Membuat Pesawat Menabrak Gedung dengan CodeBlock OpenGL C++
Pada Projek OpenGL menggunakan pemrograman C++ dan CodeBlock yaitu membuat pesawat menabrak gedung. dalam projek ini anda akan membuat pesawat sederhana yang akan terbang dari landasan bandara kemudian terbang lurus hingga akhirnya ada sebuah gedung menghalangi jalannya dan booom pesawat meledak. animasi akan berhenti ketika pesawat menabrak gedung tersebut. untuk lebih jelasnya hasil akhir dari aplikasi animasi ini anda dapat melihatnya pada video berikut ini.
Untuk membuat projek tersebut anda perlu beberapa aplikasi untuk diseting dikomputer anda. diantara aplikasi tersebut yaitu :
- Open GL download disini : view
- CodeBlock setting dengan openGL caranya lihat disini: view
- buka codeblock dan buat projek baru caranya dapat dilihat disini : view
- copy semua sourcode yang tersedia di blog ini.
adapun sourcode yang anda perlukan untuk digunakan adalah sebagai berikut :
Code Program
#include<stdio.h>
#include<GL/glut.h>
GLfloat a=0,b=0,c=0,d=0,e=0;
void building();
void building1();
void outline();
void blast();
void road();
void display2();
void display3();
void build_outline();
void update(int value)
{
a+=20.0; //Plane position takeoff on x axis
b-=10.0; //Road Strip backward movement
c+=15; //take off at certain angle on y axis
if(b<=-78.0)// moving of run way
b=0.0;
glutPostRedisplay();
glutTimerFunc(150,update,0);//delay
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
road();
glPushMatrix();
glTranslated(a,c,0.0);
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);//rectangular body
glVertex2f(0.0,30.0);
glVertex2f(0.0,55.0);
glVertex2f(135.0,55.0);
glVertex2f(135.0,30.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(a,c,0.0);
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);//upper triangle construction plane
glVertex2f(135.0,55.0);
glVertex2f(150.0,50.0);
glVertex2f(155.0,45.0);
glVertex2f(160.0,40.0);
glVertex2f(135.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(a,c,0.0);
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINE_LOOP);//outline of upper triangle plane
glVertex2f(135.0,55.0);
glVertex2f(150.0,50.0);
glVertex2f(155.0,45.0);
glVertex2f(160.0,40.0);
glVertex2f(135.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(a,c,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);//lower triangle
glVertex2f(135.0,40.0);
glVertex2f(160.0,40.0);
glVertex2f(160.0,37.0);
glVertex2f(145.0,30.0);
glVertex2f(135.0,30.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(a,c,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);//back wing
glVertex2f(0.0,55.0);
glVertex2f(0.0,80.0);
glVertex2f(10.0,80.0);
glVertex2f(40.0,55.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(a,c,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);//left side wing
glVertex2f(65.0,55.0);
glVertex2f(50.0,70.0);
glVertex2f(75.0,70.0);
glVertex2f(90.0,55.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(a,c,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);//rightside wing
glVertex2f(70.0,40.0);
glVertex2f(100.0,40.0);
glVertex2f(80.0,15.0);
glVertex2f(50.0,15.0);
glEnd();
glPopMatrix();
if(c>360) //timer to jump to next display
{
display2();
d+=20;//plane takeoff on x in 2nd display
}
if(a>500.0)//window position during take off
{
a=0.0;
b=0.0;
}
if(c>750)//timer to jump to 3rd display
{
display3();
e+=20;//plane takeoff on x in 3rd display
if(e>250)//timer to call blast function
{
blast();
e=250;
}
}
glFlush();
glutSwapBuffers();
}
void building()
{
glColor3f(0.60,0.40,0.70);
glBegin(GL_POLYGON);
glVertex2f(350.0,80.0);
glVertex2f(350.0,480.0);
glVertex2f(400.0,400.0);
glVertex2f(400.0,0.0);
glEnd();
glColor3f(0.75,0.75,0.75);
glBegin(GL_POLYGON);
glVertex2f(400.0,0.0);
glVertex2f(400.0,400.0);
glVertex2f(450.0,400.0);
glVertex2f(450.0,0.0);
glEnd();
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);
glVertex2f(400.0,400.0);
glVertex2f(350.0,480.0);
glVertex2f(400.0,480.0);
glVertex2f(450.0,400.0);
glEnd();
glColor3f(0.60,0.40,0.70);
glBegin(GL_POLYGON);//upper triangle of building
glVertex2f(400.0,400.0);
glVertex2f(350.0,480.0);
glVertex2f(400.0,480.0);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);//seperation line of floors
glVertex2f(350.0,180);
glVertex2f(400.0,100);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glVertex2f(350.0,280);
glVertex2f(400.0,200);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glVertex2f(350.0,380);
glVertex2f(400.0,300);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glVertex2f(450.0,100);
glVertex2f(400.0,100);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glVertex2f(450.0,200);
glVertex2f(400.0,200);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glVertex2f(450.0,300);
glVertex2f(400.0,300);
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINES);
glVertex2f(350.0,180);
glEnd();
build_outline();
}
void build_outline()//building out lines
{
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINE_LOOP);
glVertex2f(350.0,80.0);
glVertex2f(350.0,480.0);
glVertex2f(400.0,400.0);
glVertex2f(400.0,0.0);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINE_LOOP);
glVertex2f(400.0,0.0);
glVertex2f(400.0,400.0);
glVertex2f(450.0,400.0);
glVertex2f(450.0,0.0);
glEnd();
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINE_LOOP);
glVertex2f(400.0,400.0);
glVertex2f(350.0,480.0);
glVertex2f(400.0,480.0);
glVertex2f(450.0,400.0);
glEnd();
}
void blast(void)//blast polygon construction
{
glPushMatrix();
glTranslated(-10.0,-60.0,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);
glVertex2f(404.4,320.0);
glVertex2f(384.0,285.0);
glVertex2f(368.0,344.5);
glVertex2f(344.0,355.0);
glVertex2f(347.2,414.5);
glVertex2f(332.8,442.5);
glVertex2f(347.2,477.5);
glVertex2f(352.0,530.0);
glVertex2f(379.2,519.5);
glVertex2f(396.8,565.0);
glVertex2f(416.0,530.0);
glVertex2f(440.0,547.5);
glVertex2f(452.8,512.5);
glVertex2f(472.0,512.5);
glVertex2f(475.2,470.5);
glVertex2f(488.0,442.5);
glVertex2f(488.0,404.0);
glVertex2f(470.0,372.5);
glVertex2f(475.2,337.5);
glVertex2f(464.0,306.0);
glVertex2f(444.8,320.0);
glVertex2f(425.6,285.0);
glVertex2f(404.8,320.0);
glEnd();
glPopMatrix();
}
void road()
{
glColor3f(0.0,0.0,0.0);
glBegin(GL_POLYGON);//black road
glVertex2f(0.0,0.0);
glVertex2f(0.0,100.0);
glVertex2f(500.0,100.0);
glVertex2f(500.0,0.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(b,0.0,0.0);
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);//white strips on road
glVertex2f(0.0,40.0);
glVertex2f(8.0,60.0);
glVertex2f(58.0,60.0);
glVertex2f(50.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(b,0.0,0.0);
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);
glVertex2f(100.0,40.0);
glVertex2f(108.0,60.0);
glVertex2f(158.0,60.0);
glVertex2f(150.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(b,0.0,0.0);
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);
glVertex2f(200.0,40.0);
glVertex2f(208.0,60.0);
glVertex2f(258.0,60.0);
glVertex2f(250.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(b,0.0,0.0);
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);
glVertex2f(300.0,40.0);
glVertex2f(308.0,60.0);
glVertex2f(358.0,60.0);
glVertex2f(350.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(b,0.0,0.0);
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);
glVertex2f(400.0,40.0);
glVertex2f(408.0,60.0);
glVertex2f(458.0,60.0);
glVertex2f(450.0,40.0);
glEnd();
glPopMatrix();
}
void display2()
{
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glTranslated(d,300.0,0.0);
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);
glVertex2f(0.0,30.0);
glVertex2f(0.0,55.0);
glVertex2f(135.0,55.0);
glVertex2f(135.0,30.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(d,300.0,0.0);
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);
glVertex2f(135.0,55.0);
glVertex2f(150.0,50.0);
glVertex2f(155.0,45.0);
glVertex2f(160.0,40.0);
glVertex2f(135.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(d,300.0,0.0);
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINE_LOOP);
glVertex2f(135.0,55.0);
glVertex2f(150.0,50.0);
glVertex2f(155.0,45.0);
glVertex2f(160.0,40.0);
glVertex2f(135.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(d,300.0,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);
glVertex2f(135.0,40.0);
glVertex2f(160.0,40.0);
glVertex2f(160.0,37.0);
glVertex2f(145.0,30.0);
glVertex2f(135.0,30.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(d,300.0,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);
glVertex2f(0.0,55.0);
glVertex2f(0.0,80.0);
glVertex2f(10.0,80.0);
glVertex2f(40.0,55.0);
//glVertex2f(165.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(d,300.0,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);
glVertex2f(65.0,55.0);
glVertex2f(50.0,70.0);
glVertex2f(75.0,70.0);
glVertex2f(90.0,55.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(d,300.0,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);
glVertex2f(70.0,40.0);
glVertex2f(100.0,40.0);
glVertex2f(80.0,15.0);
glVertex2f(50.0,15.0);
glEnd();
glPopMatrix();
}
void display3()
{
glClear(GL_COLOR_BUFFER_BIT);
building();
glPushMatrix();
glTranslated(e,300.0,0.0);
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);
glVertex2f(0.0,30.0);
glVertex2f(0.0,55.0);
glVertex2f(135.0,55.0);
glVertex2f(135.0,30.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(e,300.0,0.0);
glColor3f(1.0,1.0,1.0);
glBegin(GL_POLYGON);
glVertex2f(135.0,55.0);
glVertex2f(150.0,50.0);
glVertex2f(155.0,45.0);
glVertex2f(160.0,40.0);
glVertex2f(135.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(e,300.0,0.0);
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINE_LOOP);
glVertex2f(135.0,55.0);
glVertex2f(150.0,50.0);
glVertex2f(155.0,45.0);
glVertex2f(160.0,40.0);
glVertex2f(135.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(e,300.0,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);
glVertex2f(135.0,40.0);
glVertex2f(160.0,40.0);
glVertex2f(160.0,37.0);
glVertex2f(145.0,30.0);
glVertex2f(135.0,30.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(e,300.0,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);
glVertex2f(0.0,55.0);
glVertex2f(0.0,80.0);
glVertex2f(10.0,80.0);
glVertex2f(40.0,55.0);
//glVertex2f(165.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(e,300.0,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);
glVertex2f(65.0,55.0);
glVertex2f(50.0,70.0);
glVertex2f(75.0,70.0);
glVertex2f(90.0,55.0);
//glVertex2f(165.0,40.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(e,300.0,0.0);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);
glVertex2f(70.0,40.0);
glVertex2f(100.0,40.0);
glVertex2f(80.0,15.0);
glVertex2f(50.0,15.0);
glEnd();
glPopMatrix();
}
void myinit()
{
glClearColor(0.0f,0.0f,1.0f,0.0f);
glColor3f(1.0,0.0,0.0);
glPointSize(1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0,499.0,0.0,499.0);
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(500.0,500.0);
glutInitWindowPosition(0,0);
glutCreateWindow("Pesawat Terbang");
glutDisplayFunc(display);
myinit();
glutTimerFunc(100,update,0);
glutMainLoop();
return 0;
}
Feature
Apliaksi ini tidak memerlukan event apapun dalam menjalankannya. ia akan berjalan otomatis. dalam aplikasi ini terdapat beberapa fiture yang diterapkan yaitu :
- Landasan udara digunakan untuk menjalankan pesawatnya
- Pesawat terbang adalah objek yang akan dijadikan titik animasi.
- Gedung digunakan untuk memberikan efek ledakan pada pesawat.
- Api digunakan untuk pesawat ketika menabrak Gedung.
adapun contoh hasil gambar dari aplikasi yang telah anda buat adalah sebagai berikut :
Demikian tutorial kali ini semoga bermanfaat dan dapat dijadikan alat pembalajaran bagi anda yang sedang mengerjakan tugas dari dosen. demikian saya ucapkan terimakasih.
Daftar Pustaka
https://cglabprojects.blogspot.com/2014/02/demolition-of-building-by-aeroplane.html
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