⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 main.cpp

📁 Zodspark is a Car racing simulation game built on VC++ using opengl library
💻 CPP
📖 第 1 页 / 共 5 页
字号:

// This is a compiler directive that includes libraries (For Visual Studio)
// You can manually include the libraries in the "Project->settings" menu under
// the "Link" tab.  You need these libraries to compile this program.
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "glaux.lib")

#include "main.h"										// This includes our header file
#include "Ase.h"
#include<time.h>
#include<ctime>

using namespace std;
//#include<dos.h>// Include the ASE header file.

float maxx=50.0,minx=-50.0,maxz = -1200.0, minz = -1300;
float diffuseLight[] = {0.8f, 0.8f, 0.8f, 1.0f};
float specularLight[] = {1.0f, 1.0f, 1.0f, 1.0f};
float deltaAngle=0;
float y;
float nj=1;
float move;
float radius;
int map_part=1, tex =1,tex1=1,tex2=1;
//int font=(int)GLUT_BITMAP_8_BY_13;

void sleep(unsigned int mseconds)
{
	clock_t delay = mseconds + clock();
	while(delay>clock());
}

AUX_RGBImageRec *LoadBMP(char *Filename)				// Loads A Bitmap Image
{
	FILE *File=NULL;									// File Handle

	if (!Filename)										// Make Sure A Filename Was Given
	{
		return NULL;									// If Not Return NULL
	}

	File=fopen(Filename,"r");							// Check To See If The File Exists

	if (File)											// Does The File Exist?
	{
		fclose(File);									// Close The Handle
		return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer
	}

	return NULL;										// If Load Failed Return NULL
}

void CreateTexture(UINT textureArray[], LPSTR strFileName, int textureID)
{
	AUX_RGBImageRec *pBitmap = NULL;
	
	if(!strFileName)									// Return from the function if no file name was passed in
		return;

	pBitmap = auxDIBImageLoad(strFileName);				// Load the bitmap and store the data
	
	if(pBitmap == NULL)									// If we can't load the file, quit!
		exit(0);

	// Generate a texture with the associative texture ID stored in the array
	glGenTextures(1, &textureArray[textureID]);

	// This sets the alignment requirements for the start of each pixel row in memory.
	glPixelStorei (GL_UNPACK_ALIGNMENT, 1);

	// Bind the texture to the texture arrays index and init the texture
	glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);

	// Build Mipmaps (builds different versions of the picture for distances - looks better)
	gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);

	// Lastly, we need to tell OpenGL the quality of our texture map.  GL_LINEAR_MIPMAP_LINEAR
	// is the smoothest.  GL_LINEAR_MIPMAP_NEAREST is faster than GL_LINEAR_MIPMAP_LINEAR, 
	// but looks blochy and pixilated.  Good for slower computers though.  
		
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR);

	// Now we need to free the bitmap data that we loaded since openGL stored it as a texture

	if (pBitmap)										// If we loaded the bitmap
	{
		if (pBitmap->data)								// If there is texture data
		{
			free(pBitmap->data);						// Free the texture data, we don't need it anymore
		}

		free(pBitmap);									// Free the bitmap structure
	}
}



/*int LoadGLTextures()									// Load Bitmaps And Convert To Textures
{
	int Status=FALSE;									// Status Indicator

	AUX_RGBImageRec *TextureImage[10];					// Create Storage Space For The Texture

	memset(TextureImage,0,sizeof(void *)*1);           	// Set The Pointer To NULL

	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
	if (TextureImage[0]=LoadBMP("grass.bmp") && TextureImage[1]= LoadBMP(" )
	{
		Status=TRUE;									// Set The Status To TRUE

		glGenTextures(1, &texture[0]);					// Create The Texture

		// Typical Texture Generation Using Data From The Bitmap
		glBindTexture(GL_TEXTURE_2D, texture[0]);
		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
	}

	if (TextureImage[0])									// If Texture Exists
	{
		if (TextureImage[0]->data)							// If Texture Image Exists
		{
			free(TextureImage[0]->data);					// Free The Texture Image Memory
		}

		free(TextureImage[0]);								// Free The Image Structure
	}

	return Status;										// Return The Status
}*/


void ChangeToFullScreen()
{
	DEVMODE dmSettings;									// Device Mode variable

	memset(&dmSettings,0,sizeof(dmSettings));			// Makes Sure Memory's Cleared

	// Get current settings -- This function fills our the settings
	// This makes sure NT and Win98 machines change correctly
	if(!EnumDisplaySettings(NULL,ENUM_CURRENT_SETTINGS,&dmSettings))
	{
		// Display error message if we couldn't get display settings
		MessageBox(NULL, "Could Not Enum Display Settings", "Error", MB_OK);
		return;
	}

	dmSettings.dmPelsWidth	= SCREEN_WIDTH;				// Selected Screen Width
	dmSettings.dmPelsHeight	= SCREEN_HEIGHT;			// Selected Screen Height
	
	// This function actually changes the screen to full screen
	// CDS_FULLSCREEN Gets Rid Of Start Bar.
	// We always want to get a result from this function to check if we failed
	int result = ChangeDisplaySettings(&dmSettings,CDS_FULLSCREEN);	

	// Check if we didn't recieved a good return message From the function
	if(result != DISP_CHANGE_SUCCESSFUL)
	{
		// Display the error message and quit the program
		MessageBox(NULL, "Display Mode Not Compatible", "Error", MB_OK);
		PostQuitMessage(0);
	}
}


/*void renderBitmapString(float x, float y, void *font,char *string)
{
  
  char *c;
  // set position to start drawing fonts
  glRasterPos2f(x, y);
  // loop all the characters in the string
  for (c=string; *c != '\0'; c++) {
    glutBitmapCharacter(font, *c);
  }
}*/

///////////////////////////////// CREATE MY WINDOW \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This function creates a window, but doesn't have a message loop
/////
///////////////////////////////// CREATE MY WINDOW \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

HWND CreateMyWindow(LPSTR strWindowName, int width, int height, DWORD dwStyle, bool bFullScreen, HINSTANCE hInstance)
{
	HWND hWnd;
	WNDCLASS wndclass;
	
	memset(&wndclass, 0, sizeof(WNDCLASS));				// Init the size of the class
	wndclass.style = CS_HREDRAW | CS_VREDRAW;			// Regular drawing capabilities
	wndclass.lpfnWndProc = WinProc;						// Pass our function pointer as the window procedure
	wndclass.hInstance = hInstance;						// Assign our hInstance
	wndclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);	// General icon
	wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);		// An arrow for the cursor
	wndclass.hbrBackground = (HBRUSH) (COLOR_WINDOW+1);	// A white window
	wndclass.lpszClassName = "Zod Spark";			// Assign the class name

	RegisterClass(&wndclass);							// Register the class
	
	if(bFullScreen && !dwStyle) 						// Check if we wanted full screen mode
	{													// Set the window properties for full screen mode
		dwStyle = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
		ChangeToFullScreen();							// Go to full screen
		ShowCursor(FALSE);								// Hide the cursor
	}
	else if(!dwStyle)									// Assign styles to the window depending on the choice
		dwStyle = WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
	
	g_hInstance = hInstance;							// Assign our global hInstance to the window's hInstance

	RECT rWindow;
	rWindow.left	= 0;								// Set Left Value To 0
	rWindow.right	= width;							// Set Right Value To Requested Width
	rWindow.top	    = 0;								// Set Top Value To 0
	rWindow.bottom	= height;							// Set Bottom Value To Requested Height

	AdjustWindowRect( &rWindow, dwStyle, false);		// Adjust Window To True Requested Size

														// Create the window
	hWnd = CreateWindow("Zod Spark", strWindowName, dwStyle, 0, 0,
						rWindow.right  - rWindow.left, rWindow.bottom - rWindow.top, 
						NULL, NULL, hInstance, NULL);

	if(!hWnd) return NULL;								// If we could get a handle, return NULL

	ShowWindow(hWnd, SW_SHOWNORMAL);					// Show the window
	UpdateWindow(hWnd);									// Draw the window

	SetFocus(hWnd);										// Sets Keyboard Focus To The Window	

	return hWnd;
}

///////////////////////////////// SET UP PIXEL FORMAT \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This function sets the pixel format for OpenGL.
/////
///////////////////////////////// SET UP PIXEL FORMAT \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

bool bSetupPixelFormat(HDC hdc) 
{ 
    PIXELFORMATDESCRIPTOR pfd; 
    int pixelformat; 
 
    pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);			// Set the size of the structure
    pfd.nVersion = 1;									// Always set this to 1
														// Pass in the appropriate OpenGL flags
    pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; 
    pfd.dwLayerMask = PFD_MAIN_PLANE;					// We want the standard mask (this is ignored anyway)
    pfd.iPixelType = PFD_TYPE_RGBA;						// We want RGB and Alpha pixel type
    pfd.cColorBits = SCREEN_DEPTH;						// Here we use our #define for the color bits
    pfd.cDepthBits = SCREEN_DEPTH;						// Depthbits is ignored for RGBA, but we do it anyway
    pfd.cAccumBits = 0;									// No special bitplanes needed
    pfd.cStencilBits = 0;								// We desire no stencil bits
 
	// This gets us a pixel format that best matches the one passed in from the device
    if ( (pixelformat = ChoosePixelFormat(hdc, &pfd)) == FALSE ) 
    { 
        MessageBox(NULL, "ChoosePixelFormat failed", "Error", MB_OK); 
        return FALSE; 
    } 
 
	// This sets the pixel format that we extracted from above
    if (SetPixelFormat(hdc, pixelformat, &pfd) == FALSE) 
    { 
        MessageBox(NULL, "SetPixelFormat failed", "Error", MB_OK); 
        return FALSE; 
    } 
 
    return TRUE;										// Return a success!
}

//////////////////////////// RESIZE OPENGL SCREEN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This function resizes the viewport for OpenGL.
/////
//////////////////////////// RESIZE OPENGL SCREEN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
void SizeOpenGLScreen(int width, int height)			// Initialize The GL Window
{
	if (height==0)										// Prevent A Divide By Zero error
	{
		height=1;										// Make the Height Equal One
	}

	glViewport(0,0,width,height);						// Make our viewport the whole window
	
														// We could make the view smaller inside
														// Our window if we wanted too.
														// The glViewport takes (x, y, width, height)
														// This basically means, what our our drawing boundries

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix

														// Calculate The Aspect Ratio Of The Window
														// The parameters are:
														// (view angle, aspect ration of the width to the height, 
														//  The closest distance to the camera before it clips, 
				  // FOV		// Ratio				//  The farthest distance before it stops drawing)
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height, .1f ,50000000.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

///////////////////////////////// INITIALIZE GL \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This function handles all the initialization for OpenGL.
/////
///////////////////////////////// INITIALIZE GL \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

void InitializeOpenGL(int width, int height) 
{  
    g_hDC = GetDC(g_hWnd);								// This sets our global HDC
														// We don't free this hdc until the end of our program
    if (!bSetupPixelFormat(g_hDC))						// This sets our pixel format/information
        PostQuitMessage (0);							// If there's an error, quit

    g_hRC = wglCreateContext(g_hDC);					// This creates a rendering context from our hdc
    wglMakeCurrent(g_hDC, g_hRC);						// This makes the rendering context we just created the one we want to use
	
/*if (!LoadGLTextures())								// Jump To Texture Loading Routine ( NEW )
	{
		printf("s");									// If Texture Didn't Load Return FALSE
	}*/

	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping ( NEW )
	
	//glEnable(GL_TEXTURE_2D);							// Enables Texture Mapping
	glEnable(GL_DEPTH_TEST);
	glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Set The Blending Function For Translucency
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// This Will Clear The Background Color To Black
	glClearDepth(1.0);									// Enables Clearing Of The Depth Buffer
	glDepthFunc(GL_LESS);								// The Type Of Depth Test To Do
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glShadeModel(GL_SMOOTH);							// Enables Smooth Color Shading
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations

	glEnable(GL_LIGHTING);     // Enable lighting.

   // Set up the information for the first light and set it in GL_LIGHT0.
   // We will set the diffuse color and specular color.
   glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
   glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);

   // Enable the first light source.  We can have up to 8 lights (GL_LIGHT0
   // to GL_LIGHT7).
   glEnable(GL_LIGHT0);
   GLfloat myLightPosition[] = {20.0, 5.0, -200.0};
glLightfv(GL_LIGHT1,GL_POSITION, myLightPosition);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT1);

CreateTexture(texture,"texture/road.bmp",0);
CreateTexture(texture, "texture/sky.bmp",1);
CreateTexture(texture, "texture/wall1.bmp",2);
CreateTexture(texture, "texture/grass.bmp",3);
CreateTexture(texture, "texture/wall2.bmp",4);
CreateTexture(texture, "texture/wall4.bmp",5);
CreateTexture(texture, "texture/wall5.bmp",6);
CreateTexture(texture, "texture/wall3.bmp",7);

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -