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該法式是應用opengl圖形庫與fmod音頻庫寫的一個簡略3d動畫法式。該法式在vs下運轉優越,若缺乏相干dll文件請確認已配制fmod與opengl庫。
mixmodel.cpp
// mixmodel.cpp : 界說掌握台運用法式的進口點。
//
#include "stdafx.h"
//界說一個線程
DWORD WINAPI SoundProc(
LPVOID LPVIDEOPARAMETERS);
//光照變量
GLfloat whiteLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat sourceLight[] = { 0.8f, 0.8f, 0.8f, 1.0f };
GLfloat lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
//貼圖變量
GLuint toTextures[4];
char* szFiles[4] = {"bcb.bmp","sun.bmp","earth.bmp","moon.bmp"};
//聲響引擎查錯函數
void ERRCHECK(FMOD_RESULT result)
{
if(result != FMOD_OK)
{
printf("FMOD error!(%d) %s\n",result,FMOD_ErrorString(result));
//exit(-1);
}
}
void Initial()
{
AUX_RGBImageRec* Image[4];
int i;
glEnable(GL_DEPTH_TEST); // 啟用深度測試
glFrontFace(GL_CCW); // 指定逆時針繞法表現多邊形正面
glEnable(GL_CULL_FACE); // Do not calculate inside of jet
// Enable lighting
glEnable(GL_LIGHTING);
// Setup and enable light 0
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,whiteLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,sourceLight);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
// Enable color tracking
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f ); //配景為黑色
glGenTextures(4, toTextures);
for(i=0;i<4;i++)
{
// Load environment map
glBindTexture(GL_TEXTURE_2D, toTextures[i]);
Image[i] = auxDIBImageLoadA(szFiles[i]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, Image[i]->sizeX, Image[i]->sizeY, 0, GL_RGB , GL_UNSIGNED_BYTE, Image[i]->data);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
}
void drawsphere()
{
static float fElect1 = 0.0f;
glTranslatef(0.0f, 0.0f, -250.0f);
glBindTexture(GL_TEXTURE_2D,toTextures[1]);
glDisable(GL_LIGHTING);
// 繪制白色的太陽模子
//glShadeModel(GL_SMOOTH);
glColor3f(1.0f, 0.0f, 0.0f);
glutSolidSphere(12.0f, 100, 100);
glEnable(GL_LIGHTING);
// 以後繪制色彩變成藍色
//glShadeModel(GL_FLAT);
glBindTexture(GL_TEXTURE_2D,toTextures[2]);
glColor3f(0.0f, 0.0f, 1.0f);
//繪制地球
//保留以後的模子視圖矩陣
//glPushMatrix();
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glRotatef(fElect1, 0.0f, 1.0f, 0.0f);//繞y軸扭轉必定的角度
glTranslatef(90.0f, 0.0f, 0.0f);//平移一段間隔
glutSolidSphere(9.0f, 100, 100);
glBindTexture(GL_TEXTURE_2D,toTextures[3]);
glColor3f(1.0f,1.0f,0.0f);
glRotatef(fElect1*4, 0.0f, 1.0f, 0.0f);
glTranslatef(40.0f, 0.0f, 0.0f);
glutSolidSphere(5.0f, 100, 100);
// 恢復矩陣
glPopMatrix();
// 增長扭轉步長
fElect1 += 5.0f;
if(fElect1 > 360.0f) fElect1 = 5.0f;
}
void ChangeSize(int w, int h)
{
if(h == 0) h = 1;
// 設置視區尺寸
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// 設置修剪空間
GLfloat fAspect;
fAspect = (float)w/(float)h;
gluPerspective(45.0, fAspect, 1.0, 500.0);
/*
if (w <= h)
glOrtho (-nRange, nRange, nRange*h/w, -nRange*h/w, -nRange*2.0f, nRange*2.0f);
else
glOrtho (-nRange*w/h, nRange*w/h, nRange, -nRange, -nRange*2.0f, nRange*2.0f);
*/
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void RenderScene(void)
{
// 扭轉的角度
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 重置模子視圖矩陣
//glMatrixMode(GL_MODELVIEW);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0.0f, 1.0f, 0.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glBindTexture(GL_TEXTURE_2D, toTextures[0]);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDepthMask(GL_FALSE);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(0.0f, 1.0f);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
//glLoadIdentity();
//
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glDepthMask(GL_TRUE);
//glLoadIdentity();
glPushMatrix();
//將圖形沿z軸負向挪動
drawsphere();
glutSwapBuffers();
}
void TimerFunc(int value)
{
glutPostRedisplay();
glutTimerFunc(100, TimerFunc, 1);
}
//配景音樂的調劑函數
void bcsound()
{
FMOD_RESULT result;
FMOD::System *system;
FMOD::Channel *channel;
result = FMOD::System_Create(&system); // 發明FMOD的體系內查對象
ERRCHECK(result);
result = system->setSpeakerMode(FMOD_SPEAKERMODE_5POINT1); // 設置5.1聲道形式
ERRCHECK(result);
result = system->setSoftwareChannels(100); // 調劑軟件混雜
ERRCHECK(result);
result = system->setHardwareChannels(32); // 調劑硬件混雜
ERRCHECK(result);
result = system->init(200, FMOD_INIT_NORMAL, 0); // 初始化FMOD,音量年夜小為200
ERRCHECK(result);
FMOD::Sound *sound;
result = system->createSound("P115.ogg", FMOD_DEFAULT, 0, &sound); //載入磁盤文件到內存,(全體載入後前往)
ERRCHECK(result);
unsigned int lenms;
result = sound->getLength(&lenms,FMOD_TIMEUNIT_MS);
ERRCHECK(result);
result = system->playSound(FMOD_CHANNEL_FREE, sound, false, &channel);//播放
ERRCHECK(result);
Sleep(lenms);
result = system->createSound("End Theme.mp3", FMOD_DEFAULT, 0, &sound); //載入磁盤文件到內存,(全體載入後前往)
ERRCHECK(result);
result = sound->getLength(&lenms,FMOD_TIMEUNIT_MS);
ERRCHECK(result);
result = system->playSound(FMOD_CHANNEL_FREE, sound, false, &channel);//播放
ERRCHECK(result);
Sleep(lenms);
system->release();//釋放
}
//動畫功效函數
void graph(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(600,350);
glutCreateWindow("日月地模子示例");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutTimerFunc(500, TimerFunc, 1);
Initial();
glutMainLoop();
}
int main(int argc, char* argv[])
{
HANDLE hThread1;
hThread1 = CreateThread(NULL,0,SoundProc,NULL,0,NULL);
CloseHandle(hThread1);
graph(argc,argv);
Sleep(3000);
return 0;
}
DWORD WINAPI SoundProc(
LPVOID LPVIDEOPARAMETERS)
{
bcsound();
return 0;
}