mam taki program
#include <windows.h>
#include <stdlib.h>
#include <gl/gl.h>
#include <math.h>
#include <stdio.h>
#include <io.h>
LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM);
void EnableOpenGL(HWND hwnd, HDC*, HGLRC*);
void DisableOpenGL(HWND, HDC, HGLRC);
double kat(double xx,double yy)
{
if (xx>0 && yy>0)
{
return sin(yy/(xx*xx+yy*yy));
}
else if (xx<0 && yy>0)
{
return 90+sin(xx/(xx*xx+yy*yy));
}
else if (xx<0 && yy<0)
{
return 180+sin(yy/(xx*xx+yy*yy));
}
else if (xx>0 && yy<0)
{
return 270+sin(xx/(xx*xx+yy*yy));
}
else if (xx==yy)
{
if (yy==0 && xx>0)
{
return 0;
}
else if (xx==0 && yy>0)
{
return 90;
}
else if (yy==0 && xx<0)
{
return 180;
}
else if (xx==0 && yy<0)
{
return 270;
}
}
}
double alpha,x,y,z;
void obliczenia_3d(double kat_x,double kat_y,double kat_z)
{
double xx,yy,zz;
xx=cos(kat_y*M_PI/180)*x+sin(kat_y*M_PI/180)*z;
zz=-sin(kat_y*M_PI/180)*x+cos(kat_y*M_PI/180)*z;
x=xx;
z=zz;
yy=cos(kat_x*M_PI/180)*y-sin(kat_x*M_PI/180)*z;
zz=sin(kat_x*M_PI/180)*y+cos(kat_x*M_PI/180)*z;
y=yy;
z=zz;
xx=cos(kat_z*M_PI/180)*x-sin(kat_z*M_PI/180)*y;
yy=sin(kat_z*M_PI/180)*x+cos(kat_z*M_PI/180)*y;
x=xx;
y=yy;
}
typedef struct punkt
{
double x,y,z;
int last;
}punkt;
typedef struct obiekt
{
double r_x,r_y,r_z,x,y,z;
struct punkt wektor[100];
}obiekt;
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
WNDCLASSEX wcex;
HWND hwnd;
HDC hDC;
HGLRC hRC;
MSG msg;
BOOL bQuit = FALSE;
float theta = 0.0f;
/* register window class */
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_OWNDC;
wcex.lpfnWndProc = WindowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "GLSample";
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);;
if (!RegisterClassEx(&wcex))
return 0;
/* create main window */
hwnd = CreateWindowEx(0,
"GLSample",
"OpenGL Sample",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
800,
800,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hwnd, nCmdShow);
/* enable OpenGL for the window */
EnableOpenGL(hwnd, &hDC, &hRC);
/* program main loop */
int i=0,a=0,c,d,e;
struct obiekt statek[2];
FILE *plik;
char *mode="r";
plik=fopen("statek.model", mode);
if (plik == NULL) {
fprintf(stderr, "Can't open input file in.list!\n");
exit(1);
}
if (fscanf(plik,"%i %i %i",&c,&d,&e) != EOF)
{
statek[0].x=c;
statek[0].y=d;
statek[0].z=e;
while (fscanf(plik,"%i %i %i",&c,&d,&e) != EOF)
{
statek[0].wektor[i].last=0;
statek[0].wektor[i].x=c;
statek[0].wektor[i].y=d;
statek[0].wektor[i].z=e;
i=i+1;
}
}
statek[0].wektor[i].last=1;
fclose(plik);
statek[0].r_x=35;
statek[0].r_y=195;
statek[0].r_z=0;
while (!bQuit)
{
/* check for messages */
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
/* handle or dispatch messages */
if (msg.message == WM_QUIT)
{
bQuit = TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
/* OpenGL animation code goes here */
glClearColor(0.0f, 0.5f, 0.5f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
i=3;
while(statek[0].wektor[i-3].last==0)
{
glPushMatrix();
glBegin(GL_POLYGON);
x=statek[0].wektor[i].x;
y=statek[0].wektor[i].y;
z=statek[0].wektor[i].z;
obliczenia_3d(statek[0].r_x,statek[0].r_y,statek[0].r_z);
glColor3f(1.0f, 0.5f, 0.0f); glVertex3f(x/1000,y/1000,z/1000);
x=statek[0].wektor[i-1].x;
y=statek[0].wektor[i-1].y;
z=statek[0].wektor[i-1].z;
obliczenia_3d(statek[0].r_x,statek[0].r_y,statek[0].r_z);
glColor3f(1.0f, 0.5f, 0.0f); glVertex3f(x/1000,y/1000,z/1000);
x=statek[0].wektor[i-2].x;
y=statek[0].wektor[i-2].y;
z=statek[0].wektor[i-2].z;
obliczenia_3d(statek[0].r_x,statek[0].r_y,statek[0].r_z);
glColor3f(1.0f, 0.5f, 0.0f); glVertex3f(x/1000,y/1000,z/1000);
x=statek[0].wektor[i-3].x;
y=statek[0].wektor[i-3].y;
z=statek[0].wektor[i-3].z;
obliczenia_3d(statek[0].r_x,statek[0].r_y,statek[0].r_z);
glColor3f(1.0f, 0.5f, 0.0f); glVertex3f(x/1000,y/1000,z/1000);
glEnd();
glBegin(GL_LINE_LOOP);
x=statek[0].wektor[i].x;
y=statek[0].wektor[i].y;
z=statek[0].wektor[i].z;
obliczenia_3d(statek[0].r_x,statek[0].r_y,statek[0].r_z);
glColor3f(0.0f, 0.0f, 0.0f); glVertex3f(x/1000,y/1000,z/1000);
x=statek[0].wektor[i-1].x;
y=statek[0].wektor[i-1].y;
z=statek[0].wektor[i-1].z;
obliczenia_3d(statek[0].r_x,statek[0].r_y,statek[0].r_z);
glColor3f(0.0f, 0.0f, 0.0f); glVertex3f(x/1000,y/1000,z/1000);
x=statek[0].wektor[i-2].x;
y=statek[0].wektor[i-2].y;
z=statek[0].wektor[i-2].z;
obliczenia_3d(statek[0].r_x,statek[0].r_y,statek[0].r_z);
glColor3f(0.0f, 0.0f, 0.0f); glVertex3f(x/1000,y/1000,z/1000);
x=statek[0].wektor[i-3].x;
y=statek[0].wektor[i-3].y;
z=statek[0].wektor[i-3].z;
obliczenia_3d(statek[0].r_x,statek[0].r_y,statek[0].r_z);
glColor3f(0.0f, 0.0f, 0.0f); glVertex3f(x/1000,y/1000,z/1000);
glEnd();
glPopMatrix();
i=i+4;
}
SwapBuffers(hDC);
//statek[0].r_x+=0.3;
statek[0].r_z+=1;
//statek[0].r_y+=0.1;
Sleep (1);
}
}
/* shutdown OpenGL */
DisableOpenGL(hwnd, hDC, hRC);
/* destroy the window explicitly */
DestroyWindow(hwnd);
return msg.wParam;
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CLOSE:
PostQuitMessage(0);
break;
case WM_DESTROY:
return 0;
case WM_KEYDOWN:
{
switch (wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
}
break;
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
return 0;
}
void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC)
{
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
/* get the device context (DC) */
*hDC = GetDC(hwnd);
/* set the pixel format for the DC */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
iFormat = ChoosePixelFormat(*hDC, &pfd);
SetPixelFormat(*hDC, iFormat, &pfd);
/* create and enable the render context (RC) */
*hRC = wglCreateContext(*hDC);
wglMakeCurrent(*hDC, *hRC);
}
void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
ReleaseDC(hwnd, hDC);
}
i w teorii działa ale nie pokazuje wszystkich ścian we właściwej kolejności... jakieś pomysły?