imtangchen  
日历
<2024年11月>
272829303112
3456789
10111213141516
17181920212223
24252627282930
1234567
统计
  • 随笔 - 5
  • 文章 - 0
  • 评论 - 0
  • 引用 - 0

导航

常用链接

留言簿

随笔档案

搜索

  •  

最新评论

阅读排行榜

评论排行榜

 

2009年9月11日

///////////////////////////////////////////////////////
gltools.h
///////////////////////////////////////////////////////


#ifndef __GLTOOLS__
#define __GLTOOLS__

#include<windows.h>
#include<stdio.h>
#include"glew.h"
#include"glut.h"
#include"math.h"
#pragma comment( lib , "glew32.lib" )

 

GLubyte *gltLoadBMP( const char *szFileName , GLint *iWidth , GLint *iHeight , GLint *iComponents , GLenum *eFormat )
{
 GLubyte *pbBmp = NULL;//返回值
 tagBITMAPFILEHEADER bmpFileHeader;
 tagBITMAPINFOHEADER bmpInfoHeader;
 tagRGBQUAD bmpRGBQUAD;
 int iRead = 0 , sDepth = 0;

 FILE *rp = fopen( szFileName , "rb" );
 if( NULL == rp )
 {
  MessageBox( NULL , L"无法打开文件!" , L"GL_Tools" , MB_OK );
  return NULL;
 }//if

 iRead = fread( &bmpFileHeader , sizeof(tagBITMAPFILEHEADER) , 1 , rp );
 iRead = fread( &bmpInfoHeader , sizeof(tagBITMAPINFOHEADER) , 1 , rp );
 fseek( rp , bmpFileHeader.bfOffBits , SEEK_SET );

 *iWidth =  bmpInfoHeader.biWidth;
 *iHeight =  bmpInfoHeader.biHeight;
 sDepth = bmpInfoHeader.biBitCount / 8;

 if( 24 != bmpInfoHeader.biBitCount && 32 != bmpInfoHeader.biBitCount )
  return NULL;

 int biSizeImage = bmpInfoHeader.biHeight * ( ( bmpInfoHeader.biWidth * bmpInfoHeader.biBitCount / 8 + 3 ) / 4 ) * 4;
 pbBmp = new GLubyte[ biSizeImage ];
 if( NULL == pbBmp )
  return NULL;

 int ret = fread( pbBmp , 1 , biSizeImage , rp );

 switch( sDepth )
 {
  case 3:
   *eFormat = GL_BGR_EXT;
   *iComponents = GL_RGB8;
   break;

  case 4:
   *eFormat = GL_BGRA_EXT;
   *iComponents = GL_RGBA8;
   break;
 }//switch

 fclose( rp );

 /*FILE *wp = fopen( "C:\\Documents and Settings\\iI0000002\\My Documents\\Visual Studio 2005\\Projects\\gl_3\\gl_3\\out.bmp" , "wb" );
 fwrite( &bmpFileHeader , sizeof(tagBITMAPFILEHEADER) , 1 , wp );
 fwrite( &bmpInfoHeader , sizeof(tagBITMAPINFOHEADER) , 1 , wp );
 fwrite( pbBmp , bmpInfoHeader.biSizeImage , 1 , wp );
 fclose( wp );*/

 return pbBmp;
}

#endif




//////////////////////////////////////////////////
draw.h
//////////////////////////////////////////////////


#include"gltools.h"

 


#define SIZE_SPACE_X 200.0f
#define SIZE_SPACE_Y 90.0f
#define SIZE_SPACE_Z 200.0f

#define STEP_GROUND 25.0f
#define STEP_WALL 100.0f
#define STEP_SKY 5.0f

#define BUFFER_COUNT 7

#define VERTEX_DATA 0
#define TEXTURE_DATA_GROUND 1
#define TEXTURE_DATA_WALL 2
#define TEXTURE_DATA_SKY 3
#define INDEX_DATA_GROUND 4
#define INDEX_DATA_WALL 5
#define INDEX_DATA_SKY 6

 


GLfloat vertexSpace[ 24 ] = {
        -SIZE_SPACE_X ,  0 ,  SIZE_SPACE_Z ,
         SIZE_SPACE_X ,  0 ,  SIZE_SPACE_Z ,
         SIZE_SPACE_X ,  0 , -SIZE_SPACE_Z ,
        -SIZE_SPACE_X ,  0 , -SIZE_SPACE_Z ,
        -SIZE_SPACE_X , SIZE_SPACE_Y ,  SIZE_SPACE_Z ,
         SIZE_SPACE_X , SIZE_SPACE_Y ,  SIZE_SPACE_Z ,
         SIZE_SPACE_X , SIZE_SPACE_Y , -SIZE_SPACE_Z ,
        -SIZE_SPACE_X , SIZE_SPACE_Y , -SIZE_SPACE_Z
          };

GLuint indexGround[ 4 ] = {
        0 , 1 , 2 , 3 //下
         };

GLfloat texCoordGround[ 8 ] = {//下
        0 , 0 ,
        2*SIZE_SPACE_X/STEP_GROUND , 0 ,
        2*SIZE_SPACE_X/STEP_GROUND , 2*SIZE_SPACE_Z/STEP_GROUND ,
        0 , 2*SIZE_SPACE_Z/STEP_GROUND
       };

GLuint indexWall[ 16 ] = {
        3 , 2 , 6 , 7 , //后
        0 , 1 , 5 , 4 , //前
        2 , 1 , 5 , 6 , //右
        0 , 3 , 7 , 4   //左
       };

GLfloat texCoordWall[ 16 ] = {
        0 , 0 ,
        2*SIZE_SPACE_X/STEP_WALL , 0 ,
        0 , 0 ,
        2*SIZE_SPACE_X/STEP_WALL , 0 ,

        0 , 2*SIZE_SPACE_Y/STEP_WALL ,
        2*SIZE_SPACE_X/STEP_WALL , 2*SIZE_SPACE_Y/STEP_WALL ,
        0 , 2*SIZE_SPACE_Y/STEP_WALL ,
        2*SIZE_SPACE_X/STEP_WALL , 2*SIZE_SPACE_Y/STEP_WALL
        };

GLuint indexSky[ 4 ] = {
        4 , 5 , 6 , 7 //上
      };

GLfloat texCoordSky[ 16 ] = {//上
        0 , 0 ,
        0 , 0 ,
        0 , 0 ,
        0 , 0 ,
        0 , 0 ,
        1 , 0 ,
        1 , 1 ,
        0 , 1
         };

GLuint vboSpace[ BUFFER_COUNT ] = { 0 };

 

 

#define TEXTURE_GROUND 0
#define TEXTURE_WALL 1
#define TEXTURE_SKY 2
#define TEXTURE_COUNT 3

 


GLuint texObj[ TEXTURE_COUNT ] = { 0 };
const char *szTexFiles[ TEXTURE_COUNT ] = {
           "wood.bmp" ,
           "wall2.bmp" ,
           "sky2.bmp"
            };

 


void DrawSpace()
{
 glColor4f( 1 , 1 , 1 , 1 );
 glPolygonMode( GL_FRONT_AND_BACK , GL_FILL );
 //glBegin( GL_TRIANGLES );
 // glVertex3f( 10 , 0 , 0 );
 // glVertex3f( 0 , 10 , 0 );
 // glVertex3f( 0 , 0 , 10 );
 //glEnd();

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ VERTEX_DATA ] );
 glVertexPointer( 3 , GL_FLOAT , 0 , 0 );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ TEXTURE_DATA_GROUND ] );
 glTexCoordPointer( 2 , GL_FLOAT , 0 , 0 );

 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , vboSpace[ INDEX_DATA_GROUND ] );
 glBindTexture( GL_TEXTURE_2D , texObj[ TEXTURE_GROUND ] );
 glDrawElements( GL_QUADS , 4 , GL_UNSIGNED_INT , 0 );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ TEXTURE_DATA_WALL ] );
 glTexCoordPointer( 2 , GL_FLOAT , 0 , 0 );

 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , vboSpace[ INDEX_DATA_WALL ] );
 glBindTexture( GL_TEXTURE_2D , texObj[ TEXTURE_WALL ] );
 glDrawElements( GL_QUADS , 16 , GL_UNSIGNED_INT , 0 );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ TEXTURE_DATA_SKY ] );
 glTexCoordPointer( 2 , GL_FLOAT , 0 , 0 );

 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , vboSpace[ INDEX_DATA_SKY ] );
 glBindTexture( GL_TEXTURE_2D , texObj[ TEXTURE_SKY ] );
 glDrawElements( GL_QUADS , 4 , GL_UNSIGNED_INT , 0 );
}




//////////////////////////////////////////////
config.h
//////////////////////////////////////////////


#include"draw.h"

 

/////////////////////////////
#define START_X 0.0f
#define START_Y -30.0f
#define START_Z -30.0f

#define KEY_STEP 5.0f
/////////////////////////////

GLfloat speeed[ 4 ] = { 0 };

GLint iWin;
GLint mx=0 , my=0;
GLfloat yRot = 0;
GLint iList = 0;
GLint iCount = 0;

 

void Timer( int value )
{
 printf( "%d fps\n" , iCount );
 iCount = 0;
 glutTimerFunc( 1000 , Timer , 0 );
}


void Display()
{
 ++iCount;

 GLfloat lastMatrix[16];

 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

 glPushMatrix();
  
  glMatrixMode( GL_MODELVIEW );
  glGetFloatv( GL_MODELVIEW_MATRIX , lastMatrix );
  glLoadIdentity();
  glRotatef( yRot , 1 , 0 , 0 );
  glMultMatrixf( lastMatrix );

  DrawSpace();

 glPopMatrix();

 glutSwapBuffers();
}

 

void Reshape( int w , int h )
{
 GLfloat fAspect;
 if( 0 == h ) h = 1;
 glViewport( 0 , 0 , w , h );
 fAspect = (GLfloat)w / (GLfloat)h;

 glMatrixMode( GL_PROJECTION );
 glLoadIdentity();
 gluPerspective( 60 , fAspect , 1 , 800 );

 glMatrixMode( GL_MODELVIEW );
 glLoadIdentity();
 glTranslatef( 0 , START_Y , START_Z );

 glutPostRedisplay();
}

 

void Motion( int x , int y )
{
 GLfloat lastMatrix[ 16 ];
 
 glMatrixMode( GL_MODELVIEW );
 glGetFloatv( GL_MODELVIEW_MATRIX , lastMatrix );
 glLoadIdentity();

 yRot += (y - my) / 5;
 if( yRot >= 90 )
  yRot = 90;
 else if( yRot <= -90 )
  yRot = -90;

 glRotatef( (GLfloat)(x-mx) , 0.0f , 1.0f , 0.0f );

 glMultMatrixf(lastMatrix);

 glutPostRedisplay();

 mx = x;
 my = y;
}

 

void Mouse( int button , int state , int x , int y )
{
 if( GLUT_LEFT_BUTTON == button )
 {
  if( GLUT_DOWN == state )
  {
   mx = x;
   my = y;
  }//if
 }//if
}

 


void Keyboard( unsigned char key , int x , int y )
{
 GLfloat lastMatrix[16] = {0};
 glMatrixMode( GL_MODELVIEW );
 glGetFloatv( GL_MODELVIEW_MATRIX , lastMatrix );
 glLoadIdentity();
 switch( key )
 {
  case 'w':
   glTranslatef( 0 , 0 , KEY_STEP );
   break;

  case 'a':
   glTranslatef( KEY_STEP , 0 , 0 );
   break;

  case 's':
   glTranslatef( 0 , 0 , -KEY_STEP );
   break;

  case 'd':
   glTranslatef( -KEY_STEP , 0 , 0 );
   break;

  case 'f':
   glutFullScreen();
   glutSetCursor( GLUT_CURSOR_NONE );
   break;

  case 'q':
   glutSetCursor( GLUT_CURSOR_LEFT_ARROW );
   glutReshapeWindow( 800 , 600 );
   glutPositionWindow( 200 , 100 );

  default:
   break;
 }//switch
 glMultMatrixf( lastMatrix );
 glutPostRedisplay();
}

 


static GLfloat stepSlowdown[3] = { 0 };
static GLuint slowdownFlag = 0;

void SlowdownTimer( int value )
{
 slowdownFlag = 1;

 if( 0 == stepSlowdown[0] && 0 == stepSlowdown[1] && 0 == stepSlowdown[2] )
 {
  slowdownFlag = 0;
  return;
 }//if

 GLfloat lastMatrix[16] = {0};
 glMatrixMode( GL_MODELVIEW );
 glGetFloatv( GL_MODELVIEW_MATRIX , lastMatrix );
 glLoadIdentity();
  glTranslatef( stepSlowdown[0] , stepSlowdown[1] , stepSlowdown[2] );
 glMultMatrixf( lastMatrix );
 glutPostRedisplay();

 if( 0 < stepSlowdown[0] )
 {
  stepSlowdown[0] -= 0.5;
 }//if
 else if( 0 > stepSlowdown[0] )
 {
  stepSlowdown[0] += 0.5;
 }

 if( 0.001 > stepSlowdown[0] && -0.001 < stepSlowdown[0])
  stepSlowdown[0] = 0;

 if( 0 < stepSlowdown[2] )
 {
  stepSlowdown[2] -= 0.5;
 }//if
 else if( 0 > stepSlowdown[2] )
 {
  stepSlowdown[2] += 0.5;
 }

 if( 0.001 > stepSlowdown[2] && -0.001 < stepSlowdown[2])
  stepSlowdown[2] = 0;

 glutTimerFunc( 30 , SlowdownTimer , 0 );
}

 

void KeyboardUp( unsigned char key , int x , int y )
{
 switch( key )
 {
  case 'w':
   stepSlowdown[2] = KEY_STEP;
   if( 0 == slowdownFlag )
   {
    glutTimerFunc( 1 , SlowdownTimer , 0 );
   }//if
   break;

  case 'a':
   stepSlowdown[0] = KEY_STEP;
   if( 0 == slowdownFlag )
   {
    glutTimerFunc( 1 , SlowdownTimer , 0 );
   }//if
   break;

  case 's':
   stepSlowdown[2] = -KEY_STEP;
   if( 0 == slowdownFlag )
   {
    glutTimerFunc( 1 , SlowdownTimer , 0 );
   }//if
   break;

  case 'd':
   stepSlowdown[0] = -KEY_STEP;
   if( 0 == slowdownFlag )
   {
    glutTimerFunc( 1 , SlowdownTimer , 0 );
   }//if
   break;

  case 'f':
   glutFullScreen();
   glutSetCursor( GLUT_CURSOR_NONE );
   break;

  case 'q':
   glutSetCursor( GLUT_CURSOR_LEFT_ARROW );
   glutReshapeWindow( 800 , 600 );
   glutPositionWindow( 200 , 100 );
   //glutDestroyWindow( iWin );
   break;

  default:
   break;
 }//switch
}



////////////////////////////////////////////////
main.cpp
////////////////////////////////////////////////


#include"gltools.h"
#include"config.h"

 

 


void Init()
{
 glEnable( GL_DEPTH_TEST );
 glClearColor( 0 , 0 , 0 , 0 );

 //////////////////////////////////////

 //纹理初始化
 GLubyte *pBytes;
 GLint iWidth , iHeight , iComponents;
 GLenum eFormat;

 glEnable( GL_TEXTURE_2D );
 glTexEnvi( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_REPLACE );

 glGenTextures( TEXTURE_COUNT , texObj );
 for( int i=0; i<TEXTURE_COUNT; ++i )
 {
  glBindTexture( GL_TEXTURE_2D , texObj[ i ] );
  pBytes = gltLoadBMP( szTexFiles[ i ] , &iWidth , &iHeight , &iComponents , &eFormat );
  glTexImage2D( GL_TEXTURE_2D , 0 , iComponents , iWidth , iHeight , 0 , eFormat , GL_UNSIGNED_BYTE , pBytes );

  glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR );
  glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR );
  glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_REPEAT );
  glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_REPEAT );

  delete[] pBytes;
 }//for

 //////////////////////////////////////

 //VBO初始化
 glEnableClientState( GL_VERTEX_ARRAY );
 glEnableClientState( GL_TEXTURE_COORD_ARRAY );

 glGenBuffers( BUFFER_COUNT , vboSpace );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ VERTEX_DATA ] );
 glBufferData( GL_ARRAY_BUFFER , sizeof(GLfloat)*24 , vertexSpace , GL_STATIC_DRAW );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ TEXTURE_DATA_GROUND ] );
 glBufferData( GL_ARRAY_BUFFER , sizeof(GLfloat)*8 , texCoordGround , GL_STATIC_DRAW );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ TEXTURE_DATA_WALL ] );
 glBufferData( GL_ARRAY_BUFFER , sizeof(GLfloat)*16 , texCoordWall , GL_STATIC_DRAW );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ TEXTURE_DATA_SKY ] );
 glBufferData( GL_ARRAY_BUFFER , sizeof(GLfloat)*16 , texCoordSky , GL_STATIC_DRAW );

 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , vboSpace[ INDEX_DATA_GROUND ] );
 glBufferData( GL_ELEMENT_ARRAY_BUFFER , sizeof(GLuint)*4 , indexGround , GL_STATIC_DRAW );

 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , vboSpace[ INDEX_DATA_WALL ] );
 glBufferData( GL_ELEMENT_ARRAY_BUFFER , sizeof(GLuint)*16 , indexWall , GL_STATIC_DRAW );

 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , vboSpace[ INDEX_DATA_SKY ] );
 glBufferData( GL_ELEMENT_ARRAY_BUFFER , sizeof(GLuint)*4 , indexSky , GL_STATIC_DRAW );

 //////////////////////////////////////
}

 


void Exit()
{
 glDeleteTextures( TEXTURE_COUNT , texObj );
 glDeleteBuffers( BUFFER_COUNT , vboSpace );
}

 


int main( int argc , char** argv )
{
 glutInit( &argc , argv );
 glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE | GLUT_MULTISAMPLE );
 glutInitWindowSize( 800 , 600 );
 glutInitWindowPosition( 200 , 100 );
 glutCreateWindow( "Tom" );
 iWin = glutGetWindow();

 glewInit();

 glutDisplayFunc( Display );
 glutReshapeFunc( Reshape );
 glutMouseFunc( Mouse );
 glutMotionFunc( Motion );
 glutKeyboardFunc( Keyboard );
 glutKeyboardUpFunc( KeyboardUp );
 //glutTimerFunc( 1000 , Timer , 0 );

 Init();
 glutMainLoop();
 Exit();
 return 0;
}

posted @ 2009-09-11 15:35 我可能长大了 阅读(466) | 评论 (0)编辑 收藏
 

#include"glut.h"
#include"math.h"

#define RADIUS 500
#define PI 3.141592654f
#define R 10.0f

#define Y_GROUND -3.0f
#define F_EXTENT 70.0f
#define F_STEP 5.0f

GLfloat Rot = 0.0f;
GLint mx = 0 , my = 0;
GLint mz = -RADIUS;
GLfloat keyStep = 0.5f;

GLfloat lightPos[] = { -20 , 30 , -10 , 1 };
GLfloat spotDir[] = { 50 , -200 , 50 };
GLfloat specular[] = { 1 , 1 , 1 , 1 };
GLfloat specref[] = { 1 , 1 , 1 , 1 };
GLfloat ambientLight[] = { 0.5 , 0.5 , 0.5 , 1 };

//void MyTimer( int value )
//{
// if( abs(Rot) >= 60 )
//  step *= -1;
// Rot += step;
// glutPostRedisplay();
// glutTimerFunc( 100 , MyTimer , 0 );
//}

void init()
{
 glEnable( GL_DEPTH_TEST );
 glEnable( GL_BLEND );
 /*glFrontFace( GL_CCW );
 glEnable( GL_CULL_FACE );*/

 glEnable( GL_LIGHTING );
 glLightModelfv( GL_LIGHT_MODEL_AMBIENT , ambientLight );//定义一个全局光源,让所有物体都能够被看见
 glLightfv( GL_LIGHT0 , GL_DIFFUSE , ambientLight );
 glLightfv( GL_LIGHT0 , GL_SPECULAR , specular );
 glLightfv( GL_LIGHT0 , GL_POSITION , lightPos );
 //glLightfv( GL_LIGHT0 , GL_SPOT_DIRECTION , spotDir );
 //glLightf( GL_LIGHT0 , GL_SPOT_CUTOFF , 90.0f );//光源点的cutoff角
 glEnable( GL_LIGHT0 );

 glEnable( GL_COLOR_MATERIAL );
 glColorMaterial( GL_FRONT , GL_AMBIENT_AND_DIFFUSE );
 glMaterialfv( GL_FRONT , GL_SPECULAR , specular );
 glMateriali( GL_FRONT , GL_SHININESS , 180 );

 glClearColor( 0.0f , 0.0f , 0.0f , 0.0f );
}

void DrawGround()
{
 GLint iLine;

 glColor4f( 0.5 , 0.5 , 0.5 , 0.6 );
 glPolygonMode( GL_FRONT_AND_BACK , GL_FILL );
 glBegin( GL_QUADS );
 glVertex3f( -F_EXTENT , Y_GROUND-0.05 , -F_EXTENT );
 glVertex3f( -F_EXTENT , Y_GROUND-0.05 , F_EXTENT );
 glVertex3f( F_EXTENT , Y_GROUND-0.05 , F_EXTENT );
 glVertex3f( F_EXTENT , Y_GROUND-0.05 , -F_EXTENT );
 glEnd();

 glColor4f( 1.0 , 1.0 , 1.0 , 0.6 );
 glPolygonMode( GL_FRONT_AND_BACK , GL_LINE );
 glBegin( GL_LINES );
 for( iLine = -F_EXTENT; iLine <= F_EXTENT; iLine += F_STEP )
 {
  glVertex3f( iLine , Y_GROUND , F_EXTENT );
  glVertex3f( iLine , Y_GROUND , -F_EXTENT );

  glVertex3f( F_EXTENT , Y_GROUND , iLine );
  glVertex3f( -F_EXTENT , Y_GROUND , iLine );
 }//for
 glEnd();
}

void Display()
{
 GLfloat x1 , y1 , x2 , y2 , z , r , angle;
 GLfloat xx1 , zz1 , xx2 , zz2;
 glEnable( GL_DEPTH_TEST );

 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

 //加入fog效果
 GLfloat fBackColor[] = { 0.0f , 0.0f , 0.0f , 0.0f };
 glEnable( GL_FOG );
 glFogfv( GL_FOG_COLOR , fBackColor );
 glFogf( GL_FOG_START , 5.0f );
 glFogf( GL_FOG_END , 70.0f );
 glFogi( GL_FOG_MODE , GL_LINEAR );

 glPushMatrix();
 glColor4f( 0.2 , 0.5 , 0.8 , 0.0 );
 for( angle = 0; angle <= 2*PI; angle += (PI/18) )
 {
  glPolygonMode( GL_FRONT , GL_FILL );
  glBegin( GL_TRIANGLE_STRIP );
  for( z = -R; z <= R; z += 0.5 )
  {
   r = sqrt( R*R - z*z );
   x1 = r*cos(angle);
   y1 = r*sin(angle)+7;
   x2 = r*cos(angle+(PI/18));
   y2 = r*sin(angle+(PI/18))+7;
   
   glVertex3f( x1 , -y1-7 , z );
   glVertex3f( x2 , -y2-7 , z );
  }//for
  glEnd();
 }//for

 glDisable( GL_LIGHTING );
 glEnable( GL_BLEND );
 glBlendFunc( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA );

  DrawGround();

 glDisable( GL_BLEND );
 glEnable( GL_LIGHTING );

 glPopMatrix();

 glPushMatrix();
  //glLoadIdentity();
  glLightfv( GL_LIGHT0 , GL_POSITION , lightPos );
  glLightfv( GL_LIGHT0 , GL_SPOT_DIRECTION , spotDir );

  glTranslatef( lightPos[0] , lightPos[1] , lightPos[2] );

  glPushAttrib( GL_LIGHTING_BIT );
   glDisable( GL_LIGHTING );
   glColor3ub( 255 , 255 , 0 );
   glPolygonMode( GL_FRONT , GL_FILL );
   glutSolidSphere( 3.0f , 15 , 15 );
  glPopAttrib();
 glPopMatrix();

 //glPolygonMode( GL_FRONT , GL_FILL );
 for( angle = 0; angle <= 2*PI; angle += (PI/18) )
 {
  glPolygonMode( GL_FRONT , GL_FILL );
  glColor3f( 0.2 , 0.5 , 0.8 );
  glBegin( GL_TRIANGLE_STRIP );
  for( z = -R; z <= R; z += 0.5 )
  {
   r = sqrt( R*R - z*z );
   x1 = r*cos(angle);
   y1 = r*sin(angle)+7;
   x2 = r*cos(angle+(PI/18));
   y2 = r*sin(angle+(PI/18))+7;
   
   glVertex3f( x1 , y1 , z );
   glVertex3f( x2 , y2 , z );
  }//for
  glEnd();

  //画影子
  glColor3f( 0.0 , 0.0 , 0.0 );
  glDisable( GL_LIGHTING );
  glBegin( GL_TRIANGLE_STRIP );
  for( z = -R; z <= R; z += 0.5 )
  {
   r = sqrt( R*R - z*z );
   x1 = r*cos(angle);
   y1 = r*sin(angle)+7;
   x2 = r*cos(angle+(PI/18));
   y2 = r*sin(angle+(PI/18))+7;

   xx1 = ( (x1-lightPos[0])/(y1-lightPos[1]) ) * ( Y_GROUND-lightPos[1] ) + x1;
   zz1 = ( (z-lightPos[0])/(y1-lightPos[1]) ) * ( Y_GROUND-lightPos[1] ) + z;

   xx2 = ( (x2-lightPos[0])/(y2-lightPos[1]) ) * ( Y_GROUND-lightPos[1] ) + x2;
   zz2 = ( (z-lightPos[0])/(y2-lightPos[1]) ) * ( Y_GROUND-lightPos[1] ) + z;
   
   glVertex3f( xx1 , Y_GROUND , zz1 );
   glVertex3f( xx2 , Y_GROUND , zz2 );
  }//for
  glEnd();
  glEnable( GL_LIGHTING );
 }//for

 /*glBegin( GL_POINTS );*/
 //GLfloat i , j , k;
 //for( i=0; i<255; i+=3 )
 // for( j=0; j<255; j+=3 )
 //  for( k=0; k<255; k+=3 )
 //  {
 //   glColor3ub( i , j , k );
 //   glVertex3f( i/50 , j/50 , k/50-10 );
 //  }//for
 /*glEnd();*/

 glutSwapBuffers();
}

void Resize( int w , int h )
{
 GLfloat fAspect;
 if( 0 == h )  h = 1;
 glViewport( 0 , 0 , w ,h );
 fAspect = (GLfloat)w / (GLfloat)h;

 glMatrixMode( GL_PROJECTION );
 glLoadIdentity();

 gluPerspective( 60.0f , fAspect , 1.0 , 400.0 );

 glMatrixMode( GL_MODELVIEW );
 glLoadIdentity();
 glTranslatef( 0 , 0 , -30 );

 ::glutPostRedisplay();
}

void Key( unsigned char k , int x , int y )
{
 GLfloat lastMatrix[ 16 ];
 glMatrixMode( GL_MODELVIEW );
 glGetFloatv( GL_MODELVIEW_MATRIX , lastMatrix );
 glLoadIdentity();
 switch( k )
 {
  case 'w':
   glTranslatef( 0.0f , 0.0f , keyStep );
   break;

  case 'a':
   glTranslatef( keyStep , 0.0f , 0.0f );
   break;

  case 's':
   glTranslatef( 0.0f , 0.0f , -keyStep );
   break;

  case 'd':
   glTranslatef( -keyStep , 0.0f , 0.0f );
   break;

  default:
   break;
 }//switch
 glMultMatrixf( lastMatrix );
 glutPostRedisplay();
}

void Motion( int x , int y )
{
 GLfloat lastMatrix[ 16 ];
 
 glMatrixMode(GL_MODELVIEW);
 glGetFloatv(GL_MODELVIEW_MATRIX,lastMatrix);
 glLoadIdentity();
 glRotatef( (GLfloat)(y-my)/10 , 1.0f , 0.0f , 0.0f );
 glRotatef( (GLfloat)(x-mx) , 0.0f , 1.0f , 0.0f );
 glMultMatrixf(lastMatrix);
 glutPostRedisplay();

 mx = x;
 my = y;
}

void Mouse( int button , int state , int x , int y )
{
 if( GLUT_LEFT_BUTTON == button )
 {
  if( GLUT_DOWN == state )
  {
   mx = x;
   my = y;
  }//if
 }//if
}

int main( int argc , char** argv )
{
 glutInit( &argc , argv );
 glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE );
 glutInitWindowSize( 800 , 600 );
 glutInitWindowPosition( 200 , 100 );
 glutCreateWindow( "Tom" );

 init();

 glutDisplayFunc( Display );
 glutReshapeFunc( Resize );
 glutKeyboardFunc( Key );
 glutMotionFunc( Motion );
 glutMouseFunc( Mouse );
 //glutTimerFunc( 100 , MyTimer , 0 );

 glutMainLoop();

 return 0;
}

posted @ 2009-09-11 15:32 我可能长大了 阅读(185) | 评论 (0)编辑 收藏

2009年9月8日

#include<windows.h>
#include"glut.h"
#include<math.h>

#define PI 3.141592654f
#define R 50
#define RADIUS 500

GLfloat mx , my , mz;
bool mFlag;

void init()
{
 glClearColor( 0.0f , 0.0f , 0.0f , 0.0f );
 glPolygonMode( GL_FRONT , GL_LINE );
 glPolygonMode( GL_BACK , GL_LINE );
}

void Resize( int w , int h )
{
 if(0==w || 0==h)
  return;
 glViewport( 0 , 0 , w , h );

 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 if( w > h )
  glOrtho( -100*w/h , 100*w/h , -100 , 100 , 100 , -100 );
 else
  glOrtho( -100 , 100 , -100*h/w , 100*h/w , 100 , -100 );
 glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
 glutPostRedisplay();
}

void Display()
{
 GLfloat z , r , angle;
 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 glEnable( GL_DEPTH_TEST );

 glMatrixMode(GL_MODELVIEW);
 for( angle = 0; angle <= 2*PI; angle += (PI/18) )
 {
  glBegin( GL_TRIANGLE_STRIP );
  for( z = -R; z <= R; z += 5 )
  {
   r = sqrt( R*R - z*z );
   glVertex3f( r*cos(angle) , r*sin(angle) , z );
   glVertex3f( r*cos(angle+(PI/18)) , r*sin(angle+(PI/18)) , z );
  }//for
  glEnd();
 }//for
 glutSwapBuffers();
}

void Motion( int x , int y )
{
 if( false == mFlag )
  return;
 x = x-400;
 y = y-300;
 GLfloat z = sqrt( (GLfloat)(RADIUS*RADIUS - x*x - y*y ));
 //GLfloat Rot = 100 * acos( (mx*x + my*y + mz*z) / ( sqrt(mx*mx + my*my + mz*z) * sqrt(x*x + y*y + z*z) ) );
 GLfloat Rot = sqrt( (GLfloat)((x-mx)*(x-mx) + (y-my)*(y-my)) ) / 3;
 GLfloat lastMatrix[ 16 ];
 
 glMatrixMode(GL_MODELVIEW);
 glGetFloatv(GL_MODELVIEW_MATRIX,lastMatrix);
 glLoadIdentity();
 glRotatef( Rot , (my*z-y*mz) , (mx*z-x*mz) , (mx*y-x*my) );
 ::glMultMatrixf(lastMatrix);

 mx = x;
 my = y;
 mz = z;
 glutPostRedisplay();
}

void Mouse( int button , int state , int x , int y )
{
 if( GLUT_LEFT_BUTTON == button )
 {
  if( GLUT_DOWN == state )
  {
   mx = x-400;
   my = y-300;
   mz = sqrt( RADIUS*RADIUS - mx*mx - my*my );
   mFlag = true;
  }//if
  else
  {
   mFlag = false;
  }//else
 }//if
}


int main( int argc , char** argv )
{
 glutInit( &argc , argv );
 glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
 glutInitWindowSize( 800 , 600 );
 glutCreateWindow( "Tom" );

 init();

 glutDisplayFunc( Display );
 glutReshapeFunc( Resize );
 glutMotionFunc( Motion );
 glutMouseFunc( Mouse );

 glutShowWindow();
 glutMainLoop();

 return 0;
}

posted @ 2009-09-08 15:37 我可能长大了 阅读(184) | 评论 (0)编辑 收藏

2009年8月25日

 #include<stdio.h>
#include<stdlib.h>
#include<windows.h>

#pragma comment( lib , "kernel32.lib" )

#define PIPE_NAME_SERVER_READ L"\\\\.\\Pipe\\Read"
#define PIPE_NAME_SERVER_WRITE L"\\\\.\\Pipe\\Write"

::HANDLE qqPipeHandleRead , qqPipeHandleWrite;

::DWORD WINAPI procRead( ::LPVOID lpParameter )
{
 ::printf( "Client reading is running!\n" );

 ::DWORD BytesRead;
 ::CHAR Buffer[ 1024 ];
 while(1)
 {
  ::printf( "Client reading is running!\n" );
  if( ::ReadFile( qqPipeHandleRead , Buffer , sizeof(Buffer) , &BytesRead , NULL ) > 0 )
  {
   Buffer[ BytesRead ] = '\0';
   ::printf( "%s\t\t%d\n" , Buffer , BytesRead );
   continue;
  }//if
 }//while
 return 0;
}

::DWORD WINAPI procWrite( ::LPVOID lpParameter )
{
 ::printf( "Client writing is running!\n" );

 ::DWORD BytesWritten;
 ::CHAR Buffer[ 1024 ];
 int count = 0;
 while(1)
 {
  ::printf( "Client writing is running!\n" );
  ::scanf( "%s" , Buffer );
  count = 0;
  for( int i=0; Buffer[i] != '\0' ; ++i )
   ++count;
  if( ::WriteFile( qqPipeHandleWrite , Buffer , count , &BytesWritten , NULL ) == 0 )
  {
   ::printf( "WirteFile failed with error %d !\n" , ::GetLastError() );
   continue;
  }//if
 }//while
 return 0;
}

int main()
{
 ::HANDLE hRead , hWrite;
 ::DWORD idRead , idWrite;

 if( ::WaitNamedPipe( PIPE_NAME_SERVER_WRITE , NMPWAIT_WAIT_FOREVER ) == 0 )
 {
  ::printf( "WaitNamedPipe failed with error %d !" , ::GetLastError() );
  return -1;
 }//if

 if( ::WaitNamedPipe( PIPE_NAME_SERVER_READ , NMPWAIT_WAIT_FOREVER ) == 0 )
 {
  ::printf( "WaitNamedPipe failed with error %d !" , ::GetLastError() );
  return -1;
 }//if

 qqPipeHandleRead = ::CreateFile( PIPE_NAME_SERVER_WRITE , GENERIC_READ | GENERIC_WRITE , 0 , (LPSECURITY_ATTRIBUTES)NULL ,
  OPEN_EXISTING , FILE_ATTRIBUTE_NORMAL , (HANDLE)NULL );
 if( qqPipeHandleRead == INVALID_HANDLE_VALUE )
 {
  ::printf( "CreateFile failed with error %d !" , ::GetLastError() );
  return -1;
 }//if

 qqPipeHandleWrite = ::CreateFile( PIPE_NAME_SERVER_READ , GENERIC_READ | GENERIC_WRITE , 0 , (LPSECURITY_ATTRIBUTES)NULL ,
  OPEN_EXISTING , FILE_ATTRIBUTE_NORMAL , (HANDLE)NULL );
 if( qqPipeHandleWrite == INVALID_HANDLE_VALUE )
 {
  ::printf( "CreateFile failed with error %d !" , ::GetLastError() );
  return -1;
 }//if
 ::printf( "Client is running!\n" );

 hRead = ::CreateThread( NULL , 0 , procRead , NULL , 0 , &idRead );
 if( hRead == NULL )
 {
  ::printf( "CreateThread failed with error %d !\n" , ::GetLastError() );
  return -1;
 }//if

 hWrite = ::CreateThread( NULL , 0 , procWrite , NULL , 0 , &idWrite );
 if( hWrite == NULL )
 {
  ::printf( "CreateThread failed with error %d !\n" , ::GetLastError() );
  return -1;
 }//if

 
 while(1)
 {
 }//while
 return 0;
}

posted @ 2009-08-25 23:46 我可能长大了 阅读(156) | 评论 (0)编辑 收藏
 

#include<stdio.h>
#include<stdlib.h>
#include<windows.h>

#pragma comment( lib , "kernel32.lib" )

#define PIPE_NUM 10
#define PIPE_NAME_SERVER_READ L"\\\\.\\Pipe\\Read"
#define PIPE_NAME_SERVER_WRITE L"\\\\.\\Pipe\\Write"

::HANDLE qqPipeHandleRead , qqPipeHandleWrite;

::DWORD WINAPI procRead( ::LPVOID lpParameter )
{
 ::printf( "Server reading is running!\n" );

 ::DWORD BytesRead;
 ::CHAR Buffer[ 1024 ];
 while(1)
 {
  ::printf( "Server reading is running!\n" );
  if( ::ReadFile( qqPipeHandleRead , Buffer , sizeof(Buffer) , &BytesRead , NULL ) > 0 )
  {
   Buffer[ BytesRead ] = '\0';
   ::printf( "%s\t\t%d\n" , Buffer , BytesRead );
   continue;
  }//if
 }//while
 return 0;
}

::DWORD WINAPI procWrite( ::LPVOID lpParameter )
{
 ::printf( "Server writing is running!\n" );

 ::DWORD BytesWritten;
 ::CHAR Buffer[ 1024 ];
 int count = 0;
 while(1)
 {
  ::printf( "Server writing is running!\n" );
  ::scanf( "%s" , Buffer );
  count = 0;
  for( int i=0; Buffer[i] != '\0' ; ++i )
   ++count;
  if( ::WriteFile( qqPipeHandleWrite , Buffer , count , &BytesWritten , NULL ) == 0 )
  {
   ::printf( "WirteFile failed with error %d !\n" , ::GetLastError() );
   continue;
  }//if
 }//while
 return 0;
}

int main()
{
 ::HANDLE hRead , hWrite;
 ::DWORD idRead , idWrite;

 qqPipeHandleRead = ::CreateNamedPipe( PIPE_NAME_SERVER_READ ,
         PIPE_ACCESS_DUPLEX ,
         PIPE_TYPE_BYTE | PIPE_READMODE_BYTE ,
         PIPE_NUM , 0 , 0 , 1000 , NULL );
 if( INVALID_HANDLE_VALUE == qqPipeHandleRead )
 {
  ::printf( "CreateNamedPipeW failed with error %d !\n" , ::GetLastError() );
  return -1;
 }//if

 qqPipeHandleWrite = ::CreateNamedPipe( PIPE_NAME_SERVER_WRITE ,
         PIPE_ACCESS_DUPLEX ,
         PIPE_TYPE_BYTE | PIPE_READMODE_BYTE ,
         PIPE_NUM , 0 , 0 , 1000 , NULL );
 if( INVALID_HANDLE_VALUE == qqPipeHandleWrite )
 {
  ::printf( "CreateNamedPipeW failed with error %d !\n" , ::GetLastError() );
  return -1;
 }//if
 ::printf( "Server is running!\n" );

 hRead = ::CreateThread( NULL , 0 , procRead , NULL , 0 , &idRead );
 if( hRead == NULL )
 {
  ::printf( "CreateThread failed with error %d !\n" , ::GetLastError() );
  return -1;
 }//if

 hWrite = ::CreateThread( NULL , 0 , procWrite , NULL , 0 , &idWrite );
 if( hWrite == NULL )
 {
  ::printf( "CreateThread failed with error %d !\n" , ::GetLastError() );
  return -1;
 }//if

 if( ::ConnectNamedPipe( qqPipeHandleRead , NULL ) == 0 )
 {
  ::printf( "ConnectNamedPipe failed with error %d !\n" , ::GetLastError() );
 }//if

 if( ::ConnectNamedPipe( qqPipeHandleWrite , NULL ) == 0 )
 {
  ::printf( "ConnectNamedPipe failed with error %d !\n" , ::GetLastError() );
 }//if

 while(1)
 {
 }//while
 return 0;
}

posted @ 2009-08-25 23:46 我可能长大了 阅读(166) | 评论 (0)编辑 收藏
 
Copyright © 我可能长大了 Powered by: 博客园 模板提供:沪江博客