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booltwinkle;//TwinklingStars
booltp;//'T'KeyPressed?
constnum=50;//NumberOfStarsToDraw
typedefstruct//CreateAStructureForStar
{
intr,g,b;//StarsColor
GLfloatdist,//StarsDistanceFromCenter
angle;//StarsCurrentAngle
}
stars;
starsstar[num];//NeedToKeepTrackOf'num'Stars
GLfloatzoom=-15.0f;//DistanceAwayFromStars
GLfloattilt=90.0f;//TiltTheView
GLfloatspin;//SpinStars
GLuintloop;//GeneralLoopVariable
GLuinttexture[1];//StorageForOnetextures
intInitGL(GLvoid)//AllSetupForOpenGLGoesHere
{
if(!LoadGLTextures())//JumpToTextureLoadingRoutine
{
returnFALSE;//IfTextureDidn'tLoadReturnFALSE
}
glEnable(GL_TEXTURE_2D);//EnableTextureMapping
glShadeModel(GL_SMOOTH);//EnableSmoothShading
glClearColor(0.0f,0.0f,0.0f,0.5f);//BlackBackground
glClearDepth(1.0f);//DepthBufferSetup
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);//ReallyNicePerspectiveCalculations
glBlendFunc(GL_SRC_ALPHA,GL_ONE);//SetTheBlendingFunctionForTranslucency
glEnable(GL_BLEND);
for(loop=0;loop<num;loop++)
{
star[loop].angle=0.0f;
star[loop].dist=(float(loop)/num)*5.0f;
star[loop].r=rand()%256;
star[loop].g=rand()%256;
star[loop].b=rand()%256;
}
returnTRUE;//InitializationWentOK
}
intDrawGLScene(GLvoid)//Here'sWhereWeDoAllTheDrawing
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);//ClearTheScreenAndTheDepthBuffer
glBindTexture(GL_TEXTURE_2D,texture[0]);//SelectOurTexture
for(loop=0;loop<num;loop++)//LoopThroughAllTheStars
{
//glPushMatrix();
glLoadIdentity();//ResetTheViewBeforeWeDrawEachStar
glTranslatef(0.0f,0.0f,zoom);//ZoomIntoTheScreen(UsingTheValueIn'zoom')
glRotatef(tilt,1.0f,0.0f,0.0f);//TiltTheView(UsingTheValueIn'tilt')
glRotatef(star[loop].angle,0.0f,1.0f,0.0f);//RotateToTheCurrentStarsAngle
glTranslatef(star[loop].dist,0.0f,0.0f);//MoveForwardOnTheXPlane
glRotatef(-star[loop].angle,0.0f,1.0f,0.0f);//CancelTheCurrentStarsAngle
glRotatef(-tilt,1.0f,0.0f,0.0f);//CancelTheScreenTilt
if(twinkle)
{
glColor4ub(star[(num-loop)-1].r,star[(num-loop)-1].g,star[(num-loop)-1].b,255);
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,0.0f);
glTexCoord2f(1.0f,0.0f);glVertex3f(1.0f,-1.0f,0.0f);
glTexCoord2f(1.0f,1.0f);glVertex3f(1.0f,1.0f,0.0f);
glTexCoord2f(0.0f,1.0f);glVertex3f(-1.0f,1.0f,0.0f);
glEnd();
}
glRotatef(spin,0.0f,0.0f,1.0f);
glColor4ub(star[loop].r,star[loop].g,star[loop].b,255);
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,0.0f);
glTexCoord2f(1.0f,0.0f);glVertex3f(1.0f,-1.0f,0.0f);
glTexCoord2f(1.0f,1.0f);glVertex3f(1.0f,1.0f,0.0f);
glTexCoord2f(0.0f,1.0f);glVertex3f(-1.0f,1.0f,0.0f);
glEnd();
spin+=0.01f;
star[loop].angle+=float(loop)/num;
star[loop].dist-=0.01f;
if(star[loop].dist<0.0f)
{
star[loop].dist+=5.0f;
star[loop].r=rand()%256;
star[loop].g=rand()%256;
star[loop].b=rand()%256;
}
//glPopMatrix();
}
returnTRUE;
}
这里设置OpenGL的渲染方式不打算使用深度测试,如果使用第一课的代码的话,请确认是否已经去掉了glDepthFunc(GL_LEQUAL);和glEnable(GL_DEPTH_TEST);两行。否则,所见到的效果将会一团糟。这里我们使用了纹理映射,可以注意到我们通过混色来启用了纹理映射。<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />
这里我们使用的颜色设置函数是glColor4ub,而不是以前的glColor<?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-com:office:smarttags" /><chmetcnv w:st="on" tcsc="0" numbertype="1" negative="False" hasspace="False" sourcevalue="4" unitname="F">4f</chmetcnv>。ub意味着参数是Unsigned Byte型的。一个byte的取值范围是0~255。
不过代码中有一处我没有看明白什么意思:
glRotatef(tilt, 1.0f , 0.0f , 0.0f ); // TiltTheView(UsingTheValueIn'tilt')
glRotatef(star[loop].angle, 0.0f , 1.0f , 0.0f ); // RotateToTheCurrentStarsAngle
glTranslatef(star[loop].dist, 0.0f , 0.0f ); // MoveForwardOnTheXPlane
glRotatef( - star[loop].angle, 0.0f , 1.0f , 0.0f ); // CancelTheCurrentStarsAngle
glRotatef( - tilt, 1.0f , 0.0f , 0.0f ); // CancelTheScreenTilt
教材上给的解释如下,捉摸不透:
现在我们来移动星星。星星开始时位于屏幕的中心。我们要做的第一件事是把场景沿Y轴旋转。如果我们旋转90度的话,X轴不再是自左至右的了,他将由里向外穿出屏幕。为了让大家更清楚些,举个例子。假想您站在房子中间。再设想您左侧的墙上写着-x,前面的墙上写着-z,右面墙上就是+x咯,您身后的墙上则是+z。加入整个房子向右转90度,但您没有动,那么前面的墙上将是-x而不再是-z了。所有其他的墙也都跟着移动。-z出现在右侧,+z出现在左侧,+x出现在您背后。神经错乱了吧?通过旋转场景,我们改变了x和z平面的方向。
第二行代码沿x轴移动一个正值。通常x轴上的正值代表移向了屏幕的右侧(也就是通常的x轴的正向),但这里由于我们绕y轴旋转了坐标系,x轴的正向可以是任意方向。如果我们转180度的话,屏幕的左右侧就镜像反向了。因此,当我们沿 x轴正向移动。
glRotatef(star[loop].angle,<chmetcnv w:st="on" tcsc="0" numbertype="1" negative="False" hasspace="False" sourcevalue="0" unitname="F">0.0f</chmetcnv>,<chmetcnv w:st="on" tcsc="0" numbertype="1" negative="False" hasspace="False" sourcevalue="1" unitname="F">1.0f</chmetcnv>,<chmetcnv w:st="on" tcsc="0" numbertype="1" negative="False" hasspace="False" sourcevalue="0" unitname="F">0.0f</chmetcnv>); // 旋转至当前所画星星的角度
glTranslatef(star[loop].dist,<chmetcnv w:st="on" tcsc="0" numbertype="1" negative="False" hasspace="False" sourcevalue="0" unitname="F">0.0f</chmetcnv>,<chmetcnv w:st="on" tcsc="0" numbertype="1" negative="False" hasspace="False" sourcevalue="0" unitname="F">0.0f</chmetcnv>); // 沿X轴正向移动
接着的代码带点小技巧。星星实际上是一个平面的纹理。现在您在屏幕中心画了个平面的四边形然后贴上纹理,这看起来很不错。一切都如您所想的那样。但是当您当您沿着y轴转上个90度的话,纹理在屏幕上就只剩右侧和左侧的两条边朝着您。看起来就是一条细线。这不是我们所想要的。我们希望星星永远正面朝着我们,而不管屏幕如何旋转或倾斜。
我们通过在绘制星星之前,抵消对星星所作的任何旋转来实现这个愿望。您可以采用逆序来抵消旋转。当我们倾斜屏幕时,我们实际上以当前角度旋转了星星。通过逆序,我们又以当前角度“反旋转”星星。也就是以当前角度的负值来旋转星星。就是说,如果我们将星星旋转了10度的话,又将其旋转-10度来使星星在那个轴上重新面对屏幕。下面的第一行抵消了沿y轴的旋转。然后,我们还需要抵消掉沿x轴的屏幕倾斜。要做到这一点,我们只需要将屏幕再旋转-tilt倾角。在抵消掉x和y轴的旋转后,星星又完全面对着我们了。
glRotatef(-star[loop].angle,<chmetcnv w:st="on" tcsc="0" numbertype="1" negative="False" hasspace="False" sourcevalue="0" unitname="F">0.0f</chmetcnv>,<chmetcnv w:st="on" tcsc="0" numbertype="1" negative="False" hasspace="False" sourcevalue="1" unitname="F">1.0f</chmetcnv>,<chmetcnv w:st="on" tcsc="0" numbertype="1" negative="False" hasspace="False" sourcevalue="0" unitname="F">0.0f</chmetcnv>); // 取消当前星星的角度
glRotatef(-tilt,<chmetcnv w:st="on" tcsc="0" numbertype="1" negative="False" hasspace="False" sourcevalue="1" unitname="F">1.0f</chmetcnv>,<chmetcnv w:st="on" tcsc="0" numbertype="1" negative="False" hasspace="False" sourcevalue="0" unitname="F">0.0f</chmetcnv>,<chmetcnv w:st="on" tcsc="0" numbertype="1" negative="False" hasspace="False" sourcevalue="0" unitname="F">0.0f</chmetcnv>); // 取消屏幕倾斜