#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>
#include <stdio.h>
#include<math.h>
HDC hDC=NULL;
HGLRC hRC=NULL;
HWND hWnd=NULL;
HINSTANCE hInstance = NULL;
bool keys[256];
bool active=TRUE;
bool fullscreen=TRUE;
bool changed;
float x=0.0f;
float y=0.0f;
float z=0.0f;
float startPostion_x=0;
float startPostion_y=0;
float startPostion_z=0;
float max_x=20.0f;
float max_y=20.0f;
float max_z=20.0f;
float min_x=-20.0f;
float min_y=-20.0f;
float min_z=-20.0f;
float nv_x=-sqrt(1.0f/3.0f);
float nv_y=sqrt(1.0f/3.0f);
float nv_z=-sqrt(1.0f/3.0f);
float num;
float a=-0.01f;
float dic=0.95f;
float radious=0.7f;
float vx=0.0f;
float vy=0.0f;
float vz=0.0f;
float distance=100.0f;
static GLfloat LightAmb[] = {
0.7f, 0.7f, 0.7f, 1.0f};
static GLfloat LightDif[] = {
1.0f, 1.0f, 1.0f, 1.0f};
static GLfloat LightPos[] = {
4.0f, 4.0f, 6.0f, 1.0f};
GLUquadricObj *q;
GLfloat xrot = 0.0f;
GLfloat yrot = 0.0f;
GLfloat xrotspeed = 0.0f;
GLfloat yrotspeed = 0.0f;
GLfloat zoom = -60.0f;
GLfloat height = 0.0f;
GLuint texture[6];
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height==0)
{
height=1;
}
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
AUX_RGBImageRec *LoadBMP(char *Filename)
{
FILE *File=NULL;
if (!Filename)
{
return NULL;
}
File=fopen(Filename,"r");
if (File)
{
fclose(File);
return auxDIBImageLoad(Filename);
}
return NULL;
}
int LoadGLTextures()
{
int Status=FALSE;
AUX_RGBImageRec *TextureImage[6];
memset(TextureImage,0,sizeof(void *)*6);
if ((TextureImage[0]=LoadBMP("Data/EnvWall.bmp")) &&
(TextureImage[1]=LoadBMP("Data/Ball.bmp")) &&
(TextureImage[2]=LoadBMP("Data/EnvRoll.bmp"))
&&(TextureImage[3]=LoadBMP("Data/up.bmp"))&&
(TextureImage[4]=LoadBMP("Data/blue.bmp"))
&&(TextureImage[5]=LoadBMP("Data/back.bmp")))
{
Status=TRUE;
glGenTextures(6, &texture[0]);
for (int loop=0; loop<6; loop++)
{
glBindTexture(GL_TEXTURE_2D, texture[loop]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
for (int loop=0; loop<6; loop++)
{
if (TextureImage[loop])
{
if (TextureImage[loop]->data)
{
free(TextureImage[loop]->data);
}
free(TextureImage[loop]);
}
}
}
return Status;
}
int InitGL(GLvoid)
{
if (!LoadGLTextures())
{
return FALSE;
}
glShadeModel(GL_SMOOTH);
glClearColor(0.2f, 0.5f, 1.0f, 1.0f);
glClearDepth(1.0f);
glClearStencil(0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_TEXTURE_2D);
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDif);
glLightfv(GL_LIGHT0, GL_POSITION, LightPos);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
q = gluNewQuadric();
gluQuadricNormals(q, GL_SMOOTH);
gluQuadricTexture(q, GL_TRUE);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
return TRUE;
}
void DrawObject()
{
glColor3f(1.0f, 1.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, texture[1]);
gluSphere(q, radious
dlut 可视化大作业1————椭球碰撞检测
最新推荐文章于 2022-07-26 18:41:42 发布