显示列表 VBO IBO Pbuffer 帧缓冲 获取屏幕数据

显示列表

打包所有状态到显存 不需要每次都调用那么多函数
创建显示列表

_cubeDisplay    =   1;
glNewList(_cubeDisplay,GL_COMPILE);
            renderCube();

结束指令

glEndList();

绘制

glCallList(_cubeDisplay);

一个指令完成之前的绘制命令

也可以将显示列表放在一个数组里面 unsigned char list[] = {_cubeDisplay,_maskDisplay};
绘制时候使用 glCallLists(2,GL_UNSIGNED_BYTE,list);

#include "OpenGLWindow.h"
#include <mmsystem.h>
#include "freeimage.h"
#include "CELLMath.hpp"

using namespace CELL;


struct Vertex
{
   
    float   x, y, z;
    float   u, v;
};

class   Sprite :public OpenGLWindow
{
   
public:
    GLuint      _texture1;
    GLuint      _texture2;
    GLuint      _texture3;
    GLuint      _cubeDisplay;
    GLuint      _maskDisplay;
public:
    unsigned    createTexture(int w, int h, const void* data, GLenum type)
    {
   
        unsigned    texId;
        glGenTextures(1, &texId);
        glBindTexture(GL_TEXTURE_2D, texId);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

        glTexImage2D(GL_TEXTURE_2D, 0, type, w, h, 0, type, GL_UNSIGNED_BYTE, data);


        return  texId;
    }
    /**
    *   ʹ��FreeImage����ͼƬ
    */
    unsigned    createTextureFromImage(const char* fileName)
    {
   
        //1 ��ȡͼƬ��ʽ
        FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType(fileName, 0);
        if (fifmt == FIF_UNKNOWN)
        {
   
            return  0;
        }
        //2 ����ͼƬ
        FIBITMAP    *dib = FreeImage_Load(fifmt, fileName, 0);

        FREE_IMAGE_COLOR_TYPE type = FreeImage_GetColorType(dib);

        //! ��ȡ����ָ��
        FIBITMAP*   temp = dib;
        dib = FreeImage_ConvertTo32Bits(dib);
        FreeImage_Unload(temp);

        BYTE*   pixels = (BYTE*)FreeImage_GetBits(dib);
        int     width = FreeImage_GetWidth(dib);
        int     height = FreeImage_GetHeight(dib);

        for (int i = 0; i < width * height * 4; i += 4)
        {
   
            BYTE temp = pixels[i];
            pixels[i] = pixels[i + 2];
            pixels[i + 2] = temp;
        }

        unsigned    res = createTexture(width, height, pixels, GL_RGBA);
        FreeImage_Unload(dib);
        return      res;
    }
public:
    virtual void    onInitGL()
    {
   
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glEnable(GL_TEXTURE_2D);

        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(45.0f, double(_width) / double(_height), 0.1f, 100.0f);

        _texture1 = createTextureFromImage("floor.bmp");
        _texture2 = createTextureFromImage("CrossHair.bmp");
        _texture3 = createTextureFromImage("CrossHairMask.bmp");

        _cubeDisplay    =   1;
        glNewList(_cubeDisplay,GL_COMPILE);
            renderCube();
        glEndList();

        _maskDisplay    =   2;
        glNewList(_maskDisplay,GL_COMPILE);
            renderOrth();
        glEndList();
    }
    virtual void    onShutdownGL()
    {
   
        glDeleteTextures(1, &_texture1);
        glDeleteTextures(1, &_texture2);
        glDeleteTextures(1, &_texture3);

        glDeleteLists(_cubeDisplay,1);
        glDeleteLists(_maskDisplay, 1);
    }

    void    renderCube()
    {
   
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(45.0f, double(_width) / double(_height), 0.1f, 100.0f);

        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glTranslatef(0.0f, 0.0f, -5);

        glDisableClientState(GL_VERTEX_ARRAY);

        glDisableClientState(GL_TEXTURE_COORD_ARRAY);

        // Bind the wall texture to the wall quads
        glBindTexture(GL_TEXTURE_2D, _texture1);

        // Display a 4 long quads to represent walls
        glBegin(GL_QUADS);

        // BACK WALL ///

        glTexCoord2f(0.0f, 2.0f);	glVertex3f(-15, 1, -15);

        glTexCoord2f(0.0f, 0.0f);	glVertex3f(-15, -1, -15);

        glTexCoord2f(12.0f, 0.0f);	glVertex3f(15, -1, -15);

        glTexCoord2f(12.0f, 2.0f);	glVertex3f(15, 1, -15);

        // FRONT WALL ///

        glTexCoord2f(0.0f, 2.0f);	glVertex3f(-15, 1, 15);

        glTexCoord2f(0.0f, 0.0f);	glVertex3f(-15, -1, 15);

        glTexCoord2f(12.0f, 0.0f);	glVertex3f(15, -1, 15);

        glTexCoord2f(12.0f, 2.0f);	glVertex3f(15, 1, 15);

        // LEFT WALL ///

        glTexCoord2f(0.0f, 2.0f);	glVertex3f(-15, 1, -15);

        glTexCoord2f(0.0f, 0.0f);	glVertex3f(-15, -1, -15);

        glTexCoord2f(12.0f, 0.0f);	glVertex3f(-15, -1, 15);

        glTexCoord2f(12.0f, 2.0f);	glVertex3f(-15, 1, 15);


        // RIGHT WALL ///

        glTexCoord2f(0.0f, 2.0f);	glVertex3f(15, 1, -15);

        glTexCoord2f(0.0f, 0.0f);	glVertex3f(15, -1, -15);

        glTexCoord2f(12.0f, 0.0f);	glVertex3f(15, -1, 15);

        glTexCoord2f(12.0f, 2.0f);	glVertex3f(15, 1, 15);

        // Stop drawing the walls
        glEnd();

        // Bind this texture to the floor quad
        glBindTexture(GL_TEXTURE_2D, _texture1);

        // Display a huge quad to represent a floor
        glBegin(GL_QUADS);

        glTexCoord2f(0.0f, 16.0f);	glVertex3f(-15, -1, -15);

        glTexCoord2f(0.0f, 0.0f);	glVertex3f(-15, -1, 15);

        glTexCoord2f(16.0f, 0.0f);	glVertex3f(15, -1, 15);

        glTexCoord2f(16.0f, 16.0f);	glVertex3f(15, -1, -15);

        // Stop drawing the floor
        glEnd();

    }
    void    renderOrth()
    {
   
        glMatrixMode
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