of the openGL-logo demo. * (c) Henk Kok (kok@wins.uva.nl) * * Copying, redistributing, etc is permitted as long as this copyright * notice and the Dutch variable names :) stay in tact. */#include <stdlib.h>#include <GL/glut.h>#include <math.h>/* some math.h's don't define M_PI */#ifndef M_PI#define M_PI 3.14159265359#endif#define ACC 8#define ACC2 16#define ACC3 48#define ACC4 24#define THLD 0.6#define THLD2 0.8extern int angle, rotating;extern float progress;GLfloat TRANS[7][3];GLfloat ROTAXIS[7][3];GLfloat ROT[7];GLfloat char_El[ACC3+1][ACC][3];GLfloat normal_El[ACC3+1][ACC][3];GLfloat char_O[ACC4][ACC][3];GLfloat normal_O[ACC4][ACC][3];GLfloat char_P[ACC2][ACC][3];GLfloat normal_P[ACC2][ACC][3];GLfloat char_G[ACC4][ACC][3];GLfloat normal_G[ACC4][ACC][3];GLfloat accSIN[ACC], accCOS[ACC];GLfloat difmat4[4] = { 0.425, 0.570, 0.664, 1.0 };GLfloat difamb4[4] = { 0.425, 0.570, 0.664, 1.0 };GLfloat matspec4[4] = { 0.174, 0.174, 0.174, 1.0 };int rnd(int i){	return rand()%i;}void groen_texture(void){    glMaterialfv(GL_FRONT, GL_DIFFUSE, difmat4);    glMaterialfv(GL_FRONT, GL_AMBIENT, difamb4);    glMaterialfv(GL_FRONT, GL_SPECULAR, matspec4);    glMaterialf(GL_FRONT, GL_SHININESS, 35.0);}void def_O(void){	float a, s, c, ln;	int i,j,k,l,m,n;	float dx, dy;	float dx1, dx2, dy1, dy2, dz1, dz2;	GLfloat center_O[ACC4+4][3];	GLfloat width_O[ACC4+4];	for (i=0;i<ACC4;i++)	{		a = 2.0*((float) i)*M_PI/ACC4;		s = 1+sin(a);		c = cos(a);		center_O[i][0] = c*3.8;		center_O[i][1] = s*3.8+(s<-1.01?-0.8:(s>1.01?0.8:0)) + 0.8;		center_O[i][2] = 0.0;		width_O[i] = 0.6;	}/* I should be able to generalise this. oh well */	for (i=0;i<ACC4;i++)	{		j = (i+1)%ACC4;		k = (i+ACC4-1)%ACC4;		for (a=0;a<ACC;a++)		{			c = cos(a*M_PI*2.0/ACC);			s = sin(a*M_PI*2.0/ACC);			dx = center_O[j][0] - center_O[k][0];			dy = center_O[j][1] - center_O[k][1];			ln = sqrt(dx*dx+dy*dy);			dx = dx/ln;			dy = dy/ln;			char_O[i][(int) a][0] = center_O[i][0] + width_O[i] * dy * c;			char_O[i][(int) a][1] = center_O[i][1] - width_O[i] * dx * c;			char_O[i][(int) a][2] = (s<-THLD?-THLD:(s>THLD?THLD:s));		}	}	for (i=0;i<ACC;i++)	{		j = (i+1)%ACC;		k = (i-1+ACC)%ACC;		for (l=0;l<ACC4;l++)		{			m = (l+1)%ACC4;			n = (l+ACC4-1)%ACC4;			dx1 = char_O[m][i][0] - char_O[n][i][0];			dy1 = char_O[m][i][1] - char_O[n][i][1];			dz1 = char_O[m][i][2] - char_O[n][i][2];			dx2 = char_O[l][k][0] - char_O[l][j][0];			dy2 = char_O[l][k][1] - char_O[l][j][1];			dz2 = char_O[l][k][2] - char_O[l][j][2];			normal_O[l][i][0] = dy2*dz1 - dy1*dz2;			normal_O[l][i][1] = dz2*dx1 - dz1*dx2;			normal_O[l][i][2] = dx2*dy1 - dx1*dy2;		}	}}void def_P(void){	float a, s, c, ln;	int i,j,k,l,m,n;	float dx, dy;	float dx1, dx2, dy1, dy2, dz1, dz2;	GLfloat center_P[ACC2][3];	GLfloat width_P[ACC2];	for (i=0;i<ACC2;i++)	{		a = 2.0*((float) i)*M_PI/ACC2;		s = 1+sin(a);		c = cos(a);		center_P[i][0] = c*2.15;		center_P[i][1] = s*2.1 + (s<-1.01?-0.7:(s>1.01?0.7:0)) + 0.7;		center_P[i][2] = 0.0;		width_P[i] = 0.5;	}	for (i=0;i<ACC2;i++)	{		j = (i+1)%ACC2;		k = (i+ACC2-1)%ACC2;		for (a=0;a<ACC;a++)		{			accCOS[(int) a] = c = cos(a*M_PI*2.0/ACC);			accSIN[(int) a] = s = sin(a*M_PI*2.0/ACC);			dx = center_P[j][0] - center_P[k][0];			dy = center_P[j][1] - center_P[k][1];			ln = sqrt(dx*dx+dy*dy);			dx = dx/ln;			dy = dy/ln;			char_P[i][(int) a][0] = center_P[i][0] + width_P[i] * dy * c;			char_P[i][(int) a][1] = center_P[i][1] - width_P[i] * dx * c;			char_P[i][(int) a][2] = (s<-THLD?-THLD:(s>THLD?THLD:s));		}	}	for (i=0;i<ACC;i++)	{		j = (i+1)%ACC;		k = (i-1+ACC)%ACC;		for (l=0;l<ACC2;l++)		{			m = (l+1)%ACC2;			n = (l+ACC2-1)%ACC2;			dx1 = char_P[m][i][0] - char_P[n][i][0];			dy1 = char_P[m][i][1] - char_P[n][i][1];			dz1 = char_P[m][i][2] - char_P[n][i][2];			dx2 = char_P[l][k][0] - char_P[l][j][0];			dy2 = char_P[l][k][1] - char_P[l][j][1];			dz2 = char_P[l][k][2] - char_P[l][j][2];			normal_P[l][i][0] = dy2*dz1 - dy1*dz2;			normal_P[l][i][1] = dz2*dx1 - dz1*dx2;			normal_P[l][i][2] = dx2*dy1 - dx1*dy2;		}	}}void def_El(void){	float a, s, c, ln;	int i,j,k,l,m,n;	float dx, dy;	float dx1, dx2, dy1, dy2, dz1, dz2;	GLfloat center_El[ACC3+3][3];	GLfloat width_El[ACC3+3];	for (i=0;i<ACC3+1;i++)	{		/* a = (ACC3/24 + i*11/12)*M_PI*2.0/ACC3; */		a = (ACC3/8 + ((float) i)*3/4)*M_PI*2.0/ACC3;		s = 1+sin(a);		c = cos(a);		center_El[i][0] = c*18.0;		center_El[i][1] = s*9.3;		center_El[i][2] = 0.0;		width_El[i] = pow(3.5, sin(i*M_PI/ACC3))-0.6;	}	for (i=0;i<ACC3+1;i++)	{		j = (i+1)%ACC3;		k = (i+ACC3-1)%ACC3;		for (a=0;a<ACC;a++)		{			c = cos(a*M_PI*2.0/ACC);			s = sin(a*M_PI*2.0/ACC);			dx = center_El[j][0] - center_El[k][0];			dy = center_El[j][1] - center_El[k][1];			ln = sqrt(dx*dx+dy*dy);			dx = dx/ln;			dy = dy/ln;			char_El[i][(int) a][0] = center_El[i][0] + width_El[i] * dy * c;			char_El[i][(int) a][1] = center_El[i][1] - width_El[i] * dx * c;			char_El[i][(int) a][2] = (s<-THLD2?-THLD2:(s>THLD2?THLD2:s));		}	}	for (i=0;i<ACC+1;i++)	{		j = (i+1)%ACC;		k = (i-1+ACC)%ACC;		for (l=0;l<ACC3;l++)		{			m = (l+1)%ACC3;			n = (l+ACC3-1)%ACC3;			dx1 = char_El[m][i][0] - char_El[n][i][0];			dy1 = char_El[m][i][1] - char_El[n][i][1];			dz1 = char_El[m][i][2] - char_El[n][i][2];			dx2 = char_El[l][k][0] - char_El[l][j][0];			dy2 = char_El[l][k][1] - char_El[l][j][1];			dz2 = char_El[l][k][2] - char_El[l][j][2];			normal_El[l][i][0] = dy2*dz1 - dy1*dz2;			normal_El[l][i][1] = dz2*dx1 - dz1*dx2;			normal_El[l][i][2] = dx2*dy1 - dx1*dy2;		}	}}void def_G(void){	float a, s, c, ln;	int i,j,k,l,m,n;	float dx, dy;	float dx1, dx2, dy1, dy2, dz1, dz2;	GLfloat center_G[ACC4][3];	GLfloat width_G[ACC4];	for (i=0;i<ACC4;i++)	{		a = 2.0*((float) i)*M_PI/ACC4;		s = 1+sin(a);		c = cos(a);		center_G[i][0] = c*3.8;		center_G[i][1] = s*3.8+(s<-1.01?-0.8:(s>1.01?0.8:0)) + 0.8;		center_G[i][2] = 0.0;		width_G[i] = 0.9;		if (i>ACC4*3/4)			width_G[i] = 0.9 - ((i-ACC4*3/4)*0.9)/ACC;	}	for (i=0;i<ACC4;i++)	{		j = (i+1)%ACC4;		k = (i+ACC4-1)%ACC4;		for (a=0;a<ACC;a++)		{			c = cos(a*M_PI*2.0/ACC);			s = sin(a*M_PI*2.0/ACC);			dx = center_G[j][0] - center_G[k][0];			dy = center_G[j][1] - center_G[k][1];			ln = sqrt(dx*dx+dy*dy);			dx = dx/ln;			dy = dy/ln;			char_G[i][(int) a][0] = center_G[i][0] + width_G[i] * dy * c;			char_G[i][(int) a][1] = center_G[i][1] - width_G[i] * dx * c;			char_G[i][(int) a][2] = (s<-THLD?-THLD:(s>THLD?THLD:s));		}	}	for (i=0;i<ACC;i++)	{		j = (i+1)%ACC;		k = (i-1+ACC)%ACC;		for (l=0;l<ACC4;l++)		{			m = (l+1)%ACC4;			n = (l+ACC4-1)%ACC4;			dx1 = char_G[m][i][0] - char_G[n][i][0];			dy1 = char_G[m][i][1] - char_G[n][i][1];			dz1 = char_G[m][i][2] - char_G[n][i][2];			dx2 = char_G[l][k][0] - char_G[l][j][0];			dy2 = char_G[l][k][1] - char_G[l][j][1];			dz2 = char_G[l][k][2] - char_G[l][j][2];			normal_G[l][i][0] = dy2*dz1 - dy1*dz2;			normal_G[l][i][1] = dz2*dx1 - dz1*dx2;			normal_G[l][i][2] = dx2*dy1 - dx1*dy2;		}	}}void randomize(void){	int i;	for (i=0;i<7;i++)	{		TRANS[i][0] = rnd(100)-rnd(100);		TRANS[i][1] = rnd(100)-rnd(100);		TRANS[i][1] = rnd(100)-rnd(100);		ROTAXIS[i][0] = rnd(100)-rnd(100);		ROTAXIS[i][1] = rnd(100)-rnd(100);		ROTAXIS[i][1] = rnd(100)-rnd(100);		ROT[i]=rnd(3600)-rnd(3600);	}}

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