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  • 五彩的箱子(NEHE经典教程MFC下的实现:LESSON12)

    不再多说,首先按《基于MFCOpenGL编程》Part 2 Setting up OpenGL on Windows中的介绍,把所有该做的东西都先做好。 这一课讲的是LIST的使用,LIST是在初始化函数里面生成的,也就是说在渲染之前生成的。生成之后是不可改变的,当然,通过下文,大家应该了解到这个“不可改变”是相对的。纹理的生成、光照、颜色还是可以在调用LIST的时候使用的。LIST虽然在程序运行之初生成,但是并不是完全一层不变的东西。

    1.增加变量。topcol和boxcol都存储了3X5组数据,用来表示箱顶和除顶部以外的面得5种颜色。

    GLuint texture[1]; // Storage For 1 Texture
    GLuint box; // Storage For The Box Display List
    GLuint top; // Storage For The Top Display List
    GLuint xloop; // Loop For X Axis
    GLuint yloop; // Loop For Y Axis

    GLfloat xrot;
    // Rotates Cube On The X Axis
    GLfloat yrot; // Rotates Cube On The Y Axis
    GLfloat boxcol[5][3];
    GLfloat topcol[
    5][3];

    2.纹理的绑定和生成,贴上代码,具体的就不多说了。

    AUX_RGBImageRec* CdemoView::LoadBMP(char* Filename)
    {
    FILE
    *File=NULL; // File Handle

    if (!Filename) // Make Sure A Filename Was Given
    {
    return NULL; // If Not Return NULL
    }

    File
    =fopen(Filename,"r"); // Check To See If The File Exists

    if (File) // Does The File Exist?
    {
    fclose(File);
    // Close The Handle
    return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
    }

    return NULL; // If Load Failed Return NULL
    }

    int CdemoView::LoadGLTextures(void)
    {
    int Status=FALSE; // Status Indicator

    AUX_RGBImageRec
    *TextureImage[1]; // Create Storage Space For The Texture

    memset(TextureImage,
    0,sizeof(void*)*1); // Set The Pointer To NULL

    // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
    if (TextureImage[0]=LoadBMP("Data/Cube.bmp"))
    {
    Status
    =TRUE; // Set The Status To TRUE

    glGenTextures(
    1, &texture[0]); // Create The Texture

    // Typical Texture Generation Using Data From The Bitmap
    glBindTexture(GL_TEXTURE_2D, texture[0]);
    glTexImage2D(GL_TEXTURE_2D,
    0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    }

    if (TextureImage[0]) // If Texture Exists
    {
    if (TextureImage[0]->data) // If Texture Image Exists
    {
    free(TextureImage[
    0]->data); // Free The Texture Image Memory
    }

    free(TextureImage[
    0]); // Free The Image Structure
    }

    return Status; // Return The Status

    }

    3.List的生成,这部分是比较重要的。关于什么事List,不知道的就自己查查吧,是个很好用的东西。不要忘记把它放到初始化函数里面去,否则程序不会运行。

    void CdemoView::BuildLists(void)
    {
    box
    =glGenLists(2); // Generate 2 Different Lists
    glNewList(box,GL_COMPILE); // Start With The Box List
    glBegin(GL_QUADS);
    // Bottom Face
    glNormal3f( 0.0f,-1.0f, 0.0f);
    glTexCoord2f(
    1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    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);
    // Front Face
    glNormal3f( 0.0f, 0.0f, 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);
    glTexCoord2f(
    0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
    // Back Face
    glNormal3f( 0.0f, 0.0f,-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);
    glTexCoord2f(
    0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
    glTexCoord2f(
    0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    // Right face
    glNormal3f( 1.0f, 0.0f, 0.0f);
    glTexCoord2f(
    1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    glTexCoord2f(
    1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
    glTexCoord2f(
    0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
    glTexCoord2f(
    0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
    // Left Face
    glNormal3f(-1.0f, 0.0f, 0.0f);
    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);
    glTexCoord2f(
    0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
    glEnd();
    glEndList();
    top
    =box+1; // Storage For "Top" Is "Box" Plus One
    glNewList(top,GL_COMPILE); // Now The "Top" Display List
    glBegin(GL_QUADS);
    // Top Face
    glNormal3f( 0.0f, 1.0f, 0.0f);
    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();

    }

    4.直接到RenderScene了。注意这个双循环,外面是从1到5,里面依次运行1,2,3,4,5次。

    void CdemoView::RenderScene(void)
    {
    glClear(GL_COLOR_BUFFER_BIT
    | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer

    glBindTexture(GL_TEXTURE_2D, texture[
    0]);
    for (yloop=1;yloop<6;yloop++)
    {
    for (xloop=0;xloop<yloop;xloop++)
    {
    glLoadIdentity();
    // Reset The View
    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)+xrot,1.0f,0.0f,0.0f);
    glRotatef(
    45.0f+yrot,0.0f,1.0f,0.0f);
    glColor3fv(boxcol[yloop
    -1]);
    glCallList(box);
    glColor3fv(topcol[yloop
    -1]);
    glCallList(top);
    }
    }
    }

    5.加些用来控制的代码。

    void CdemoView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
    {
    // TODO: Add your message handler code here and/or call default
    switch(nChar)
    {
    case VK_RIGHT:
    yrot
    +=0.3f;
    break;
    case VK_LEFT:
    yrot
    -=0.3f;
    break;
    case VK_UP:
    xrot
    -=0.3f;
    break;
    case VK_DOWN:
    xrot
    +=0.3f;
    break;
    }
    InvalidateRect(NULL,FALSE);
    CView::OnKeyDown(nChar, nRepCnt, nFlags);
    }

    6.看看运行的结果吧。

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  • 原文地址:https://www.cnblogs.com/unsigned/p/1703412.html
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