zoukankan      html  css  js  c++  java
  • 【转】 《基于MFC的OpenGL编程》Part 12 Creating and Using Display Lists

    本文对11篇文章进行修改,使用显示列表来存储渲染命令。

    显示列表

    OpenGL provides a facility to create a preprocessed set of OpenGL commands called a display list. Creating a display list is a straight forward process. We just have to delimit the display list code with glNewList and glEndList. The display list is named by an integer and this name is used to call the list to be executed later on. Display lists are very useful for scenes which have lot of geometry that don't change in from frame to frame. If we have to rerender something that doesn't change it is not worth going through all the calculations required once again - it is better to store them somewhere in memory and reuse it. This is exactly what the display list lets us achieve. Thus if we are going to repeatedly execute the same sequence of OpenGL commands we can create and store a display list and then have this cached sequence of calls repeated with minimal overhead, since all the vertices, lighting calculations, textures and matrix operations are calculated only when the list is created and not when it is replayed. Only the results of the calculations end up being stored in display lists. This means we cannot modify the list once we create it.

    1,CY457OpenGLView类中加入一个变量来保存显示列表名称

         GLuint m_sceneList;

    2,创建显示列表

    void CCY457OpenGLView::CreateSceneList()
    {
    //创建显示列表

         m_sceneList = glGenLists(1);
         glNewList(m_sceneList, GL_COMPILE);
             SetupLighting();
             glEnable(GL_TEXTURE_2D);
             glBindTexture(GL_TEXTURE_2D,m_Texture[
    0
    ]);
            
    //Front Face

             glBegin(GL_POLYGON);
                 glTexCoord2f(
    0,0
    );
                 glVertex3f(
    -1.0f,-1.0f,0.0f
    );
                 glTexCoord2f(
    1,0
    );
                 glVertex3f(
    1.0f,-1.0f,0.0f
    );
                 glTexCoord2f(
    1,1
    );
                 glVertex3f(
    1.0f, 1.0f,0.0f
    );
                 glTexCoord2f(
    0,1
    );
                 glVertex3f(
    -1.0f, 1.0f,0.0f
    );
             glEnd();
            
    //Back Face

             glBegin(GL_POLYGON);
                 glTexCoord2f(
    1,0
    );
                 glVertex3f(
    -1.0f,-1.0f,-1.0f
    );
                 glTexCoord2f(
    1,1
    );
                 glVertex3f(
    -1.0f, 1.0f,-1.0f
    );
                 glTexCoord2f(
    0,1
    );
                 glVertex3f(
    1.0f, 1.0f,-1.0f
    );
                 glTexCoord2f(
    0,0
    );
                 glVertex3f(
    1.0f,-1.0f,-1.0f
    );
             glEnd();
             glBindTexture(GL_TEXTURE_2D,m_Texture[
    1
    ]);
            
            
    //Left Face

             glBegin(GL_POLYGON);
                 glTexCoord2f(
    1,0
    );
                 glVertex3f(
    -1.0f,-1.0f, 0.0f
    );
                 glTexCoord2f(
    1,1
    );
                 glVertex3f(
    -1.0f, 1.0f, 0.0f
    );
                 glTexCoord2f(
    0,1
    );
                 glVertex3f(
    -1.0f, 1.0f,-1.0f
    );
                 glTexCoord2f(
    0,0
    );
                 glVertex3f(
    -1.0f,-1.0f,-1.0f
    );
             glEnd();
            
    //Right Face

             glBegin(GL_POLYGON);
                 glTexCoord2f(
    0,0
    );
                 glVertex3f(
    1.0f,-1.0f, 0.0f
    );
                 glTexCoord2f(
    1,0
    );
                 glVertex3f(
    1.0f,-1.0f,-1.0f
    );
                 glTexCoord2f(
    1,1
    );
                 glVertex3f(
    1.0f, 1.0f,-1.0f
    );
                 glTexCoord2f(
    0,1
    );
                 glVertex3f(
    1.0f, 1.0f, 0.0f
    );
             glEnd();
             glBindTexture(GL_TEXTURE_2D,m_Texture[
    2
    ]);
            
    //Top Face

             glBegin(GL_POLYGON);
                 glTexCoord2f(
    0,0
    );
                 glVertex3f(
    -1.0f, 1.0f,  0.0f
    );
                 glTexCoord2f(
    0,1
    );
                 glVertex3f(
    1.0f, 1.0f,  0.0f
    );
                 glTexCoord2f(
    1,1
    );
                 glVertex3f(
    1.0f, 1.0f, -1.0f
    );
                 glTexCoord2f(
    1,0
    );
                 glVertex3f(
    -1.0f, 1.0f, -1.0f
    );
             glEnd();
            
    //Botton Face

             glBegin(GL_POLYGON);
                 glTexCoord2f(
    0,1
    );
                 glVertex3f(
    -1.0f, -1.0f,  0.0f
    );
                 glTexCoord2f(
    0,0
    );
                 glVertex3f(
    -1.0f, -1.0f, -1.0f
    );
                 glTexCoord2f(
    1,0
    );
                 glVertex3f(
    1.0f, -1.0f, -1.0f
    );
                 glTexCoord2f(
    1,1
    );
                 glVertex3f(
    1.0f, -1.0f,  0.0f
    );
             glEnd();
             glDisable(GL_TEXTURE_2D);
         glEndList();
    }

    3,在InitializeOpenGL函数中加入对上述函数的调用:

        //创建显示列表
         CreateSceneList();

    4,修改RenderScene的绘制代码

    void CCY457OpenGLView::RenderScene ()
    {
    //绘制函数

             glTranslatef(0.0f,0.0f,-5.0f);
             glRotatef(m_xRot,
    1.0f,0.0f,0.0f
    );
             glRotatef(m_yRot,
    0.0f,1.0f,0.0f
    );
             glCallList(m_sceneList);
    }

     

  • 相关阅读:
    RabbitMQ一:消息队列的认识
    RabbitMQ二:AMQP协议
    SVN中如何去除版本控制器
    Asp.net:MVC认识
    时间连接查询展示
    C#string类型总结
    JavaScript01天学习笔记分享
    UML中的类图及类图之间的关系
    23 种设计模式的分类和功能
    WCF入门
  • 原文地址:https://www.cnblogs.com/lcxu2/p/2004058.html
Copyright © 2011-2022 走看看