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#include <windows.h>
#include <iostream>
#include <math.h>
#include <cstdlib>
#include <GL/glut.h>
#include <vector>
using namespace std;
int WINDOW_WIDTH = 640, WINDOW_HEIGHT = 480;
void SetOrthoForFont(){
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, WINDOW_WIDTH, 0, WINDOW_HEIGHT);
glScalef(1, -1, 1);
glTranslatef(0, -WINDOW_HEIGHT, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();}
void ResetPerspectiveProjection()
{ glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);}
void RenderSpacedBitmapString(
int x,
int y,
int spacing,
void *font,
char *string)
{
char *c;
int x1=x;
for (c=string; *c != '\0'; c++) {
glRasterPos2i(x1,y);
glutBitmapCharacter(font, *c);
x1 = x1 + glutBitmapWidth(font,*c) + spacing;
}
}
void DrawAxes()
{
glPushMatrix();
glColor3f(0,0,1);
glPushMatrix();
glTranslatef(0,0, 0.8f);
glutSolidCone(0.0325,0.2, 4,1);
glTranslatef(0,0.0625,0.225f);
RenderSpacedBitmapString(0,0,0,GLUT_BITMAP_HELVETICA_10, "Z");
glPopMatrix();
glutSolidCone(0.0225,1, 4,1);
glColor3f(1,0,0);
glRotatef(90,0,1,0);
glPushMatrix();
glTranslatef(0,0,0.8f);
glutSolidCone(0.0325,0.2, 4,1);
glTranslatef(0,0.0625,0.225f);
RenderSpacedBitmapString(0,0,0,GLUT_BITMAP_HELVETICA_10, "X");
glPopMatrix();
glutSolidCone(0.0225,1, 4,1);
glColor3f(0,1,0);
glRotatef(90,-1,0,0);
glPushMatrix();
glTranslatef(0,0, 0.8f);
glutSolidCone(0.0325,0.2, 4,1);
glTranslatef(0,0.0625,0.225f);
RenderSpacedBitmapString(0,0,0,GLUT_BITMAP_HELVETICA_10, "Y");
glPopMatrix();
glutSolidCone(0.0225,1, 4,1);
glPopMatrix();
}
void DrawGrid(int GRID_SIZE)
{
glBegin(GL_LINES);
glColor3f(0.75f, 0.75f, 0.75f);
for(int i=-GRID_SIZE;i<=GRID_SIZE;i++)
{
glVertex3f((float)i,0,(float)-GRID_SIZE);
glVertex3f((float)i,0,(float)GRID_SIZE);
glVertex3f((float)-GRID_SIZE,0,(float)i);
glVertex3f((float)GRID_SIZE,0,(float)i);
}
glEnd();
}
void OnReshape(int nw, int nh) {
glViewport(0,0,nw, nh);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (GLfloat)nw / (GLfloat)nh, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
}
int oldX = 0, oldY = 0, rX = 15, rY = 0, state = 0, dist = -10;
float mx = 0;
float my = 0;
float mz = 0;
float bx = 0;
float bz = 0;
float direction = 0;
float speed = -0.1;
float bmx = 0;
float bmz = 0;
static void mover(void)
{
float radians = direction * 3.141592653 / 180;
float xPos = sin(radians) * speed;
float zPos = cos(radians) * speed;
float bxa = 0.1;
mx = mx+xPos;
mz = mz+zPos;
bx = bx+bxa;
bz = mz;
bmx = bx;
bmz = bz;
}
class ballistabolt {
public:
float bbx, bby, bbz, mom, momx, momy, momz;
void bolt_inputs(int,int,int,int,int,int);
int dbbx() {return (bbx);}
int dbby() {return (bby+1);}
int dbbz() {return (bbz);}
};
void ballistabolt::bolt_inputs (int mx,int my,int mz,int speed,int xPos,int zPos) {
bbx = mx;
bby = my;
bbz = mz;
mom = speed;
momx = xPos;
momz = zPos;
}
static void creballi(int vcreballi)
{
vector<ballistabolt> bolt;
ballistabolt ballbolt;
for (vcreballi; vcreballi>0; vcreballi--)
{
ballistabolt* newballistabolt=new ballistabolt();
bolt.push_back(*newballistabolt);
glPushMatrix();
glTranslated(ballbolt.dbbx()+bmx,ballbolt.dbby(),ballbolt.dbbz()+bmz+ballbolt.bbx);
glScaled(0.25,0.25,0.25);
glutSolidSphere(1,16,16);
glPopMatrix();
}
}
int vcreballi = 0;
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double ztm = t*+0.1;
static void display(void)
{
float radians = direction * 3.141592653 / 180;
float xPos = sin(radians) * (speed);
float zPos = cos(radians) * (speed);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(-mx,-12+mz/4,dist-24-mz);
glRotatef(rX,1,0,0);
glRotatef(rY,0,1,0);
DrawAxes();
DrawGrid(1000);
glEnable(GL_LIGHTING);
glColor3f(1,0,0);
#shiptestobject.h(just the push and pop to draw the ship, its 5 squares.
int markerz = -3, markerorigin = 0;
for (markerz;markerz<=3;markerz++) {
glPushMatrix();
glScaled(1.0,20.0,1.0);
glTranslated(5,0,markerorigin+markerz*3);
glRotated(ztm*90,0,1,0);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glScaled(1.0,20.0,1.0);
glTranslated(-5,0,markerorigin+markerz*3);
glRotated(ztm*90,0,1,0);
glutSolidCube(1);
glPopMatrix();
}
mover();
if (vcreballi>0) {
creballi(vcreballi);
}
glDisable(GL_LIGHTING);
SetOrthoForFont();
ResetPerspectiveProjection();
glutSwapBuffers();
}
static void key(unsigned char key, int x, int y)
{
float radians = direction * 3.141592653 / 180;
float xPos = sin(radians) * speed;
float zPos = cos(radians) * speed;
if (key=='m') {
direction=direction+.2;
mx=mx+xPos;
mz=mz+zPos;
} else if(key=='n') {
direction=direction-.2;
mx=mx+xPos;
mz=mz+zPos;
} else if(key=='b') {
mx=mx+xPos;
mz=mz+zPos;
} else if(key=='c') {
direction=direction+.2;
} else if(key=='x') {
direction=direction-.2;
} else if(key=='q') {
vcreballi++;
} else {
}
glutPostRedisplay();
}
void Mouse(int button, int s, int x, int y)
{
if (s == GLUT_DOWN)
{
oldX = x;
oldY = y;
}
if(button == GLUT_MIDDLE_BUTTON)
state = 0;
else
state = 1;
}
void Motion(int x, int y)
{
if (state == 0)
dist *= (1 + (y - oldY)/60.0f);
else
{
rY += (x - oldX)/5.0f;
rX += (y - oldY)/5.0f;
}
oldX = x;
oldY = y;
glutPostRedisplay();
}
static void idle(void)
{
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(WINDOW_WIDTH,WINDOW_HEIGHT);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutIdleFunc(idle);
glutReshapeFunc(OnReshape);
glutMouseFunc(Mouse);
glutMotionFunc(Motion);
glutKeyboardFunc(key);
glClearColor(0,0,0,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
return EXIT_SUCCESS;
}
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