本人一直在学习opengl, 技术仍然有很大的发展空间 以下程序是蕴酿很长时间才写出来的,可能在有些高手大牛面前时小case 但是我用了大约一个星期做出来 这些博客记录了我一步步学习opengl的过程 希望有些代码能给其他新手一些idea。本程序读取图片用了freeimage库,这样可以读很多不同种的格式图片,真的很好用,所以大家在运行一下程序的时候要配置一下属性。另外我在蝴蝶后面加了一些花的纹理,可能看上去并不美观,如果你觉得不好看,可以将“贴一束花”那段代码删除,这样看上去比较好看。
以下程序:
#include<GL/glut.h>
#include "FreeImage.h"
#include <Windows.h>
float angle;
const int a=5;
const int number=50;
struct JSnow
{
float x,y;
int b;
};
JSnow Snow[number];
char* bmpfile[a]={("Data/2.jpg"),("Data/3.jpg"),("Data/5.jpg"),("Data/6.jpg"),("Data/hua.jpg")};
int w=500,h=500;
GLuint texture[a];
GLenum image_format = GL_BGR_EXT; //format the image is in
GLint internal_format = GL_RGB; //format to store the image in
GLint level = 0; //mipmapping level
GLint border = 0;
FREE_IMAGE_FORMAT fif = FIF_UNKNOWN;
FIBITMAP *dib(0);
//BYTE* bits(0);
unsigned char *imageData;
unsigned int width(0), height(0);
bool LoadImage(const char*filename)
{
//unsigned int texID;
unsigned int index1;
unsigned char temp;
#ifdef FREEIMAGE_LIB
FreeImage_Initalise();
#endif
FIBITMAP *dib(0);
fif = FreeImage_GetFileType(filename, 0);
if(fif == FIF_UNKNOWN)
fif = FreeImage_GetFIFFromFilename(filename);
if(fif == FIF_UNKNOWN)
return false;
if(FreeImage_FIFSupportsReading(fif))
dib = FreeImage_Load(fif, filename);
if(!dib)
return false;
//bool flipResult = FreeImage_FlipVertical(dib);
dib = FreeImage_ConvertTo24Bits(dib);
imageData = (unsigned char *)FreeImage_GetBits(dib);//获取图像位信息;
/*bits = FreeImage_GetBits(dib);*/
width = FreeImage_GetWidth(dib);
height = FreeImage_GetHeight(dib);
int p=FreeImage_GetBPP(dib);
if((imageData == 0) || (width == 0) || (height == 0))
return false;
//for(index1=0;index1<width*height*3;index1+=3)//BGR -> RGB 转换
//{
//temp = imageData[index1];
//imageData[index1] = imageData[index1+2];
//imageData[index1+2] = temp;
//}
}
void reshape(int width,int height)//调整和初始化GL的窗口
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
//gluPerspective(120.0f,(GLfloat)width/(GLfloat)height,1.0f,300.0f);
glOrtho(0,w,0,h,-10.1,100);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
// gluLookAt(0.0,0.0,40.0,0.0,0.0,0.0,0.0,1.0,0.0);
w=width;
h=height;
}
int Init(void)
{
glClearColor(1.0,1.0,1.0,1.0);
glShadeModel(GL_SMOOTH);
// glEnable(GL_DEPTH_TEST);
for (int j=0;j<a;j++)
{
LoadImage(bmpfile[j]);
glGenTextures(1,&texture[j]);
glBindTexture(GL_TEXTURE_2D,texture[j]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, level, internal_format, width, height,border, image_format, GL_UNSIGNED_BYTE, imageData);
}
return true;
}
void InitSnow()
{
for (int i=0;i<number;i++)
{
Snow[i].b=rand()%4;
Snow[i].x=rand()%w-10;
Snow[i].y=rand()%h-10;
}
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glEnable(GL_TEXTURE_2D);
glColor3f(1.0,1.0,1.0);
glMatrixMode( GL_MODELVIEW );
//接下来贴背景纹理 一束花
glLoadIdentity();// Reset The View
glBindTexture(GL_TEXTURE_2D,texture[4]);
glBegin(GL_QUADS);
glNormal3f( 0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(0,0,0); //glVertex3f(-w/2.0,-h/2.0, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(w,0,0); //glVertex3f(w/2.0,-h/2.0, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(w,h,0); //glVertex3f( w/2, h/2, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(0,h,0); //glVertex3f(-w/2, h/2, 0.0f);
glEnd();
glEnable(GL_DEPTH_TEST);
//glMatrixMode(GL_MODELVIEW);
//glColor3f(1.0,0.0,0.0);
glPushMatrix();
//glEnable(GL_BLEND);
//glEnable(GL_ALPHA_TEST);
//glAlphaFunc(GL_GREATER ,0.0);//0.5可以换成任安在0~1之间的数
for (int i=0;i<number;i++)
{
glPushMatrix();
glTranslated(Snow[i].x,Snow[i].y,0.0);
glRotated(angle,0.0,0.0,1.0);
glBindTexture(GL_TEXTURE_2D, texture[Snow[i].b]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-w/50.0f,-h/50.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f( w/50.0f,-h/50.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f( w/50.0f, h/50.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-w/50.0f, h/50.0f, -1.0f);
glEnd();
glPopMatrix();
//angle+=0.05;
//glRasterPos2f(Snow[i].x,Snow[i].y);
}
glutSwapBuffers();
//glFlush();
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
}
void idle()
{
InitSnow();
display();
angle+=0.05f;
Sleep(300);
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow(argv[0]);
Init();
InitSnow();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutIdleFunc(idle);
glutMainLoop();
return 0;
}
如果背景为空,运行程序如下:
如果加上背景: