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misc.cpp
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misc.cpp
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#include <Windows.h>
#include <stdio.h>
#include <math.h>
#include <time.h>
#include <mmsystem.h>
#pragma comment(lib,"Winmm.lib")
#include "fssimplewindow.h"
#include "ysglfontdata.h"
#include "yspng.h"
#include "camera.h"
#include "misc.h"
#include "orbiter.h"
#include "plane.h"
#include "terrain.h"
#include "miscellaneous.h"
void DrawSkyCube(double x1,double y1,double z1,double x2,double y2,double z2, int i)
{
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_QUADS);
double colour[6][4];
//scene1: clear blue
colour[0][0] = 0;
colour[1][0] = 1;
colour[2][0] = 1;
colour[3][0]= 0;
colour[4][0] = 0.2;
colour[5][0]= 0.5;
//scene 2: afternoon
colour[0][1] = 0;
colour[1][1] = 0.8;
colour[2][1] = 0.9;
colour[3][1] = 0.196078;
colour[4][1] = 0.196078;
colour[5][1] = 0.8;
//scene 3: sunset
colour[0][2] = 1;
colour[1][2] = 0.25;
colour[2][2] = 0.0;
colour[3][2] = 0.53;
colour[4][2] = 0.12;
colour[5][2] =0.471;
//scene4: night
colour[0][3] = 0;
colour[1][3] = 0.8;
colour[2][3] = 0.8;
colour[3][3] = 0.184314;
colour[4][3] = 0.184314 ;
colour[5][3] =0.309804;
i=i;
//back
glColor3f(colour[0][i],colour[1][i],colour[2][i]);
glVertex3d(x1,y1,z1);
glColor3f(colour[0][i],colour[1][i],colour[2][i]);
glVertex3d(x2,y1,z1);
glColor3f(colour[3][i],colour[4][i],colour[5][i]);
glVertex3d(x2,y2,z1);
glColor3f(colour[3][i],colour[4][i],colour[5][i]);
glVertex3d(x1,y2,z1);
//front
glColor3f(colour[0][i],colour[1][i],colour[2][i]);
glVertex3d(x1,y1,z2);
glColor3f(colour[0][i],colour[1][i],colour[2][i]);
glVertex3d(x2,y1,z2);
glColor3f(colour[3][i],colour[4][i],colour[5][i]);
glVertex3d(x2,y2,z2);
glColor3f(colour[3][i],colour[4][i],colour[5][i]);
glVertex3d(x1,y2,z2);
//bottom
//glColor3ub(0,100,200);
glColor4f(0,0.8,0.9,0.5);
glVertex3d(x1,y1,z1);
glVertex3d(x2,y1,z1);
glVertex3d(x2,y1,z2);
glVertex3d(x1,y1,z2);
//top
glColor3f(colour[3][i],colour[4][i],colour[5][i]);
glVertex3d(x1,y2,z1);
glVertex3d(x2,y2,z1);
glVertex3d(x2,y2,z2);
glVertex3d(x1,y2,z2);
//left
glColor3f(colour[0][i],colour[1][i],colour[2][i]);
glVertex3d(x1,y1,z1);
glColor3f(colour[0][i],colour[1][i],colour[2][i]);
glVertex3d(x1,y1,z2);
glColor3f(colour[3][i],colour[4][i],colour[5][i]);
glVertex3d(x1,y2,z2);
glColor3f(colour[3][i],colour[4][i],colour[5][i]);
glVertex3d(x1,y2,z1);
//right
glColor3f(colour[0][i],colour[1][i],colour[2][i]);
glVertex3d(x2,y1,z1);
glColor3f(colour[0][i],colour[1][i],colour[2][i]);
glVertex3d(x2,y1,z2);
glColor3f(colour[3][i],colour[4][i],colour[5][i]);
glVertex3d(x2,y2,z2);
glColor3f(colour[3][i],colour[4][i],colour[5][i]);
glVertex3d(x2,y2,z1);
glDisable(GL_BLEND);
glEnd();
}
void drawplane(const int counter)
{
if(counter==1)
{
glColor3ub(0,255,0);
//printf("\n colour changed to green");
}
else if(counter==2)
{
glColor3ub(0,255,255);
//printf("\n colour changed to some colour");
}
else if(counter==3)
{
glColor3ub(0,0,255);
//printf("\n colour changed to blue");
}
if(counter==1)
{
glRasterPos2d(300,100);
YsGlDrawFontBitmap20x32("THE BAT X");
}
if(counter==2)
{
glRasterPos2d(300,100);
YsGlDrawFontBitmap20x32("THE FA-HORNET");
}
if(counter==3)
{
glRasterPos2d(300,100);
YsGlDrawFontBitmap20x32("THE DESTROYER");
}
}
//
//double DotProduct(double Ax, double Ay, double Az, double Bx, double By, double Bz)
//{
// return Ax*Bx+Ay*By+Az*Bz;
//}
//
//void crossproduct(float Ax, float Ay, float Az, float Bx, float By, float Bz, double crossprod[])
//{
// crossprod[0] = (Ay*Bz)-(By*Az);
// crossprod[1] = -(Ax*Bz)+(Bx*Az);
// crossprod[2] = (Ax*By)-(Ay*Bx);
//}
void Rotation( double &x, double &y, double &z)
{
double r = 180/(3.1429*10000);
double s=cos(r/2);
double u[3];
u[0]=sin(r/2)*0.0;
u[1]=sin(r/2)*1.0;
u[2]=sin(r/2)*0.0;
double tempX=x;
double tempZ=z;
double tempY=y;
double cross[3];
crossproduct(u[0],u[1],u[2],tempX,tempY,tempZ, cross);
x = 2.0*DotProduct(u[0],u[1],u[2],tempX,tempY,tempZ) * u[0] + (s*s - DotProduct(u[0],u[1],u[2],u[0],u[1],u[2])) * tempX+ 2.0 *s*cross[0];
y = 2.0*DotProduct(u[0],u[1],u[2],tempX,tempY,tempZ) * u[1] + (s*s - DotProduct(u[0],u[1],u[2],u[0],u[1],u[2])) * tempY+ 2.0 *s*cross[1];
z = 2.0*DotProduct(u[0],u[1],u[2],tempX,tempY,tempZ) * u[2] + (s*s - DotProduct(u[0],u[1],u[2],u[0],u[1],u[2])) * tempZ+ 2.0 *s*cross[2];
}