// 学程序编游戏系列丛书
// 唐明理 E_mail: cqtmL@163.com
//====================================================================
// 学程序编游戏系列丛书
// 唐明理 E_mail: cqtmL@163.com
//====================================================================
#include <QtOpenGL>
#include <QGLContext>
#include <QPixmap>
#include <QGLFormat>
#include "baiscobj.h"
#include "BITMAP.H"
#include "mygl.h"
#define GL_CLAMP_TO_EDGE 0x812F // 保存天空纹理
GLfloat r; //飞机盘旋角度,主定义在OpenGL类
float gao=1.8f;
//////////////////////////////////////////////////////////////////////
baiscobj::baiscobj(Mygl *mygl)
{
pmygl = mygl;
g_eye[0]= MAP;//
g_eye[2]=-MAP;//
g_Angle=0;//
g_elev=-0;//360;//
////////////////////////////////////////////////////////////////////////
char appdir[256];
//GetCurrentDirectory(256,appdir);
//CString dir=appdir;
// if(dir.Right(8)!="运行程序")
// SetCurrentDirectory("../运行程序");
////////////////////////////////////////////////////////////////////////
g_imageData = LoadBit("data/images/Terrain1.bmp",&g_bit); //调等高地形图
LoadT8("data/images/sand0.bmp", g_cactus[0]); //地面帖图
LoadT8("data/images/2RBack.bmp",g_cactus[2]); //天空贴图后
LoadT8("data/images/2Front.bmp",g_cactus[3]); //天空贴图前
LoadT8("data/images/2Top.bmp", g_cactus[4]); //天空贴图顶
LoadT8("data/images/2Left.bmp", g_cactus[5]); //天空贴图左
LoadT8("data/images/2Right.bmp",g_cactus[6]); //天空贴图右
InitTerrain(5);//初始化地面
glEnable(GL_TEXTURE_2D);
}
baiscobj::~baiscobj()
{ for(int i=0;i<16;i++) glDeleteTextures(1, &g_cactus[i]);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
//场景===========================================================
void baiscobj::light0()
{ GLfloat light_position[] = {1.0,5.0,1.0,1.0};
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
}
BOOL baiscobj::DisplayScene(int nkey)//摄像漫游
{ float speed=0.5f; //步长
float x=g_eye[0],y=g_eye[2],z=g_eye[2];
if (nkey == key_shift) speed =speed*2;//按SHIFT时的加速true
if (nkey == key_left) g_Angle-=speed*2;//左转,方位角-
if (nkey == key_right) g_Angle+=speed*2;//右转,方位角+
rad_xz = float (3.13149* g_Angle/180.0f); //计算左右旋转角度
if (nkey == key_pageup) g_elev +=speed; //Page UP 键
if (nkey == key_pagedown) g_elev -=speed; //Page Down键
if (g_elev<-360) g_elev =-360; //仰俯角
if (g_elev> 360) g_elev = 360; //仰俯角
if (nkey == key_up) //前进
{ g_eye[2]+=(float)sin(rad_xz)*speed; //视点的x分量
g_eye[0]+=(float)cos(rad_xz)*speed; //视点的Z分量
}
if (nkey == key_down) //后退
{ g_eye[2]-=(float)sin(rad_xz)*speed; //视点的x分量
g_eye[0]-=(float)cos(rad_xz)*speed; //视点的Z分量
}
//控制到摄像机不离开地面
if(g_eye[0]< MAP_SCALE) g_eye[0]= MAP_SCALE;
if(g_eye[0]> (MAP_W-2)*MAP_SCALE) g_eye[0]= (MAP_W-2)*MAP_SCALE;
if(g_eye[2]<-(MAP_W-2)*MAP_SCALE) g_eye[2]=-(MAP_W-2)*MAP_SCALE;
if(g_eye[2]> -MAP_SCALE) g_eye[2]= -MAP_SCALE;
g_eye[1] =GetHeight((float)g_eye[0],(float)g_eye[2])+gao;//设置摄像机对地位置高
//摄像机的方向
g_look[0] = (float)(g_eye[0] +100*cos(rad_xz)); //目标点X分量
g_look[2] = (float)(g_eye[2] +100*sin(rad_xz)); //目标点Z分量
g_look[1] = g_eye[1] +g_elev; //目标点Y分量
//建立modelview矩阵方向
gluLookAt(g_eye[0],g_eye[1],g_eye[2], //视点
g_look[0],g_look[1],g_look[2], //目标点
0.0,1.0,0.0 //视点方向
);
return TRUE;
}
//==========================================================================
void baiscobj::InitTerrain(float h)//建立地域数组
{ int index = 0;
int Vertex;
for (int z = 0; z < MAP_W; z++)
for (int x = 0; x < MAP_W; x++)
{ Vertex = z * MAP_W + x;
g_terrain [Vertex][0] = float(x)*MAP_SCALE; //地域数据X分量
g_terrain [Vertex][1] = (float)(g_imageData[(z*MAP_W+x)*3]/3);//Y分量,山的高度
// g_terrain [Vertex][1] = h + FRAND * h; //Y分量,随机产生山的高度
g_terrain [Vertex][2] = -float(z)*MAP_SCALE; //地域数据Z分量
g_texcoord[Vertex][0] = (float) x; //索引数组x
g_texcoord[Vertex][1] = (float) z; //索引数组z
g_index [index++] = Vertex; //顶点数组1维
g_index [index++] = Vertex+ MAP_W;
}
glEnableClientState(GL_VERTEX_ARRAY); //允许使用地域数组
glVertexPointer (3,GL_FLOAT,0,g_terrain); //装入地域数据
glEnableClientState(GL_TEXTURE_COORD_ARRAY); //允许使用索引数组
glTexCoordPointer (2,GL_FLOAT,0,g_texcoord); //装入索引数组
}
void baiscobj::DrawSand()//显示随机山势
{ glBindTexture(GL_TEXTURE_2D, g_cactus[0]);//地贴图
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//放大采用线性滤波
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
for (int z = 0; z < MAP_W-1; z++)
glDrawElements(GL_TRIANGLE_STRIP,MAP_W*2,GL_UNSIGNED_INT,&g_index[z*MAP_W*2]);
//显示由顶点数组指定的面。
}
float baiscobj::GetHeight(float x, float z)// 取地面高度
{ float CameraX = x/MAP_SCALE; //计算在那一块
float CameraZ =-z/MAP_SCALE; //计算在那一块
int Col0 = int(CameraX); //块的列号
int Row0 = int(CameraZ); //块的行号
int Col1 = Col0 + 1; //相邻列
int Row1 = Row0 + 1; //相邻行
if (Col1 > MAP_W) Col1 = 0; //相邻列大于地块数,取首列
if (Row1 > MAP_W) Row1 = 0; //相邻行大于地块数,取首行
float h00=g_terrain[Col0 + Row0*MAP_W][1];//获取块四角的高度
float h01=g_terrain[Col1 + Row0*MAP_W][1];
float h11=g_terrain[Col1 + Row1*MAP_W][1];
float h10=g_terrain[Col0 + Row1*MAP_W][1];
float tx =CameraX - int(CameraX); //求块内X偏移位置
float ty =CameraZ - int(CameraZ); //求块内Z偏移位置
float txty = tx * ty; //以下为双线性插值(内插)计算
return h00*(1.0f-ty-tx+txty)
+ h01*(tx-txty)
+ h11*txty
+ h10*(ty-txty); //返回插值计算值,为所求点的高度。
}
void baiscobj::CreateSkyBox(int a,int wi,int he,int le)//显示天空
{ float width =MAP*wi; // 天空盒宽
float height=MAP*he; // 天空盒高
float length=MAP*le; // 天空盒长
float x = MAP -width /2; // 天空的位置x
float y = MAP/a-height/2; // 天空的位置y
float z = -MAP -length/2; // 天空的位置z
///////////////////////////////////////////////////////////////////////////////
texture(g_cactus[2]); // 设置BACK贴图左
glBegin(GL_QUADS); // 多组独立填充四边形
glTexCoord2f(1.0f,0.0f); glVertex3f(x+width,y, z);
glTexCoord2f(1.0f,1.0f); glVertex3f(x+width,y+height,z);
glTexCoord2f(0.0f,1.0f); glVertex3f(x, y+height,z);
glTexCoord2f(0.0f,0.0f); glVertex3f(x, y, z);
glEnd();
texture(g_cactus[3]); // 设置FRONT贴图右
glBegin(GL_QUADS); // 多组独立填充四边形
glTexCoord2f(1.0f,0.0f); glVertex3f(x, y, z+length);
glTexCoord2f(1.0f,1.0f); glVertex3f(x, y+height,z+length);
glTexCoord2f(0.0f,1.0f); glVertex3f(x+width,y+height,z+length);
glTexCoord2f(0.0f,0.0f); glVertex3f(x+width,y, z+length);
glEnd();
texture(g_cactus[4]); // 设置TOP贴图顶
glBegin(GL_QUADS); // 多组独立填充四边形
glTexCoord2f(0.0f,1.0f); glVertex3f(x+width,y+height,z);
glTexCoord2f(0.0f,0.0f); glVertex3f(x+width,y+height,z+length);
glTexCoord2f(1.0f,0.0f); glVertex3f(x, y+height,z+length);
glTexCoord2f(1.0f,1.0f); glVertex3f(x, y+height,z);
glEnd();
texture(g_cactus[5]); // 设置LEFT贴图前
glBegin(GL_QUADS); // 多组独立填充四边形
glTexCoord2f(1.0f,1.0f); glVertex3f(x, y+height,z);
glTexCoord2f(0.0f,1.0f); glVertex3f(x, y+height,z+length);
glTexCoord2f(0.0f,0.0f); glVertex3f(x, y, z+length);
glTexCoord2f(1.0f,0.0f); glVertex3f(x, y,
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