《基于MFC的OpenGL编程》第一篇 A Primer

3D图形学基本概念

  Perspective

  Perspective refers to the angles between the lines that lend the illusion of three dimensions.

  Colors and Shading

  Moving beyond line drawing, we need to add color to create a solid object. Shading refers to the way the color is applied to the polygon. Shading can be of two types in OpenGL - Flat or Smooth.

  Lights and Shadows

  Plain solid color doesn’t offer enough realism. By applying Lighting effects we can make objects appear as they would in reality depending on their material properties and the lighting parameters. Adding a shadow further increases realism.

  Texture Mapping

  With Texture Mapping we can have wood grains, cloth textures, brick like textures etc instead of plain materials. This technique of applying an image to the surface of a polygon is called Texture Mapping. The image we use is called the Texture and the individual elements of the texture are called Texels.

  Fog

  Fog is an atmospheric effect that adds haziness to objects in a scene depending on how far the objects are from the viewer.

  Blending and Transparency

  Blending is the combination of colors of objects on the screen. This effect can be used for a variety of purposes. By varying the amount each object is blended with the scene we can make objects look transparent.

  Anti-Aliasing

  Aliasing is an effect that is visible on screen due to the fact that an image consists of discrete pixels. By carefully blending the lines with the background color we can eliminate jagged edges and give them a smooth appearance. This blending technique is called anti-aliasing.

  第一个OpenGL程序

//Simple.cpp-FirstOpenGLProgram
#include<windows.h>//RequiredforeveryWindowsProgram
#include<glglut.h>//RequiredforusingtheGLUTlibrary  
//PerformOpenGLInitializationhere
voidSetupRC()
{
  //Setthebackgroundclearingcolortoblue
  glClearColor(0.0f,0.0f,1.0f,1.0f);//设置背景色为蓝色
}
//Thedrawingcallbackfunction
voidRenderScene()
{
  //Clearthecolorbuffer
  glClear(GL_COLOR_BUFFER_BIT);
  //Flushtherenderingpipeline
  glFlush();
}
voidmain()
{
  //Choosethedisplaymodesettings
  glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);//初始化显示模式(单缓冲,RGB)
  //CreatetheWindow
  glutCreateWindow("Simple");//创建窗口
  //SettheRenderScsnefunctionasthedisplaycallback
  glutDisplayFunc(RenderScene);//绘制回调函数,当窗口需要绘制时,GLUT会调用此函数
  //InitializeOpenGL
  SetupRC();//初始化OpenGL
  //StarttheGLUTframework
  glutMainLoop();//开始消息循环
}


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