c語言實現多線程動畫程序範例

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c語言實現多線程動畫程序範例

該程序是利用opengl圖形庫與fmod音頻庫寫的一個簡單3d動畫程序。該程序在vs下運行良好,若缺少相關dll文件請確認已配製fmod與opengl庫。

複製代碼 代碼如下:

// : 定義控制檯應用程序的入口點。

//

#include "stdafx.h"

//定義一個線程

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"};

//聲音引擎查錯函數

void ERRCHECK(FMOD_RESULT result)

{

if(result != FMOD_OK)

{

printf("FMOD error!(%d) %sn",result,FMOD_ErrorString(result));

//exit(-1);

}

}

void Initial()

{

AUX_RGBImageRec* Image[4];

int i;

glEnable(GL_DEPTH_TEST);// 啓用深度測試

glFrontFace(GL_CCW);// 指定逆時針繞法表示多邊形正面

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 );//背景爲黑色

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);

// 繪製紅色的太陽模型

//glShadeModel(GL_SMOOTH);

glColor3f(1.0f, 0.0f, 0.0f);

glutSolidSphere(12.0f, 100, 100);

glEnable(GL_LIGHTING);

// 當前繪製顏色變爲藍色

//glShadeModel(GL_FLAT);

glBindTexture(GL_TEXTURE_2D,toTextures[2]);

glColor3f(0.0f, 0.0f, 1.0f);

//繪製地球

//保存當前的模型視圖矩陣

//glPushMatrix();

glLightfv(GL_LIGHT0,GL_POSITION,lightPos);

glRotatef(fElect1, 0.0f, 1.0f, 0.0f);//繞y軸旋轉一定的角度

glTranslatef(90.0f, 0.0f, 0.0f);//平移一段距離

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();

// 增加旋轉步長

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)

{

// 旋轉的角度

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// 重置模型視圖矩陣

//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軸負向移動

drawsphere();

glutSwapBuffers();

}

void TimerFunc(int value)

{

glutPostRedisplay();

glutTimerFunc(100, TimerFunc, 1);

}

//背景音樂的調度函數

void bcsound()

{

FMOD_RESULT result;

FMOD::System *system;

FMOD::Channel *channel;

result = FMOD::System_Create(&system); // 創造FMOD的系統內核對象

ERRCHECK(result);

result = system->setSpeakerMode(FMOD_SPEAKERMODE_5POINT1); // 設置5.1聲道模式

ERRCHECK(result);

result = system->setSoftwareChannels(100); // 調整軟件混合

ERRCHECK(result);

result = system->setHardwareChannels(32); // 調整硬件混合

ERRCHECK(result);

result = system->init(200, FMOD_INIT_NORMAL, 0); // 初始化FMOD,音量大小爲200

ERRCHECK(result);

FMOD::Sound *sound;

result = system->createSound("", FMOD_DEFAULT, 0, &sound); //載入磁盤文件到內存,(全部載入後返回)

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 3", FMOD_DEFAULT, 0, &sound); //載入磁盤文件到內存,(全部載入後返回)

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

}

//動畫功能函數

void graph(int argc, char* argv[])

{

glutInit(&argc, argv);

glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);

glutInitWindowSize(600,350);

glutCreateWindow("日月地模型示例");

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;

}