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#include <iostream>
#include <stdlib.h>
#include <glut.h>
#include "polygons.h"
#include "imageloader.h"
#include <iomanip>
#include <fstream>
#include <cmath>
#define RADIANS(a) (a * 3.14f / 180.0f)
using namespace std;
//DISTANCIES
//Between options: 0.3145
//between menus: 1.375
float selection = 0.0f;
float cameraheight = 0.0f;
float accept = 0.0f,
xmove = 0.0f,
ymove = 0.0f,
xpos = 0.0f,
ypos = 0.0f,
_angle = 0.0f,
esquerra = 0.0f;
GLuint _textureId;
void Exit_Func(){
if (selection == -0.629f){
if(accept == 4.0f || 1.0f){
exit(0);
}
}
}
void handleKeypress(unsigned char key, int x, int y) {
switch (key) {
case 'w':
xpos += cos(RADIANS(_angle)) * 1.0f;
ypos += sin(RADIANS(_angle)) * 1.0f;
selection += 0.3145f;break;
case 'a':
ymove -= 1.375f;
accept += 1.0f;
_angle += 20.0f;
Exit_Func(); break;
case 's':
xpos += cos(RADIANS(_angle)) * 1.0f;
ypos += sin(RADIANS(_angle)) * 1.0f;
selection -= 0.3145f;break;
case 'd':
ymove += 1.375f;
_angle -= 20.0f;
accept -= 1.0f; break;
case '1':
cameraheight += 0.125f; break;
case '2':
cameraheight -= 0.125f; break;
case 'g':
esquerra += 10.0f; break;
}
}
//Makes the image into a texture, and returns the id of the texture
GLuint loadTexture(Image* image) {
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGB,
image->width, image->height,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
image->pixels);
return textureId;
}
//Initializes 3D rendering
void initRendering() {
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
Image* image = loadBMP("C:\\menu.bmp"); //EL MENU DEL PRINCIPI ES 1024X512 CUDIDAO EL NOU ES 2048PX
_textureId = loadTexture(image);
delete image;
glClearColor(0.33f, 0.33f, 0.67f, 1.0f);
}
//Called when the window is resized
void handleResize(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (double)w / (double)h, 0.00001, 200000.0);
}
//Draws the 3D scene
void drawScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//set cam pos
glTranslatef(0.0f, -1.0625f - esquerra, -1.75f + cameraheight);
////////////////gameplay////////////////////////
glPushMatrix(); //Save the transformations performed thus far
glTranslatef(0.0f, 10.0f, 0.0f);///circuit/////
glPushMatrix();
glDisable( GL_BLEND );
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
//Red Ferrari
glVertex3f(-2000.0f, 2000.0f, 0.0f); //Meters (4,5m long per 2,25m wide)
glVertex3f(2000.0f, 2000.0f, 0.0f);
glVertex3f(2000.0f, -2000.0f, 0.0f);
glVertex3f(-2000.0f, -2000.0f, 0.0f);
glEnd();
glPopMatrix();
///cotxe////
glTranslatef(-esquerra + xpos, ypos, 0.0f);
glRotatef(_angle, 0.0f, 0.0f, 1.0f);
glDisable( GL_BLEND );
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
//Red Ferrari
glVertex3f(-2.25f, 1.0f, 0.01f); //Meters (4,5m long per 2,25m wide)
glVertex3f(2.25f, 1.0f, 0.01f);
glVertex3f(2.25f, -1.0f, 0.01f);
glVertex3f(-2.25f, -1.0f, 0.01f);
glEnd();
glPopMatrix(); //Undo the move of the car
//MENU
glDepthMask(false);
glDisable( GL_BLEND );
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, _textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPushMatrix();
glTranslatef( 0.0f , - 0.375f - ymove , 0.0f);
Menu();
glPopMatrix();
//SELECTION
glDepthMask(true);
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glPushMatrix();
glTranslatef( 0.0f , selection , 0.0f);
Selection();
glPopMatrix();
////////////////gameplay////////////////////////
glPushMatrix(); //Save the transformations performed thus far
glTranslatef(0.0f, 10.0f, 0.0f);///circuit/////
glPushMatrix();
glBegin(GL_QUADS);
//Red Ferrari
glVertex3f(-2000.0f, 2000.0f, 0.0f); //Meters (4,5m long per 2,25m wide)
glVertex3f(2000.0f, 2000.0f, 0.0f);
glVertex3f(2000.0f, -2000.0f, 0.0f);
glVertex3f(-2000.0f, -2000.0f, 0.0f);
glEnd();
glPopMatrix();
///cotxe////
glTranslatef(-esquerra + xpos, ypos, 0.0f);
glRotatef(_angle, 0.0f, 0.0f, 1.0f);
glBegin(GL_QUADS);
//Red Ferrari
glVertex3f(-2.25f, 1.0f, 0.01f); //Meters (4,5m long per 2,25m wide)
glVertex3f(2.25f, 1.0f, 0.01f);
glVertex3f(2.25f, -1.0f, 0.01f);
glVertex3f(-2.25f, -1.0f, 0.01f);
glEnd();
glPopMatrix(); //Undo the move of the car
glutSwapBuffers();
}
void update(int value) {
glutPostRedisplay();
glutTimerFunc(25, update, 0);
/*if (selection < -0.629f - accept * (1.375f)){
selection = 0 - accept * (1.375f);
}
*/
if (selection < -0.64f){
selection = 0.0f;
}
if (selection > 0.0f){
selection = -0.64f;
}
if (ymove < 3.3 * -1.375f){
ymove = 3* -1.375f;
}
if (ymove > 1.375f){
ymove = 1.375f;
}
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(480, 320);
glutCreateWindow("Treball de Recerca - Marc Colomé 2013");
initRendering();
glutDisplayFunc(drawScene);
glutKeyboardFunc(handleKeypress);
glutReshapeFunc(handleResize);
glutTimerFunc(25, update, 0);
glutMainLoop();
return 0;
}
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