实例介绍
【实例简介】
【实例截图】
【核心代码】
GLint WinWidth;
GLint WinHeight;
//the function about the texture
#define BMP_Header_Length 54
void grab(void) {
//draw the ceiling
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texceiling);
glColor3f(0.3,0.3,0.3);
//draw the floor
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textfloor);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
//leg
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-25.0 x*40,6.0f, -19 y*8);
glVertex3f(-25.0 x*40,0.0f, -19 y*8);
glEnd();
glBegin(GL_LINES);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,model_ambient);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_TRUE);
/* set the texture */
texblackboard=load_texture("blackboard.bmp");
texwindow=load_texture("window.bmp");
texwindow1=load_texture("window1.bmp");
texgaodi=load_texture("gaodi.bmp");
texceiling=load_texture("ceiling.bmp");
texdoor=load_texture("door.bmp");
texbackwall=load_texture("backwall.bmp");
textdesk=load_texture("tdesk.bmp");
textwall=load_texture("wall.bmp");
textfloor=load_texture("floor.bmp");
textdesk1=load_texture("desk.bmp");
【实例截图】
【核心代码】
#include<gl/glut.h>
#include<windows.h>
#include<math.h>
#include <stdio.h>
#include <stdlib.h>
#include<windows.h>
#include<math.h>
#include <stdio.h>
#include <stdlib.h>
#define GL_BGR_EXT 0x80E0
#define GL_BGRA_EXT 0x80E1
#define GL_BGRA_EXT 0x80E1
GLfloat light_position1[]={0,28,-20,1.0};
GLfloat model_ambient[]={0.05f,0.05f,0.05f,1.0f};
GLfloat model_ambient[]={0.05f,0.05f,0.05f,1.0f};
GLfloat mat_specular[]={0.8,1.0,1.0,1.0};
GLfloat mat_shininess[]={5.0};
GLfloat mat_ambient[]={0.1,0.1,0.1,1};
GLfloat mat_shininess[]={5.0};
GLfloat mat_ambient[]={0.1,0.1,0.1,1};
GLfloat white_light[]={1.0,1.0,1.0,1.0};
GLfloat light[]={1.0,1.0,1.0,1};
GLfloat light_position0[]={0,28,20,1.0};
GLint WinWidth;
GLint WinHeight;
//define the eyepoint
typedef struct EyePoint
{
GLfloat x;
GLfloat y;
GLfloat z;
}EyePoint;
typedef struct EyePoint
{
GLfloat x;
GLfloat y;
GLfloat z;
}EyePoint;
EyePoint myEye;
EyePoint vPoint;
GLfloat vAngle=0;
EyePoint vPoint;
GLfloat vAngle=0;
//the function about the texture
#define BMP_Header_Length 54
void grab(void) {
FILE* pDummyFile; FILE* pWritingFile;
GLubyte* pPixelData;
GLubyte BMP_Header[BMP_Header_Length];
GLint i, j;
GLint PixelDataLength;
GLubyte* pPixelData;
GLubyte BMP_Header[BMP_Header_Length];
GLint i, j;
GLint PixelDataLength;
i = WinWidth * 3;
while( i%4 != 0 )
i;
PixelDataLength = i * WinHeight;
pPixelData = (GLubyte*)malloc(PixelDataLength);
if( pPixelData == 0 )
exit(0);
pDummyFile = fopen("dummy.bmp", "rb");
if( pDummyFile == 0 )
exit(0);
pWritingFile = fopen("grab.bmp", "wb");
if( pWritingFile == 0 )
exit(0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glReadPixels(0, 0, WinWidth, WinHeight,GL_BGR_EXT, GL_UNSIGNED_BYTE, pPixelData);
while( i%4 != 0 )
i;
PixelDataLength = i * WinHeight;
pPixelData = (GLubyte*)malloc(PixelDataLength);
if( pPixelData == 0 )
exit(0);
pDummyFile = fopen("dummy.bmp", "rb");
if( pDummyFile == 0 )
exit(0);
pWritingFile = fopen("grab.bmp", "wb");
if( pWritingFile == 0 )
exit(0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glReadPixels(0, 0, WinWidth, WinHeight,GL_BGR_EXT, GL_UNSIGNED_BYTE, pPixelData);
fread(BMP_Header, sizeof(BMP_Header), 1, pDummyFile);
fwrite(BMP_Header, sizeof(BMP_Header), 1, pWritingFile);
fseek(pWritingFile, 0x0012, SEEK_SET);
i = WinWidth;
j = WinHeight;
fwrite(&i, sizeof(i), 1, pWritingFile);
fwrite(&j, sizeof(j), 1, pWritingFile);
fseek(pWritingFile, 0, SEEK_END);
fwrite(pPixelData, PixelDataLength, 1, pWritingFile);
fclose(pDummyFile); fclose(pWritingFile); free(pPixelData);
}
fwrite(BMP_Header, sizeof(BMP_Header), 1, pWritingFile);
fseek(pWritingFile, 0x0012, SEEK_SET);
i = WinWidth;
j = WinHeight;
fwrite(&i, sizeof(i), 1, pWritingFile);
fwrite(&j, sizeof(j), 1, pWritingFile);
fseek(pWritingFile, 0, SEEK_END);
fwrite(pPixelData, PixelDataLength, 1, pWritingFile);
fclose(pDummyFile); fclose(pWritingFile); free(pPixelData);
}
//power of two
int power_of_two(int n)
{
if( n <= 0 )
return 0;
return (n & (n-1)) == 0;
}
int power_of_two(int n)
{
if( n <= 0 )
return 0;
return (n & (n-1)) == 0;
}
/* 函数load_texture
* 读取一个BMP文件作为纹理
* 如果失败,返回0,如果成功,返回纹理编号
*/
//load texture function
GLuint load_texture(const char* file_name)
{
GLint width, height, total_bytes;
GLubyte* pixels = 0;
GLint last_texture_ID=0;
GLuint texture_ID = 0;
* 读取一个BMP文件作为纹理
* 如果失败,返回0,如果成功,返回纹理编号
*/
//load texture function
GLuint load_texture(const char* file_name)
{
GLint width, height, total_bytes;
GLubyte* pixels = 0;
GLint last_texture_ID=0;
GLuint texture_ID = 0;
//打开文件,如果失败,返回
FILE* pFile = fopen(file_name, "rb");
if( pFile == 0 )
return 0;
//读取文件中图像的宽度和高度
fseek(pFile, 0x0012, SEEK_SET);
fread(&width, 4, 1, pFile);
fread(&height, 4, 1, pFile);
fseek(pFile, BMP_Header_Length, SEEK_SET);
//计算每行像素所占字节数,并根据此数据计算总像素字节数
{
GLint line_bytes = width * 3;
while( line_bytes % 4 != 0 )
line_bytes;
total_bytes = line_bytes * height;
} //{
//根据总像素字节数分配内存
pixels = (GLubyte*)malloc(total_bytes);
if( pixels == 0 ){
fclose(pFile);
return 0;
} //if
//读取像素数据
if( fread(pixels, total_bytes, 1, pFile) <= 0 ){
free(pixels);
fclose(pFile);
return 0;
} //if
/* 在旧版本的OpenGL中
* 如果图像的宽度和高度不是整数次方,则需要进行缩放
* 这里并没有检查OpenGL版本,出于对版本兼容性的考虑,按旧版本处理
* 另外,无论旧版本还是新版本
* 当图像的宽度和高度超过当前OpenGL实现所支持的最大值时,也要进行缩放
*/
{
GLint max;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max);
if( !power_of_two(width)|| !power_of_two(height)|| width > max|| height > max ){
//规定缩放后新的大小为边长的正方形
const GLint new_width = 256;
const GLint new_height = 256;
GLint new_line_bytes, new_total_bytes;
GLubyte* new_pixels = 0;
//计算每行需要的字节数和总字节数
new_line_bytes = new_width * 3;
while( new_line_bytes % 4 != 0 )
new_line_bytes;
new_total_bytes = new_line_bytes * new_height;
//分配内存
new_pixels = (GLubyte*)malloc(new_total_bytes);
if( new_pixels == 0 ){
free(pixels);
fclose(pFile);
return 0;
}//if
//进行像素缩放
gluScaleImage(GL_RGB,width, height, GL_UNSIGNED_BYTE, pixels,new_width, new_height, GL_UNSIGNED_BYTE, new_pixels);
//释放原来的像素数据,把pixels指向新的像素数据,并重新设置width和height
free(pixels);
pixels = new_pixels;
width = new_width;
height = new_height;
}//if
}//{
//分配一个新的纹理编号
glGenTextures(1, &texture_ID);
if( texture_ID == 0 ) {
free(pixels);
fclose(pFile);
return 0;
} //if
//绑定新的纹理,载入纹理并设置纹理参数
//在绑定前,先获得原来绑定的纹理编号,以便在最后进程恢复
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture_ID);
//在分配了纹理对象编号后,使用glBingTexture函数来指定“当前所使用的纹理对象”
glBindTexture(GL_TEXTURE_2D, texture_ID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
FILE* pFile = fopen(file_name, "rb");
if( pFile == 0 )
return 0;
//读取文件中图像的宽度和高度
fseek(pFile, 0x0012, SEEK_SET);
fread(&width, 4, 1, pFile);
fread(&height, 4, 1, pFile);
fseek(pFile, BMP_Header_Length, SEEK_SET);
//计算每行像素所占字节数,并根据此数据计算总像素字节数
{
GLint line_bytes = width * 3;
while( line_bytes % 4 != 0 )
line_bytes;
total_bytes = line_bytes * height;
} //{
//根据总像素字节数分配内存
pixels = (GLubyte*)malloc(total_bytes);
if( pixels == 0 ){
fclose(pFile);
return 0;
} //if
//读取像素数据
if( fread(pixels, total_bytes, 1, pFile) <= 0 ){
free(pixels);
fclose(pFile);
return 0;
} //if
/* 在旧版本的OpenGL中
* 如果图像的宽度和高度不是整数次方,则需要进行缩放
* 这里并没有检查OpenGL版本,出于对版本兼容性的考虑,按旧版本处理
* 另外,无论旧版本还是新版本
* 当图像的宽度和高度超过当前OpenGL实现所支持的最大值时,也要进行缩放
*/
{
GLint max;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max);
if( !power_of_two(width)|| !power_of_two(height)|| width > max|| height > max ){
//规定缩放后新的大小为边长的正方形
const GLint new_width = 256;
const GLint new_height = 256;
GLint new_line_bytes, new_total_bytes;
GLubyte* new_pixels = 0;
//计算每行需要的字节数和总字节数
new_line_bytes = new_width * 3;
while( new_line_bytes % 4 != 0 )
new_line_bytes;
new_total_bytes = new_line_bytes * new_height;
//分配内存
new_pixels = (GLubyte*)malloc(new_total_bytes);
if( new_pixels == 0 ){
free(pixels);
fclose(pFile);
return 0;
}//if
//进行像素缩放
gluScaleImage(GL_RGB,width, height, GL_UNSIGNED_BYTE, pixels,new_width, new_height, GL_UNSIGNED_BYTE, new_pixels);
//释放原来的像素数据,把pixels指向新的像素数据,并重新设置width和height
free(pixels);
pixels = new_pixels;
width = new_width;
height = new_height;
}//if
}//{
//分配一个新的纹理编号
glGenTextures(1, &texture_ID);
if( texture_ID == 0 ) {
free(pixels);
fclose(pFile);
return 0;
} //if
//绑定新的纹理,载入纹理并设置纹理参数
//在绑定前,先获得原来绑定的纹理编号,以便在最后进程恢复
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture_ID);
//在分配了纹理对象编号后,使用glBingTexture函数来指定“当前所使用的纹理对象”
glBindTexture(GL_TEXTURE_2D, texture_ID);
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);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels);
glBindTexture(GL_TEXTURE_2D, last_texture_ID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels);
glBindTexture(GL_TEXTURE_2D, last_texture_ID);
//之前为pixels分配的内存可在使用glTexImage2D以后释放
//因为此时像素数据已经被OpenGL另行保存了一份(可能被保存到专门的图形硬件中)
free(pixels);
return texture_ID;
}
//因为此时像素数据已经被OpenGL另行保存了一份(可能被保存到专门的图形硬件中)
free(pixels);
return texture_ID;
}
//set the names of the texture objects 定义纹理对象的名称
GLuint texblackboard,texwindow,texwindow1,texceiling,
texdoor,texbackwall,texgaodi,textdesk,textwall,textfloor,textdesk1;
GLuint texblackboard,texwindow,texwindow1,texceiling,
texdoor,texbackwall,texgaodi,textdesk,textwall,textfloor,textdesk1;
//draw the scene of the classroom
void drawscence()
{
void drawscence()
{
//draw the ceiling
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texceiling);
glColor3f(0.3,0.3,0.3);
glBegin(GL_QUADS);
glNormal3f(0.0f, -1.0f, 0.0f);
glNormal3f(0.0f, -1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-40.0f,30.0f, 30.0f);
glVertex3f(-40.0f,30.0f, 30.0f);
glTexCoord2f(0.0f, 3.0f);
glVertex3f(-40.0f, 30.0f, -30.0f);
glVertex3f(-40.0f, 30.0f, -30.0f);
glTexCoord2f(6.0f, 3.0f);
glVertex3f(40.0f, 30.0f, -30.0f);
glVertex3f(40.0f, 30.0f, -30.0f);
glTexCoord2f(6.0f, 0.0f);
glVertex3f(40.0f, 30.0f, 30.0f);
glVertex3f(40.0f, 30.0f, 30.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_2D);
//draw the floor
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textfloor);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glVertex3f(-40.0f,0.0f, 30.0f);
glVertex3f(-40.0f, 0.0f, -30.0f);
glVertex3f(40.0f, 0.0f, -30.0f);
glVertex3f(40.0f, 0.0f, 30.0f);
glEnd();
glVertex3f(-40.0f, 0.0f, -30.0f);
glVertex3f(40.0f, 0.0f, -30.0f);
glVertex3f(40.0f, 0.0f, 30.0f);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textwall);
//the wall and the windows in left
glColor3f(0.8f,0.8f, 0.8f);
glBegin(GL_QUADS);
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(-40.0f,0.0f, 30.0f);
glVertex3f(-40.0f, 30.0f, 30.0f);
glVertex3f(-40.0f, 30.0f, -30.0f);
glVertex3f(-40.0f, 0.0f, -30.0f);
glEnd();
glEnable(GL_TEXTURE_2D);
glColor3f(0.8f,0.8f, 0.8f);
glBegin(GL_QUADS);
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(-40.0f,0.0f, 30.0f);
glVertex3f(-40.0f, 30.0f, 30.0f);
glVertex3f(-40.0f, 30.0f, -30.0f);
glVertex3f(-40.0f, 0.0f, -30.0f);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texwindow);
for(int n=0;n<=1;n )
{
glBegin(GL_QUADS);
glNormal3f(1.0, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(-39.9, 10, -8 n*18);
glTexCoord2f(1.0f, 1.0f);glVertex3f(-39.9, 20, -8 n*18);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-39.9, 20, -18 n*18);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-39.9, 10, -18 n*18);
glEnd();
}
glDisable(GL_TEXTURE_2D);
{
glBegin(GL_QUADS);
glNormal3f(1.0, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(-39.9, 10, -8 n*18);
glTexCoord2f(1.0f, 1.0f);glVertex3f(-39.9, 20, -8 n*18);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-39.9, 20, -18 n*18);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-39.9, 10, -18 n*18);
glEnd();
}
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textwall);
//the wall and the window in right
glColor3f(0.8f,0.8f, 0.8f);
glBegin(GL_QUADS);
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(40.0f,0.0f, 30.0f);
glVertex3f(40.0f, 30.0f, 30.0f);
glVertex3f(40.0f, 30.0f, -30.0f);
glVertex3f(40.0f, 0.0f, -30.0f);
glEnd();
glEnable(GL_TEXTURE_2D);
glColor3f(0.8f,0.8f, 0.8f);
glBegin(GL_QUADS);
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(40.0f,0.0f, 30.0f);
glVertex3f(40.0f, 30.0f, 30.0f);
glVertex3f(40.0f, 30.0f, -30.0f);
glVertex3f(40.0f, 0.0f, -30.0f);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texwindow1);
glBegin(GL_QUADS);
glNormal3f(-1.0, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(39.5, 10, 10);
glTexCoord2f(1.0f, 1.0f);glVertex3f(39.5, 20, 10);
glTexCoord2f(0.0f, 1.0f);glVertex3f(39.5, 20, 0);
glTexCoord2f(0.0f, 0.0f);glVertex3f(39.5, 10, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glNormal3f(-1.0, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(39.5, 10, 10);
glTexCoord2f(1.0f, 1.0f);glVertex3f(39.5, 20, 10);
glTexCoord2f(0.0f, 1.0f);glVertex3f(39.5, 20, 0);
glTexCoord2f(0.0f, 0.0f);glVertex3f(39.5, 10, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
//backwall
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texbackwall);
glColor3f(0.8f,0.8f, 0.8f);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texbackwall);
glColor3f(0.8f,0.8f, 0.8f);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-40.0f,0.0f, 30.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-40.0f, 30.0f, 30.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(40.0f, 30.0f, 30.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(40.0f, 0.0f, 30.0f);
glEnd();
glVertex3f(-40.0f,0.0f, 30.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-40.0f, 30.0f, 30.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(40.0f, 30.0f, 30.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(40.0f, 0.0f, 30.0f);
glEnd();
//frontwall
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texbackwall);
glColor3f(0.8f,0.8f, 0.8f);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-40.0f,0.0f, -30.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-40.0f, 30.0f, -30.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(40.0f, 30.0f, -30.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(40.0f, 0.0f, -30.0f);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texbackwall);
glColor3f(0.8f,0.8f, 0.8f);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-40.0f,0.0f, -30.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-40.0f, 30.0f, -30.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(40.0f, 30.0f, -30.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(40.0f, 0.0f, -30.0f);
glEnd();
//blackboard
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texblackboard);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-20.0,8.0f, -29.9f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-20.0, 18.0f, -29.9f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(20.0, 18.0f, -29.9f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(20.0, 8.0f, -29.9f);
glEnd();
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texblackboard);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-20.0,8.0f, -29.9f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-20.0, 18.0f, -29.9f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(20.0, 18.0f, -29.9f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(20.0, 8.0f, -29.9f);
glEnd();
glDisable(GL_TEXTURE_2D);
//gaodi
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texgaodi);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texgaodi);
//top
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-30.0f, 1.5f, -22.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -30.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(30.0f, 1.5f, -30.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(30.0f, 1.5f, -22.0f);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-30.0f, 1.5f, -22.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -30.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(30.0f, 1.5f, -30.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(30.0f, 1.5f, -22.0f);
glEnd();
//down
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-30.0f, 0, -22.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -22.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -30.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(-30.0f, 0, -30.0f);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-30.0f, 0, -22.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -22.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -30.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(-30.0f, 0, -30.0f);
glEnd();
//front
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-30.0f, 0, -22.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -22.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(30.0f, 1.5f, -22.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(30.0f, 0, -22.0f);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-30.0f, 0, -22.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -22.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(30.0f, 1.5f, -22.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(30.0f, 0, -22.0f);
glEnd();
//back
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(30.0f, 0, -22.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(30.0f, 1.5f, -22.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(30.0f, 1.5f, -30.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(30.0f, 0, -30.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(30.0f, 0, -22.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(30.0f, 1.5f, -22.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(30.0f, 1.5f, -30.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(30.0f, 0, -30.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
//jiangtai
glBindTexture(GL_TEXTURE_2D, textdesk);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-7.5f, 1.5f, -24.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -24.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(7.5f, 9.5f, -24.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(7.5f, 1.5f, -24.0f);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(7.5f, 1.5f, -24.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(7.5f, 9.5f, -24.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(7.5f, 9.5f, -28.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(7.5f, 1.5f, -28.0f);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-7.5f, 1.5f, -24.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -24.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -28.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(-7.5f, 1.5f, -28.0f);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-7.5f, 9.5f, -24.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -26.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(7.5f, 9.5f, -26.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(7.5f, 9.5f, -24.0f);
glEnd();
glTexCoord2f(0.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -24.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(7.5f, 9.5f, -24.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(7.5f, 1.5f, -24.0f);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(7.5f, 1.5f, -24.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(7.5f, 9.5f, -24.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(7.5f, 9.5f, -28.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(7.5f, 1.5f, -28.0f);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-7.5f, 1.5f, -24.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -24.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -28.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(-7.5f, 1.5f, -28.0f);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-7.5f, 9.5f, -24.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -26.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(7.5f, 9.5f, -26.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(7.5f, 9.5f, -24.0f);
glEnd();
//door
glColor3f(0.521f,0.121f,0.0547f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texdoor);
glBegin(GL_QUADS);
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(39.9f, 0.0f, -25.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(39.9f, 14.0f, -25.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(39.9f, 14.0f, -19.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(39.9f, 0.0f, -19.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
glColor3f(0.521f,0.121f,0.0547f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texdoor);
glBegin(GL_QUADS);
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(39.9f, 0.0f, -25.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(39.9f, 14.0f, -25.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(39.9f, 14.0f, -19.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(39.9f, 0.0f, -19.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
}
//draw the desks
void drawdesks()
{
void drawdesks()
{
GLfloat desk[]={1,0.9647,0.56078};
for(int y=0;y<=2;y ) {
for(int x=0;x<=1;x ) {
//top
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textdesk1);
for(int y=0;y<=2;y ) {
for(int x=0;x<=1;x ) {
//top
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textdesk1);
glColor4f(1,0.9647,0.56078,1);
glPushMatrix();
glTranslatef(-20.0 x*40,8.1,-17.5 y*8);
glScalef(10,0.2,3);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk);
glutSolidCube(1.0f);
glPopMatrix();
glPushMatrix();
glTranslatef(-20.0 x*40,8.1,-17.5 y*8);
glScalef(10,0.2,3);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk);
glutSolidCube(1.0f);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
//down
glColor4f(1,0.9647,0.56078,1);
glPushMatrix();
glTranslatef(-20.0 x*40,6.1,-17.5 y*8);
glScalef(9,0.2,3);
glutSolidCube(1.0f);
glPopMatrix();
glColor4f(1,0.9647,0.56078,1);
glPushMatrix();
glTranslatef(-20.0 x*40,6.1,-17.5 y*8);
glScalef(9,0.2,3);
glutSolidCube(1.0f);
glPopMatrix();
//front
glColor4f(1,0.9647,0.56078,1);
glPushMatrix();
glTranslatef(-20.0 x*40,7,-18.9 y*8);
glScalef(10,2,0.2);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk);
glutSolidCube(1.0f);
glPopMatrix();
glColor4f(1,0.9647,0.56078,1);
glPushMatrix();
glTranslatef(-20.0 x*40,7,-18.9 y*8);
glScalef(10,2,0.2);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk);
glutSolidCube(1.0f);
glPopMatrix();
//leg
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-25.0 x*40,6.0f, -19 y*8);
glVertex3f(-25.0 x*40,0.0f, -19 y*8);
glEnd();
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-15.0 x*40,6.0f, -19 y*8);
glVertex3f(-15.0 x*40,0.0f, -19 y*8);
glEnd();
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-25.0 x*40,0.0f, -18 y*8);
glVertex3f(-25.0 x*40,0.0f, -20 y*8);
glEnd();
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-15.0 x*40,0.0f, -18 y*8);
glVertex3f(-15.0 x*40,0.0f, -20 y*8);
glEnd();
glVertex3f(-15.0 x*40,6.0f, -19 y*8);
glVertex3f(-15.0 x*40,0.0f, -19 y*8);
glEnd();
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-25.0 x*40,0.0f, -18 y*8);
glVertex3f(-25.0 x*40,0.0f, -20 y*8);
glEnd();
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-15.0 x*40,0.0f, -18 y*8);
glVertex3f(-15.0 x*40,0.0f, -20 y*8);
glEnd();
} //for
//the desks in the middle
//top
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textdesk1);
//top
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textdesk1);
glColor3f(1,0.9647,0.56078);
glPushMatrix();
glTranslatef(0,8.1,-17.5 y*8);
glScalef(20,0.2,3);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk);
glutSolidCube(1.0f);
glPopMatrix();
glPushMatrix();
glTranslatef(0,8.1,-17.5 y*8);
glScalef(20,0.2,3);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk);
glutSolidCube(1.0f);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
//down
glColor3f(1,0.9647,0.56078);
glPushMatrix();
glTranslatef(0,6.1,-17.5 y*8);
glScalef(19,0.2,3);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk);
glutSolidCube(1.0f);
glPopMatrix();
glColor3f(1,0.9647,0.56078);
glPushMatrix();
glTranslatef(0,6.1,-17.5 y*8);
glScalef(19,0.2,3);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk);
glutSolidCube(1.0f);
glPopMatrix();
//front
glColor3f(1,0.9647,0.56078);
glPushMatrix();
glTranslatef(0,7,-18.9 y*8);
glScalef(20,2,0.2);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk);
glutSolidCube(1.0f);
glPopMatrix();
glColor3f(1,0.9647,0.56078);
glPushMatrix();
glTranslatef(0,7,-18.9 y*8);
glScalef(20,2,0.2);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk);
glutSolidCube(1.0f);
glPopMatrix();
//leg
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(5.0f);
glVertex3f(-10.0,6.0f, -19 y*8);
glVertex3f(-10.0,0.0f, -19 y*8);
glEnd();
glBegin(GL_LINES);
glLineWidth(5.0f);
glVertex3f(10.0,6.0f, -19 y*8);
glVertex3f(10.0,0.0f, -19 y*8);
glEnd();
glBegin(GL_LINES);
glLineWidth(5.0f);
glVertex3f(-10.0,0.0f, -18 y*8);
glVertex3f(-10,0.0f, -20 y*8);
glEnd();
glBegin(GL_LINES);
glLineWidth(5.0f);
glVertex3f(10,0.0f, -18 y*8);
glVertex3f(10,0.0f, -20 y*8);
glEnd();
}//for
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(5.0f);
glVertex3f(-10.0,6.0f, -19 y*8);
glVertex3f(-10.0,0.0f, -19 y*8);
glEnd();
glBegin(GL_LINES);
glLineWidth(5.0f);
glVertex3f(10.0,6.0f, -19 y*8);
glVertex3f(10.0,0.0f, -19 y*8);
glEnd();
glBegin(GL_LINES);
glLineWidth(5.0f);
glVertex3f(-10.0,0.0f, -18 y*8);
glVertex3f(-10,0.0f, -20 y*8);
glEnd();
glBegin(GL_LINES);
glLineWidth(5.0f);
glVertex3f(10,0.0f, -18 y*8);
glVertex3f(10,0.0f, -20 y*8);
glEnd();
}//for
}
//drawchairs
void drawchairs()
{
GLfloat chair[]={0.1,0.67,0.62};
for(int j=0;j<=2;j ){
for(int i=0;i<=1;i ){
//down
glColor3f(0.1,0.67,0.62);
void drawchairs()
{
GLfloat chair[]={0.1,0.67,0.62};
for(int j=0;j<=2;j ){
for(int i=0;i<=1;i ){
//down
glColor3f(0.1,0.67,0.62);
glPushMatrix();
glTranslatef(-20 i*40,3.1,-14.5 j*8);
glScalef(10,0.2,3);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair);
glutSolidCube(1.0f);
glPopMatrix();
//back
glTranslatef(-20 i*40,3.1,-14.5 j*8);
glScalef(10,0.2,3);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair);
glutSolidCube(1.0f);
glPopMatrix();
//back
glColor3f(0.1,0.67,0.62);
glPushMatrix();
glTranslatef(-20 i*40,5,-13 j*8);
glPushMatrix();
glTranslatef(-20 i*40,5,-13 j*8);
glScalef(10,4,0.2);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair);
glutSolidCube(1.0f);
glPopMatrix();
//leg
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-25 i*40,3.0f, -13 j*8);
glVertex3f(-25 i*40,0.0f, -13 j*8);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-15.0 i*40,3.0f, -13 j*8);
glVertex3f(-15.0 i*40,0.0f, -13 j*8);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-25.0 i*40,0.0f, -12.5 j*8);
glVertex3f(-25 i*40,0.0f, -13.5 j*8);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-15 i*40,0.0f, -12.5 j*8);
glVertex3f(-15 i*40,0.0f, -13.5 j*8);
glEnd();
}
//down
glColor3f(0.1,0.67,0.62);
glPushMatrix();
glTranslatef(0,3.1,-14.5 j*8);
glScalef(20,0.2,3);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair);
glutSolidCube(1.0f);
glPopMatrix();
//back
glColor3f(0.1,0.67,0.62);
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair);
glutSolidCube(1.0f);
glPopMatrix();
//leg
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-25 i*40,3.0f, -13 j*8);
glVertex3f(-25 i*40,0.0f, -13 j*8);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-15.0 i*40,3.0f, -13 j*8);
glVertex3f(-15.0 i*40,0.0f, -13 j*8);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-25.0 i*40,0.0f, -12.5 j*8);
glVertex3f(-25 i*40,0.0f, -13.5 j*8);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-15 i*40,0.0f, -12.5 j*8);
glVertex3f(-15 i*40,0.0f, -13.5 j*8);
glEnd();
}
//down
glColor3f(0.1,0.67,0.62);
glPushMatrix();
glTranslatef(0,3.1,-14.5 j*8);
glScalef(20,0.2,3);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair);
glutSolidCube(1.0f);
glPopMatrix();
//back
glColor3f(0.1,0.67,0.62);
glPushMatrix();
glTranslatef(0,5,-13 j*8);
glScalef(20,4,0.2);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair);
glutSolidCube(1.0f);
glPopMatrix();
//leg
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-10,3.0f, -13 j*8);
glVertex3f(-10,0.0f, -13 j*8);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(10,3.0f, -13 j*8);
glVertex3f(10,0.0f, -13 j*8);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-10,0.0f, -12.5 j*8);
glVertex3f(-10,0.0f, -13.5 j*8);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(10,0.0f, -12.5 j*8);
glVertex3f(10,0.0f, -13.5 j*8);
glEnd();
}
}
glScalef(20,4,0.2);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair);
glutSolidCube(1.0f);
glPopMatrix();
//leg
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-10,3.0f, -13 j*8);
glVertex3f(-10,0.0f, -13 j*8);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(10,3.0f, -13 j*8);
glVertex3f(10,0.0f, -13 j*8);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(-10,0.0f, -12.5 j*8);
glVertex3f(-10,0.0f, -13.5 j*8);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glLineWidth(3.0f);
glVertex3f(10,0.0f, -12.5 j*8);
glVertex3f(10,0.0f, -13.5 j*8);
glEnd();
}
}
//reshape
void reshape(int we,int he)
{
WinWidth=we;
WinHeight=he;
void reshape(int we,int he)
{
WinWidth=we;
WinHeight=he;
glViewport(0,0,(GLsizei) we, (GLsizei) he);
glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0f, (GLfloat)we/(GLfloat)he, 0.01f,100.0f);
//透视图,参数1.眼睛睁开的角度 2.实际窗口的纵横比,即x/y
// 3.近处的裁面 4.远处的裁面
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(myEye.x, myEye.y, myEye.z, vPoint.x 30*sin(vAngle), vPoint.y,-30*cos(vAngle), 0.0f, 1.0f, 0.0f);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
gluPerspective(90.0f, (GLfloat)we/(GLfloat)he, 0.01f,100.0f);
//透视图,参数1.眼睛睁开的角度 2.实际窗口的纵横比,即x/y
// 3.近处的裁面 4.远处的裁面
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(myEye.x, myEye.y, myEye.z, vPoint.x 30*sin(vAngle), vPoint.y,-30*cos(vAngle), 0.0f, 1.0f, 0.0f);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//the function of drawing
drawscence();
//drawprojector();
drawdesks();
drawchairs();
drawscence();
//drawprojector();
drawdesks();
drawchairs();
glFlush();
}
}
//the action of the keyboard
GLvoid OnKeyboard(unsigned char key, int x, int y)
{
switch(key){
//left
case 97:
myEye.x-=0.5;
vPoint.x-=0.5;
if(myEye.x<=-40)
myEye.x=-40;
break;
//right
case 100:
myEye.x =0.5;
vPoint.x =0.5;
if(myEye.x>=40)
myEye.x=40;
break;
//down
case 119:
myEye.z-=0.5;
if(myEye.z<=-30)
myEye.z=-30;
break;
//up
case 115:
myEye.z =0.5;
if(myEye.z>=30)
myEye.z=30;
break;
case 27:
exit(0);
}
reshape(WinWidth,WinHeight);
glutPostRedisplay();
}
GLvoid OnKeyboard(unsigned char key, int x, int y)
{
switch(key){
//left
case 97:
myEye.x-=0.5;
vPoint.x-=0.5;
if(myEye.x<=-40)
myEye.x=-40;
break;
//right
case 100:
myEye.x =0.5;
vPoint.x =0.5;
if(myEye.x>=40)
myEye.x=40;
break;
//down
case 119:
myEye.z-=0.5;
if(myEye.z<=-30)
myEye.z=-30;
break;
//up
case 115:
myEye.z =0.5;
if(myEye.z>=30)
myEye.z=30;
break;
case 27:
exit(0);
}
reshape(WinWidth,WinHeight);
glutPostRedisplay();
}
// the action of the special
GLvoid OnSpecial(int key, int x, int y)
{
switch(key){
GLvoid OnSpecial(int key, int x, int y)
{
switch(key){
case GLUT_KEY_LEFT:
vAngle-=0.05;
break;
case GLUT_KEY_RIGHT:
vAngle =0.05;
break;
vAngle-=0.05;
break;
case GLUT_KEY_RIGHT:
vAngle =0.05;
break;
case GLUT_KEY_UP:
myEye.y =0.05;
if(myEye.y>=30)
myEye.y=30;
break;
myEye.y =0.05;
if(myEye.y>=30)
myEye.y=30;
break;
case GLUT_KEY_DOWN:
myEye.y-=0.5;
if(myEye.y<=0)
myEye.y=30;
break;
myEye.y-=0.5;
if(myEye.y<=0)
myEye.y=30;
break;
case GLUT_KEY_PAGE_DOWN:
myEye.z =0.5;
if(myEye.z>=30)
myEye.z=30;
break;
myEye.z =0.5;
if(myEye.z>=30)
myEye.z=30;
break;
case GLUT_KEY_PAGE_UP:
myEye.z-=0.5;
if(myEye.z<=-30)
myEye.z=-30;
break;
}
reshape(WinWidth,WinHeight);
glutPostRedisplay();
}
myEye.z-=0.5;
if(myEye.z<=-30)
myEye.z=-30;
break;
}
reshape(WinWidth,WinHeight);
glutPostRedisplay();
}
//idle function
GLvoid OnIdle()
{
glutPostRedisplay();
//标记当前窗体来重新显示,它会促使主循环尽快的调用完显示函数
}
GLvoid OnIdle()
{
glutPostRedisplay();
//标记当前窗体来重新显示,它会促使主循环尽快的调用完显示函数
}
//initial function,initial many parameters including the light and so on
void initial(){
void initial(){
glClearColor(0,0,0,0);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);//set the mode of the current texture mapping
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,model_ambient);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_TRUE);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
glLightfv(GL_LIGHT0,GL_POSITION,light_position0);
glLightfv(GL_LIGHT0,GL_AMBIENT,mat_ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light);
glLightfv(GL_LIGHT0,GL_SPECULAR,light);
glLightfv(GL_LIGHT1,GL_POSITION,light_position1);
glLightfv(GL_LIGHT1,GL_AMBIENT,mat_ambient);
glLightfv(GL_LIGHT1,GL_DIFFUSE,white_light);
glLightfv(GL_LIGHT1,GL_SPECULAR,white_light);
glLightfv(GL_LIGHT0,GL_AMBIENT,mat_ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light);
glLightfv(GL_LIGHT0,GL_SPECULAR,light);
glLightfv(GL_LIGHT1,GL_POSITION,light_position1);
glLightfv(GL_LIGHT1,GL_AMBIENT,mat_ambient);
glLightfv(GL_LIGHT1,GL_DIFFUSE,white_light);
glLightfv(GL_LIGHT1,GL_SPECULAR,white_light);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH); //set the mode of the color(flat or smooth)
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glEnable(GL_DEPTH_TEST);
}
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glEnable(GL_DEPTH_TEST);
}
int main(int argc, char* argv[])
{
myEye.x=0;
myEye.y=15;
myEye.z=25;
{
myEye.x=0;
myEye.y=15;
myEye.z=25;
vPoint.x=0;
vPoint.y=15;
vPoint.z=-30;
vAngle=0;
vPoint.y=15;
vPoint.z=-30;
vAngle=0;
glEnable(GL_DEPTH_TEST);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_SINGLE);
glutInitWindowPosition(400, 0);
glutInitWindowSize(800, 600);
glutCreateWindow("教室");
glutInitDisplayMode(GLUT_RGBA | GLUT_SINGLE);
glutInitWindowPosition(400, 0);
glutInitWindowSize(800, 600);
glutCreateWindow("教室");
initial();
glutDisplayFunc(&display);
glutReshapeFunc(reshape);
glutKeyboardFunc(OnKeyboard);
glutSpecialFunc(OnSpecial);
glutIdleFunc(OnIdle);
glutReshapeFunc(reshape);
glutKeyboardFunc(OnKeyboard);
glutSpecialFunc(OnSpecial);
glutIdleFunc(OnIdle);
/* set the texture */
texblackboard=load_texture("blackboard.bmp");
texwindow=load_texture("window.bmp");
texwindow1=load_texture("window1.bmp");
texgaodi=load_texture("gaodi.bmp");
texceiling=load_texture("ceiling.bmp");
texdoor=load_texture("door.bmp");
texbackwall=load_texture("backwall.bmp");
textdesk=load_texture("tdesk.bmp");
textwall=load_texture("wall.bmp");
textfloor=load_texture("floor.bmp");
textdesk1=load_texture("desk.bmp");
glutMainLoop();
return 0;
}
}
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