C++简易表白程序

带字体心+泰迪熊+玫瑰

#include<iostream>
#include<conio.h>
#include<windows.h>
#include<time.h>
#include<stdio.h>
#include <math.h>

using namespace std;
#define wide 49
#define gao 24
#define high 6
void countdown(void);
void printchar(void);
int str[gao][wide];

const char* SENTENCE = "lizifen.";
int sentenceIndex = 0;
void heart_name(void);
char getSentenceChar(const char* sentence, int& index);
inline float getX(float x);
inline float getY(float y);
bool func(float x, float y);
#define X_DIVIDED_BY_Y 0.5
#define MAX_X (35.0 / X_DIVIDED_BY_Y)
#define MAX_Y 35.0
#define THRESHOLD 0.5
#define A 13

void bear_display(void);
void rose_display(void);

const int max_iterations = 128;
const float stop_threshold = 0.01f;
const float grad_step = 0.01f;
const float clip_far = 10.0f;

const float Pi = 3.14159265359f;
const float PI2 = 6.28318530718f;
const float DEG_TO_RAD = PI / 180.0f;

typedef struct { float x, y; } vec2;
typedef struct { float x, y, z; } vec3;
typedef struct { float m[9]; } mat3;

const vec3 light_pos = { 20.0f, 50.0f, 20.0f };
float clamp(float f, float a, float b) { return max(min(f, b), a); };

vec2 make2(float x, float y) { vec2 r = { x, y }; return r; }
vec2 add2(vec2 a, vec2 b) { vec2 r = { a.x + b.x, a.y + b.y }; return r; }
vec2 sub2(vec2 a, vec2 b) { vec2 r = { a.x - b.x, a.y - b.y }; return r; }
float dot2(vec2 a, vec2 b) { return a.x * b.x + a.y * b.y; }
float length2(vec2 v) { return sqrt(dot2(v, v)); }
vec3 make3(float x, float y, float z) { vec3 r = { x, y, z }; return r; }
vec3 add3(vec3 a, vec3 b) { vec3 r = { a.x + b.x, a.y + b.y, a.z + b.z }; return r; }
vec3 sub3(vec3 a, vec3 b) { vec3 r = { a.x - b.x, a.y - b.y, a.z - b.z }; return r; }
vec3 mul3(vec3 a, vec3 b) { vec3 r = { a.x * b.x, a.y * b.y, a.z * b.z }; return r; }
vec3 scale3(vec3 v, float s) { vec3 r = { v.x * s, v.y * s, v.z * s }; return r; }
float dot3(vec3 a, vec3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
float length3(vec3 v) { return sqrt(dot3(v, v)); }
vec3 normalize3(vec3 v) { return scale3(v, 1.0f / length3(v)); }
vec3 mul(mat3 m, vec3 v) {
	return make3(
		m.m[0] * v.x + m.m[3] * v.y + m.m[6] * v.z,
		m.m[1] * v.x + m.m[4] * v.y + m.m[7] * v.z,
		m.m[2] * v.x + m.m[5] * v.y + m.m[8] * v.z);
}

mat3 rotationXY(float x, float y) {
	vec2 c = { cos(x), cos(y) }, s = { sin(x), sin(y) };
	mat3 m = {
		c.y      , 0.0f, -s.y,
		s.y * s.x,  c.x,  c.y * s.x,
		s.y * c.x, -s.x,  c.y * c.x
	};
	return m;
}

float opI(float d1, float d2) { return max(d1, d2); }
float opU(float d1, float d2) { return min(d1, d2); }
float opS(float d1, float d2) { return max(-d1, d2); }

float sdPetal(vec3 p, float s) {
	p = add3(mul3(p, make3(0.8f, 1.5f, 0.8f)), make3(0.1f, 0.0f, 0.0f));
	vec2 q = make2(length2(make2(p.x, p.z)), p.y);

	float lower = length2(q) - 1.0f;
	lower = opS(length2(q) - 0.97f, lower);
	lower = opI(lower, q.y);

	float upper = length2(sub2(q, make2(s, 0.0f))) + 1.0f - s;
	upper = opS(upper, length2(sub2(q, make2(s, 0.0f))) + 0.97f - s);
	upper = opI(upper, -q.y);
	upper = opI(upper, q.x - 2.0f);

	float region = length3(sub3(p, make3(1.0f, 0.0f, 0.0f))) - 1.0f;
	return opI(opU(upper, lower), region);
}

float map(vec3 p) {
	float d = 1000.0f, s = 2.0f;
	mat3 r = rotationXY(0.1f, PI2 * 0.618034f);
	r.m[0] *= 1.08f;  r.m[1] *= 1.08f;  r.m[2] *= 1.08f;
	r.m[3] *= 0.995f; r.m[4] *= 0.995f; r.m[5] *= 0.995f;
	r.m[6] *= 1.08f;  r.m[7] *= 1.08f;  r.m[8] *= 1.08f;
	for (int i = 0; i < 21; i++) {
		d = opU(d, sdPetal(p, s));
		p = mul(r, p);
		p = add3(p, make3(0.0, -0.02, 0.0));
		s *= 1.05f;
	}
	return d;
}

vec3 gradient(vec3 pos) {
	const vec3 dx = { grad_step, 0.0, 0.0 };
	const vec3 dy = { 0.0, grad_step, 0.0 };
	const vec3 dz = { 0.0, 0.0, grad_step };
	return normalize3(make3(
		map(add3(pos, dx)) - map(sub3(pos, dx)),
		map(add3(pos, dy)) - map(sub3(pos, dy)),
		map(add3(pos, dz)) - map(sub3(pos, dz))));
}

float ray_marching(vec3 origin, vec3 dir, float start, float end) {
	float depth = start;
	for (int i = 0; i < max_iterations; i++) {
		float dist = map(add3(origin, scale3(dir, depth)));
		if (dist < stop_threshold)
			return depth;
		depth += dist * 0.3;
		if (depth >= end)
			return end;
	}
	return end;
}

float shading(vec3 v, vec3 n, vec3 eye) {
	vec3 ev = normalize3(sub3(v, eye));
	vec3 vl = normalize3(sub3(light_pos, v));
	float diffuse = dot3(vl, n) * 0.5f + 0.5f;
	vec3 h = normalize3(sub3(vl, ev));
	float rim = pow(1.0f - max(-dot3(n, ev), 0.0f), 2.0f) * 0.15f;
	float ao = clamp(v.y * 0.5f + 0.5f, 0.0f, 1.0f);
	return (diffuse + rim) * ao;
}

vec3 ray_dir(float fov, vec2 pos) {
	vec3 r = { pos.x, pos.y, -tan((90.0f - fov * 0.5f) * DEG_TO_RAD) };
	return normalize3(r);
}

float f(vec2 fragCoord) {
	vec3 dir = ray_dir(45.0f, fragCoord);
	vec3 eye = { 0.0f, 0.0f, 4.5f };
	mat3 rot = rotationXY(-1.0f, 1.0f);

	dir = mul(rot, dir);
	eye = mul(rot, eye);

	float depth = ray_marching(eye, dir, 0.0f, clip_far);
	vec3 pos = add3(eye, scale3(dir, depth));
	if (depth >= clip_far)
		return 0.0f;
	else
		return shading(pos, gradient(pos), eye);
}



int main()
{
	system("color 0f");
    //cout << "Hello World!\n";
	countdown();
	heart_name();
	bear_display();
	rose_display();
	system("pause");
	return 0;
}

void bear_display(void)
{
	system("cls");//清理屏幕
	int i;
	char Word[80] = "                           Send you a Teddy Bear";
	for (i = 0; Word[i] != NULL; i++)
	{
		cout << Word[i];
		Sleep(50);
	}
	cout << endl;
	cout << endl;
	cout << endl;
	cout << "                            ┴┬┴┬/ ̄\_/ ̄\" << endl;
	cout << "                            ┬┴┬┴▏  ▏▔▔▔▔\  " << endl;
	cout << "                            ┴┬┴/\ /      ﹨  " << endl;
	cout << "                            ┬┴∕       /   )  " << endl;
	cout << "                            ┴┬▏        ●  ▏  " << endl;
	cout << "                            ┬┴▏           ▔█   " << endl;
	cout << "                            ┴◢██◣     \___/  " << endl;
	cout << "                            ┬█████◣       /    " << endl;
	cout << "                            ┴█████████████◣  " << endl;
	cout << "                            ◢██████████████▆▄  " << endl;
	cout << "                           █◤◢██◣◥█████████◤\  " << endl;
	cout << "                           ◥◢████ ████████◤   \  " << endl;
	cout << "                           ┴█████ ██████◤      ﹨  " << endl;
	cout << "                           ┬│   │█████◤        ▏  " << endl;
	cout << "                           ┴│   │              ▏  " << endl;
	cout << "                           ┬ ∕    ∕    /▔▔▔\     ∕  " << endl;
	cout << "                           ┴/___/﹨   ∕     ﹨  /\  " << endl;
	cout << "                           ┬┴┬┴┬┴\    \      ﹨/   ﹨  " << endl;
	cout << "                           ┴┬┴┬┴┬┴ \___\     ﹨/▔\﹨ ▔\  " << endl;
	cout << "                           ▲△▲▲╓╥╥╥╥╥╥╥╥\   ∕  /▔﹨/▔﹨  " << endl;
	cout << "                             **╠╬╬╬╬╬╬╬╬*﹨  /  // " << endl;
	Sleep(1000);


	for (float y = 1.3; y >= -1.1; y -= 0.06)
	{
		for (float x = -1.1; x <= 1.1; x += 0.025)
			if (x * x + pow(5.0 * y / 4.0 - sqrt(fabs(x)), 2) - 1 <= 0.0)
				cout << '*';
			else
				cout << ' ';
		cout << endl;
	}
	Sleep(3000);
}

void heart_name(void)
{
	system("cls");//清理屏幕
	int i;
	char Word[80] = "                       或许会有些不好看,理解万岁~";
	for (i = 0; Word[i] != NULL; i++)
	{
		cout << Word[i];
		Sleep(50);
	}
	cout << endl;
	for (int y = 0; y <= MAX_Y; y++)
	{
		for (int x = 0; x <= MAX_X; x++)
		{
			cout << (func(getY(y), getX(x)) ? getSentenceChar(SENTENCE, sentenceIndex) : ' ');
		}
		cout << endl;
	}
	Sleep(3000);
}

char getSentenceChar(const char* sentence, int& index)
{
	while (true)
	{
		if (index >= strlen(sentence))
		{
			index = 0;
		}
		char c = sentence[index++];
		if (' ' == c)
		{
			index++;
		}
		else
		{
			return c;
		}
	}
}

inline float getX(float x)
{
	return (x - MAX_X / 2) * X_DIVIDED_BY_Y;
}

inline float getY(float y)
{
	return MAX_Y / 7.0 - y;
}

bool func(float x, float y)
{
	return (pow(x, 2) + pow(y, 2) + A * x - A * sqrt(pow(x, 2) + pow(y, 2))) < THRESHOLD;
}

void printchar()
{
	int i, j;
	for (i = 0; i < gao; i++)
	{
		for (j = 0; j < wide; j++)
		{
			if (str[i][j] == 0)cout << " ";
			else if (str[i][j] == 1)cout << "*";
			else cout << " ";
		}//输出string
		cout << endl;
	}
}

void countdown(void) //倒计时函数
{
	int temp, i, j;
	char Word[80] = "          时间有限,聊表心意~";
	for (i = 0; Word[i] != NULL; i++)
	{
		cout << Word[i];
		Sleep(50);
	}
	Sleep(1000);
	system("cls");
	void printchar();
	for (temp = 3; temp >= 1; temp--)
	{
		switch (temp)
		{
		case 1:
			for (i = 2; i <= 15; i++)
			{
				for (j = wide / 2; j <= wide / 2 + 1; j++)str[i][j] = 1;
			}break;
		case 2:
			for (i = 2; i <= 15; i++)
			{
				switch (i)
				{
				case 2:case 3:case 8:case 9:case 14:case 15:
					for (j = wide / 2 - 7; j <= wide / 2 + 8; j++)str[i][j] = 1; break;
				case 4:case 5:case 6:case 7:
					for (j = wide / 2 + 7; j <= wide / 2 + 8; j++)str[i][j] = 1; break;
				default:
					for (j = wide / 2 - 7; j <= wide / 2 - 6; j++)str[i][j] = 1; break;
				}
			}break;
		case 3:
			for (i = 2; i <= 15; i++)
			{
				switch (i)
				{
				case 2:case 3:case 8:case 9:case 14:case 15:
					for (j = wide / 2 - 7; j <= wide / 2 + 8; j++)str[i][j] = 1; break;
				default:
					for (j = wide / 2 + 7; j <= wide / 2 + 8; j++)str[i][j] = 1; break;
				}
			}break;
		}
		printchar();
		Sleep(1000);
		for (i = 0; i < gao; i++)
		{
			for (j = 0; j < wide; j++)str[i][j] = 0;
		}
		system("cls");
	}
	Sleep(500);
	//system("cls");//清理屏幕
}

void rose_display(void)
{
	system("cls");//清理屏幕
	int i;
	char Word[160] = "                                                    世界上也有五千朵一模一样的花,但只有你是我独一无二的玫瑰";
	for (i = 0; Word[i] != NULL; i++)
	{
		cout << Word[i];
		Sleep(50);
	}
	puts("\033[91m");
	for (int y = 0; y < 80; y++) {
		for (int x = 0; x < 160; x++)
			putchar("  .,-:;+=*#@"[(int)(f(make2((x / 160.0f - 0.5f) * 2.0f, (y / 80.0f - 0.5f) * -2.0f)) * 12.0f)]);
		putchar('\n');
	}
}


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