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  • Lesson 12 Nehe

    #include <gl/opengl.h>
    #include <stdio.h>
    
    HGLRC hRC = NULL;
    HDC   hDC = NULL;
    HWND  hWnd = NULL;
    HINSTANCE hInstance = NULL;
    
    BOOL keys[256];
    BOOL active = TRUE;
    BOOL fullscreen = FALSE;
    
    GLfloat xRote;
    GLfloat yRote;
    GLfloat zRote;
    GLuint texture[1];              // 存一个纹理
    GLuint box;
    GLuint top;
    GLuint xloop;
    GLuint yloop;
    
    // 颜色数组
    // 亮
    static GLfloat boxcol[5][3]={
        // 红
        {1.0f, 0.0f, 0.0f},
        // 橙
        {1.0f, 0.5f, 0.0f},
        // 黄
        {1.0f, 1.0f, 0.0f},
        // 绿
        {0.0f, 1.0f, 0.0f},
        // 蓝
        {0.0f, 0.0f, 1.0f}
    };
    // 暗
    static GLfloat topIc[5][3]={
        // 红
        {0.5f, 0.0f, 0.0f},
        // 橙
        {0.5f, 0.25f, 0.0f},
        // 黄
        {0.5f, 0.5f, 0.0f},
        // 绿
        {0.0f, 0.5f, 0.0f},
        // 蓝
        {0.0f, 0.0f, 0.5f}
    };
    
    LRESULT CALLBACK WindowProc( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
    
    // 建立列表
    GLvoid BuildList(){
        // 要创建2个显示列表, box 为第一个显示列表
        box = glGenLists(2);
        // 创建一个显示列表
        glNewList(box, GL_COMPILE);
            glBegin(GL_QUADS);
            // 前面
            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 1.0f); // A
            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // B
            glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // C
            glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 1.0f); // D
    
            // 右面
            glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 1.0f); // D
            glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // C
            glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f,-1.0f); // E
            glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f,-1.0f); // F
    
            //后面
            glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f,-1.0f,-1.0f); // F
            glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f,-1.0f); // E
            glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f,-1.0f); // G
            glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f,-1.0f,-1.0f); // H
    
            //左面
            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,-1.0f); // H
            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f,-1.0f); // G
            glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // B
            glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 1.0f); // A
    
            //上面
            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // B
            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f,-1.0f); // G
            glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f,-1.0f); // E
            glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // C 
    
            //下面
            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,-1.0f); // H
            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,-1.0f, 1.0f); // A
            glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,-1.0f, 1.0f); // D
            glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f,-1.0f); // F
            glEnd();
        glEndList();
    
        top = box + 1;
        glNewList(top, GL_COMPILE);
            glBegin(GL_QUADS);
                glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
                glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f,  1.0f);
                glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f,  1.0f);
                glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
            glEnd();
        glEndList();
    }
    
    AUX_RGBImageRec* LoadBMP(char* FileName){
        FILE *File = NULL;
        if (!FileName){
            MessageBox(NULL, "文件未存在", "错误", MB_OK|MB_ICONEXCLAMATION);
            return NULL;
        }
    
        File = fopen(FileName, "r");
        if (!File){
            MessageBox(NULL, "文件未能正常打开", "错误", MB_OK|MB_ICONEXCLAMATION);
            return  NULL;
        }
        fclose(File);
        return auxDIBImageLoad(FileName);
    }
    
    BOOL LoadGLTexture(char* Filename, GLuint* texture){
        BOOL Status  =  FALSE;
        AUX_RGBImageRec *TextureImage[1];
        memset(TextureImage, 0, sizeof(void*)*1);
        if (TextureImage[0] = LoadBMP(Filename)){
            Status = TRUE;
            // 创建一个纹理
            glGenTextures(1, texture);
            glBindTexture(GL_TEXTURE_2D, *texture);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            //glTexImage2D(GL_TEXTURE_2D,  0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
            // 生成相应的纹理
            gluBuild2DMipmaps(GL_TEXTURE_2D, 3,TextureImage[0]->sizeX,TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
        }
        if (TextureImage[0]){
            if (TextureImage[0]->data)
                free(TextureImage[0]->data);
            free(TextureImage[0]);
        }
        return Status;
    }
    GLvoid ReSizeGLScene(GLsizei width, GLsizei height){
        // 如果高为0 , 则设置其为1
        if (height == 0) height = 1;
        // 设置可以看到的视角
        glViewport(0,0,width, height);
    
        // 设置投影矩阵
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        // 设置平截头体
        gluPerspective(45.0f, (GLdouble)width/(GLdouble)height, 0.1f, 100.0f);
    
        // 设置模型矩阵
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
    }
    
    GLvoid InitGL(){
        if (!LoadGLTexture("Data/Cube.bmp", &texture[0])){
            MessageBox(NULL, "载入纹理失败", "错误", MB_OK|MB_ICONEXCLAMATION);
            exit(1);
        }
        glEnable(GL_TEXTURE_2D);
        glShadeModel(GL_SMOOTH);
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        // 1.0f 为最大深度
        glClearDepth(1.0f);
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_LEQUAL);
        glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
        // 建立列表
        BuildList();
        // 开启灯光
        glEnable(GL_LIGHT0);
        glEnable(GL_LIGHTING);
        // 激活GL_COLOR_MATERIAL可以让你在激活光照的情况下用glColor函数给物体上色。这个方法又称为颜色追踪。
        glEnable(GL_COLOR_MATERIAL);
    
    }
    
    GLvoid DrawGLScene(){
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glTranslatef(0.0f, 0.0f, -5.0f);
        glBindTexture(GL_TEXTURE_2D, texture[0]);
        for (yloop=1; yloop<=5; yloop++){
            for (xloop=1; xloop<=5; xloop++){
                glLoadIdentity();
                // 数学的魔力
                glTranslatef(1.4f+(float(xloop)*2.8f)-(float(yloop)*1.4f),((6.0f-float(yloop))*2.4f)-7.0f,-20.0f);
                glRotatef(45.0f-(2.0f*yloop)+xRote,1.0f,0.0f,0.0f); 
                glRotatef(45.0f+yRote,0.0f,1.0f,0.0f);
                ///////////////////////////
    
                glColor3fv(boxcol[yloop-1]);
                glCallList(box);
    
                glColor3fv(topIc[yloop-1]);
                glCallList(top);
            }
        } // end for 
    
    }
    
    GLvoid KillGLWindow(){
        if (fullscreen){
            ChangeDisplaySettings(NULL, 0);
            ShowCursor(FALSE);
        }
    
        if (hRC){
            if (!wglMakeCurrent(NULL, NULL))
                MessageBox(NULL, "释放DC 或 RC 失败", "错误", MB_OK);
            if (!wglDeleteContext(hRC))
                MessageBox(NULL, "释放RC失败", "错误", MB_OK);
            hRC = NULL;
        }
    
        // ReleaseDC 失败返回0, 成功返回非0
        if (hDC && !ReleaseDC(hWnd, hDC)){
            MessageBox(NULL, "释放DC失败", "错误", MB_OK);
            hDC = NULL;
        }
    
        if (hWnd && !DestroyWindow(hWnd)){
            MessageBox(NULL, "销毁窗口失败", "错误", MB_OK);
            hWnd = NULL;
        }
    
        if (!UnregisterClass("opengl", hInstance)){
            MessageBox(NULL, "反注册失败", "错误", MB_OK);
            hInstance = NULL;
        }
    }
    
    BOOL CreateGLWindow(char* title, int width, int height, int bits, HINSTANCE hInstance, bool fullscreenflag){
        GLuint PixelFormat;
        WNDCLASS wc;
        DWORD dwStyle;
        DWORD dwExStyle;
    
    
        RECT WindowRect;
        WindowRect.left = (long)0;
        WindowRect.right= (long)width;
        WindowRect.top  =  (long)0;
        WindowRect.bottom = (long)height;
    
    
        fullscreen = fullscreenflag;
    
        wc.hInstance = hInstance;
        wc.cbClsExtra  = 0;
        wc.cbWndExtra  = 0;
        wc.style       = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
        wc.lpfnWndProc = WindowProc;
        wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
        wc.hCursor = LoadCursor(NULL, IDC_ARROW);
        wc.hbrBackground = NULL;
        wc.lpszClassName = "opengl";
        wc.lpszMenuName = NULL;
    
    
        // 注册窗口类
    
        if (!RegisterClass(&wc)){
            MessageBox(NULL, "窗口注册失败", "错误", MB_OK);
            return FALSE;
        }
    
        if (fullscreen){
            DEVMODE dmScreenSetting;
            memset(&dmScreenSetting, 0, sizeof(dmScreenSetting));
            dmScreenSetting.dmSize = sizeof(dmScreenSetting);
            dmScreenSetting.dmBitsPerPel = bits;
            dmScreenSetting.dmPelsHeight = height;
            dmScreenSetting.dmPelsWidth = width;
            dmScreenSetting.dmFields = DM_BITSPERPEL | DM_PELSHEIGHT | DM_PELSWIDTH;
    
            // 设置显示模式
            if  (ChangeDisplaySettings(&dmScreenSetting, CDS_FULLSCREEN)!= DISP_CHANGE_SUCCESSFUL){
                if (MessageBox(NULL, "当前显卡不支持全屏操做
    使用窗口模式?", "错误", MB_YESNO|MB_ICONEXCLAMATION) == IDYES){
                    fullscreen = FALSE;
                }
                else{
                    MessageBox(NULL, "程序将会被关闭", "错误", MB_OK|MB_ICONEXCLAMATION);
                    return FALSE;
                }
            }
        }
    
        if (fullscreen){
            dwExStyle = WS_EX_APPWINDOW;
            dwStyle = WS_POPUP;
            ShowCursor(FALSE);
        }
        else{
            dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
            dwStyle = WS_OVERLAPPEDWINDOW;
            //ShowCursor(TRUE);
        }
    
        dwStyle = dwStyle | WS_CLIPCHILDREN|WS_CLIPSIBLINGS;
        AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);
    
        if (!(hWnd = CreateWindowEx(dwExStyle, "opengl", title, dwStyle, 0,0, WindowRect.right-WindowRect.left, WindowRect.bottom-WindowRect.top, NULL, NULL, hInstance, NULL))){
            KillGLWindow();
            MessageBox(NULL, "不能创建一个窗口设备描述表", "错误", MB_OK);
            return FALSE;
        }
    
        static PIXELFORMATDESCRIPTOR pfd = {
            sizeof(PIXELFORMATDESCRIPTOR),
            1,
            PFD_DRAW_TO_WINDOW|
            PFD_SUPPORT_OPENGL|
            PFD_DOUBLEBUFFER,
            PFD_TYPE_RGBA,
            bits,
            0, 0, 0, 0, 0, 0,               // 忽略的色彩位
            0,                              // 无Alpha缓存
            0,                              // 忽略Shift Bit
            0,                              // 无累加缓存
            0, 0, 0, 0,                         // 忽略聚集位
            16,                             // 16位 Z-缓存 (深度缓存)
            0,                              // 无蒙板缓存
            0,                              // 无辅助缓存
            PFD_MAIN_PLANE,                         // 主绘图层
            0,                              // Reserved
            0, 0, 0                             // 忽略层遮罩
        };
        if (!(hDC = GetDC(hWnd))){
            KillGLWindow();
            MessageBox(NULL, "不能创建一个相匹配的像素模式", "错误", MB_OK|MB_ICONEXCLAMATION);
            return FALSE;
        }
    
        if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))){
            KillGLWindow();
            MessageBox(NULL, "不能设置像素格式", "错误", MB_OK|MB_ICONEXCLAMATION);
            return FALSE;
        }
    
        if (!SetPixelFormat(hDC, PixelFormat, &pfd)){
            KillGLWindow();
            MessageBox(NULL, "不能设置像素格式", "错误",MB_OK|MB_ICONEXCLAMATION);
            return FALSE;
        }
    
        if (!(hRC = wglCreateContext(hDC))){
            KillGLWindow();
            MessageBox(NULL, "不能创建当前的opengl渲染描述表", "错误", MB_OK|MB_ICONEXCLAMATION);
            return FALSE;
        }
    
        if (!wglMakeCurrent(hDC, hRC)){
            KillGLWindow();
            MessageBox(NULL, "不能激活当前的opengl渲染描述表", "错误", MB_OK);
            return FALSE;
        }
    
        ShowWindow(hWnd, SW_SHOW);
        // 激活窗口
        SetForegroundWindow(hWnd);
        // 接收键盘信息
        SetFocus(hWnd);
        ReSizeGLScene(width, height);
    
        InitGL();
        return TRUE;
    }
    
    LRESULT CALLBACK WindowProc( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam ){
        switch(uMsg){
        case WM_ACTIVATE:
            {
                if (!HIWORD(wParam))
                    active = TRUE;
                else
                    active = FALSE;
                return 0;
            }
        case WM_CLOSE:
            {
                PostQuitMessage(0);
                return 0;
            }
        case WM_KEYUP:
            {
                keys[wParam] = FALSE;
                return 0;
            }
        case WM_KEYDOWN:
            {
                keys[wParam] = TRUE;
                return 0;
            }
        case WM_SIZE:
            {
                ReSizeGLScene(LOWORD(lParam), HIWORD(lParam));
                return 0;
            }
        }
        return DefWindowProc(hwnd, uMsg, wParam, lParam);
    }
    
    int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ){
        MSG msg;
        BOOL done = FALSE;
    
        if (MessageBox(NULL, "是否在全屏模式下运行?", "提示", MB_YESNO|MB_ICONEXCLAMATION) == IDYES)
            fullscreen = TRUE;
    
        if (!CreateGLWindow("Lesson 3", 640, 480, 16, hInstance, fullscreen))
            return 0;
    
        while (!done){
            if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)){
                if (msg.message == WM_QUIT)
                    done = TRUE;
                else{
                    TranslateMessage(&msg);
                    DispatchMessage(&msg);
                }
            }
            else
            {
                if (active)
                {
                    if (keys[VK_ESCAPE])
                        done = TRUE;
                    else{
                        DrawGLScene();
                        SwapBuffers(hDC);
                    }
                    if (keys[VK_F1]){
                        keys[VK_F1] = FALSE;
                        KillGLWindow();
                        fullscreen = !fullscreen;
                        if (!CreateGLWindow("Lesson 3", 640, 480, 16, hInstance, fullscreen))
                            return 0;
                    }
                    // 判断上下左右四个键
                    if (keys[VK_LEFT])
                        yRote -= 0.2f;
                    if (keys[VK_RIGHT])
                        yRote += 0.2f;
                    if (keys[VK_UP])
                        xRote -= 0.2f;
                    if (keys[VK_DOWN])
                        xRote += 0.2f;
                }
    
            }
        }
        KillGLWindow();
        return (msg.wParam);
    }

    这里写图片描述

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  • 原文地址:https://www.cnblogs.com/laohaozi/p/8266577.html
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