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/**
这里使用到的是opengl 和 glut 进行编写学习的笔记,一个简单的出口
使用到的开发库有 linux (gl glu glut) windows(opengl32.lib glu32.lib glut32.lib)
实现:
显示列表,这个没太多说的,记得要注意的东西就好了,
下面函数一般不用于现实列表:用于传递参数或者返回数值的函数
glDeleteLists()
glIsEnable()
glFeedbackBuffer()
glIsList()
glFinish()
glPixelStore()
glGenLists()
glRenderMode()
glGet*()
glSelectBuffer()
键盘控制 s,w 控制所有的立方体上下旋转,a,d 控制所有立方体左右旋转
例子:
问题:
这个嘛,自己试着思考一些如何实现这个例子,之后不用看代码,自己写下
可能问题就出来不少,^_^,我自己在写的时候也是遇到了不少细节的东西,
*/
#include <iostream>
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#ifdef _MSC_VER
#endif
#ifdef __GNUC__
#include <unistd.h>
#endif
using namespace std;
// 图片的类型 包含宽 高 数据
struct Image
{
unsigned long sizeX;
unsigned long sizeY;
char *data;
};
typedef struct Image Image;
// 我们用来旋转下模型吧
float g_angle = 0;
GLuint g_box,g_top; // 显示列表
GLuint g_Texture; // 贴图
float g_xrot,g_yrot;
static GLfloat g_boxcol[5][3]= // 盒子部分的颜
{
// Bright: Red, Orange, Yellow, Green, Blue
{1.0f,0.0f,0.0f},{1.0f,0.5f,0.0f},{1.0f,1.0f,0.0f},{0.0f,1.0f,0.0f},{0.0f,1.0f,1.0f}
};
static GLfloat g_topcol[5][3]= // 顶部的颜色
{
// Dark: Red, Orange, Yellow, Green, Blue
{.5f,0.0f,0.0f},{0.5f,0.25f,0.0f},{0.5f,0.5f,0.0f},{0.0f,0.5f,0.0f},{0.0f,0.5f,0.5f}
};
// 下面是读取自定义格式的模型信息文件使用的函数
//----------------------------------------------------------
// 读取图片文件
int ImageLoad(const char *filename, Image *image)
{
FILE *file;
unsigned long size; // 图片长度
unsigned long i; // 计数
unsigned short int planes;
unsigned short int bpp;
char temp; // bgr -rgb 变换
if ((file = fopen(filename, "rb")) == NULL)
{
printf("File Not Found: %s\n", filename);
return 0;
}
// 跳过文件的头部,准备读取宽度和高度
// 如果想自己具体的情况可以去看看bmp图片的相关信息
fseek(file, 18, SEEK_CUR);
// 读取宽度
if ((i = fread(&image->sizeX, 4, 1, file)) != 1)
{
printf("Error reading width from %s. \n", filename);
return 0;
}
printf("Width of %s: %lu\n", filename, image->sizeX);
// 读取宽度
if ((i = fread(&image->sizeY, 4, 1, file)) != 1)
{
printf("Error reading height from %s. \n", filename);
return 0;
}
printf("Height of %s: %lu\n", filename, image->sizeY);
// 计算长度(24bits或3bytes每个像素)
size = image->sizeX * image->sizeY * 3;
// 读取
if ((fread(&planes, 2, 1, file)) != 1)
{
printf("Error reading planes from %s. \n", filename);
return 0;
}
if (planes != 1)
{
printf("Planes from %s is not 1: %u\n", filename, planes);
return 0;
}
if ((i = fread(&bpp, 2, 1, file)) != 1)
{
printf("Error reading bpp from %s. \n", filename);
return 0;
}
if (bpp != 24)
{
printf("Bpp from %s is not 24: %u\n", filename, bpp);
return 0;
}
// 跳过余下的头文件数据
fseek(file, 24, SEEK_CUR);
// 读取数据
image->data = (char*) malloc (size);
if (image->data == NULL)
{
printf("Error allocating memory for color-corrected image data");
return 0;
}
if ((i = fread(image->data, size, 1, file)) != 1)
{
printf("Error reading image data from %s. \n", filename);
return 0;
}
// 交换颜色 bgr -> rgb
for (i = 0; i < size; i += 3)
{
temp = image->data[i];
image->data[i] = image->data[i+2];
image->data[i+2] = temp;
}
// 完成
return 1;
}
// 读取 bitmaps 并转化成纹理
void LoadGLTextures(const std::string& picname, GLuint& texture)
{
Image *image1;
image1 = (Image*) malloc (sizeof(Image));
if (image1 == NULL)
{
printf("Error allocating space for image");
exit(0);
}
if (!ImageLoad(picname.c_str(), image1))
exit(1);
// 创建纹理
// 线性滤波
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture); // 绑定2D纹理
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, 3, image1->sizeX, image1->sizeY,
0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
free(image1);
}
void buildDisplayList()
{
// 获取两个列表,并把第1个索引赋值给g_box
g_box = glGenLists(2);
glNewList(g_box,GL_COMPILE);
glBegin(GL_QUADS); // 开始绘制立方体
// 上面 ? 上面怎么没有画呢? :) 在第2个显示列表里面了
// 下面
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // 右上角
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // 左上角`
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // 左下角
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // 右下角
// 前面
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // 左下角
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // 右下角
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // 右上角
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // 左上角
// 后面
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // 右下角
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // 右上角
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // 左上角
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // 左下角
// 右面
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // 右下角
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // 右上角
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // 左上角
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // 左下角
// 左面
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // 左下角
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // 右下角
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // 右上角
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // 左上角
glEnd();
glEndList();
// 第2个显示列表
g_top = g_box + 1;
glNewList(g_top, GL_COMPILE);
glBegin(GL_QUADS); // 开始绘制立方体
// 上面
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // 左上角
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // 左下角
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // 右下角
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // 右上角
glEnd();
glEndList();
// ok 两个显示列表制作完成
}
//===========================OpenGL 部分=========================
// 初始化opengl的一些参数
void init()
{
// 设置灯光
/*
GLfloat LightAmbient[] = {0.5f, 0.5f, 0.5f, 1.0f}; // 环境光参数
GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f}; // 漫反射光参数
GLfloat LightPosition[] = { 2.0f, 8.0f, 1.0f, 1.0f}; // 光源位置
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // 设置环境光
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // 设置漫反射光
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); // 设置位置
*/
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // 清理背景颜色为蓝色
glClearDepth(1.0);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
//glEnable(GL_POINT_SMOOTH);
//glEnable(GL_LINE_SMOOTH);
//glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // 使用圆点而不使用方点
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Antialias the lines
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC1_ALPHA);
glEnable(GL_DEPTH_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
LoadGLTextures("cube.bmp", g_Texture);
// 显示列表
buildDisplayList();
glEnable(GL_TEXTURE_2D);
}
//------------------------------------
// 设置刷新时间
void timer(int p)
{
glutPostRedisplay();
glutTimerFunc(20, timer, 0);
}
//-----------------------------------
// 显示我们要绘制的模型
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 清理颜色缓存和深度缓存
glBindTexture(GL_TEXTURE_2D, g_Texture);
for (int y = 1; y < 6; ++y)
{
for(int x = 0; x < y; x++)
{
glLoadIdentity(); // 重置矩阵这里指的的是当前矩阵GL_MODELVIEW
// 设置立方体的位置
glTranslatef((1.4f+(float(x)*2.8f)-(float(y)*1.4f)),((4.0f-float(y))*2.4f), -30.0f);
glRotatef(45.0f-(2.0f*y)+g_xrot,1.0f,0.0f,0.0f);
glRotatef(45.0f+g_yrot,0.0f,1.0f,0.0f);
glColor3fv(g_boxcol[y-1]);
glCallList(g_box);
glColor3fv(g_topcol[y-1]);
glCallList(g_top);
}
}
glutSwapBuffers(); //双缓冲
}
//-----------------------------------
// 当窗口变化的时候会调用这里
void reshape(int w, int h)
{
/* 视口设置
* 这个是当窗口发生大小变化的时候会调用这里,大家可以自己
* 拉伸下窗口就可以看到不一样的地方了
*/
glViewport(0, 0, (GLsizei) w, (GLsizei) h); // 设置视口
glMatrixMode(GL_PROJECTION); // 设置当前矩阵为投影矩阵
glLoadIdentity();
if (h == 0) h = 1; // 防止除0情况
gluPerspective(45.0f,(GLfloat) w / (GLfloat)h , 0.5f, -1000.0f);
glMatrixMode(GL_MODELVIEW); // 设置当前矩阵为模型矩阵
glLoadIdentity();
}
//-----------------------------------
//键盘事件
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 27: // 当按下键盘的esc键的时候退出
exit(0);
break;
case 'w':
case 'W':
g_xrot += 0.2f;
break;
case 's':
case 'S':
g_xrot -= 0.2f;
break;
case 'a':
case 'A':
g_yrot += 0.2f;
break;
case 'd':
case 'D':
g_yrot -= 0.2f;
break;
case 'h':
case 'H':
break;
case 'j':
case 'J':
break;
case 'k':
case 'K':
break;
case 'l':
case 'L':
break;
}
}
//------------------------------------
// 鼠标鼠标事件·
void MouseEvent(int button, int state, int x, int y)
{
}
//-------------------------------------
// 鼠标移动事件
void MotionMove(int x,int y)
{
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowPosition(100, 100);
glutInitWindowSize(800, 600);
glutCreateWindow("OpenGLDemo");
init();
glutTimerFunc(20,timer,0); // 设置更新时间
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMouseFunc(MouseEvent);
glutMotionFunc(MotionMove);
glutMainLoop();
return 0;
}