OpenGL入门笔记(八)

ContractedBlock.gif ExpandedBlockStart.gifDemo8
None.gif
None.gif
bool    twinkle;            // Twinkling Stars
None.gif
bool    tp;                    // 'T' Key Pressed?
None.gif

None.gif
const    num=50;                // Number Of Stars To Draw
None.gif

None.giftypedef 
struct                // Create A Structure For Star
ExpandedBlockStart.gifContractedBlock.gif
dot.gif{
InBlock.gif    
int r, g, b;            // Stars Color
InBlock.gif
    GLfloat dist,            // Stars Distance From Center
InBlock.gif
            angle;            // Stars Current Angle
ExpandedBlockEnd.gif
}

None.gifstars;
None.gifstars star[num];            
// Need To Keep Track Of 'num' Stars
None.gif

None.gifGLfloat    zoom
=-15.0f;        // Distance Away From Stars
None.gif
GLfloat tilt=90.0f;            // Tilt The View
None.gif
GLfloat    spin;                // Spin Stars
None.gif

None.gifGLuint    loop;                
// General Loop Variable
None.gif
GLuint    texture[1];            // Storage For One textures
None.gif

None.gif
None.gif
int InitGL(GLvoid)                                        // All Setup For OpenGL Goes Here
ExpandedBlockStart.gifContractedBlock.gif
dot.gif{
InBlock.gif    
if (!LoadGLTextures())                                // Jump To Texture Loading Routine
ExpandedSubBlockStart.gifContractedSubBlock.gif
    dot.gif{
InBlock.gif        
return FALSE;                                    // If Texture Didn't Load Return FALSE
ExpandedSubBlockEnd.gif
    }

InBlock.gif
InBlock.gif    glEnable(GL_TEXTURE_2D);                            
// Enable Texture Mapping
InBlock.gif
    glShadeModel(GL_SMOOTH);                            // Enable Smooth Shading
InBlock.gif
    glClearColor(0.0f0.0f0.0f0.5f);                // Black Background
InBlock.gif
    glClearDepth(1.0f);                                    // Depth Buffer Setup
InBlock.gif
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);    // Really Nice Perspective Calculations
InBlock.gif
    glBlendFunc(GL_SRC_ALPHA,GL_ONE);                    // Set The Blending Function For Translucency
InBlock.gif
    glEnable(GL_BLEND);
InBlock.gif
InBlock.gif    
for (loop=0; loop<num; loop++)
ExpandedSubBlockStart.gifContractedSubBlock.gif    
dot.gif{
InBlock.gif        star[loop].angle
=0.0f;
InBlock.gif        star[loop].dist
=(float(loop)/num)*5.0f;
InBlock.gif        star[loop].r
=rand()%256;
InBlock.gif        star[loop].g
=rand()%256;
InBlock.gif        star[loop].b
=rand()%256;
ExpandedSubBlockEnd.gif    }

InBlock.gif    
return TRUE;                                        // Initialization Went OK
ExpandedBlockEnd.gif
}

None.gif
None.gif
int DrawGLScene(GLvoid)                                    // Here's Where We Do All The Drawing
ExpandedBlockStart.gifContractedBlock.gif
dot.gif{
InBlock.gif    glClear(GL_COLOR_BUFFER_BIT 
| GL_DEPTH_BUFFER_BIT);    // Clear The Screen And The Depth Buffer
InBlock.gif
    glBindTexture(GL_TEXTURE_2D, texture[0]);            // Select Our Texture
InBlock.gif

InBlock.gif    
for (loop=0; loop<num; loop++)                        // Loop Through All The Stars
ExpandedSubBlockStart.gifContractedSubBlock.gif
    dot.gif{
InBlock.gif        
//glPushMatrix();
InBlock.gif
        glLoadIdentity();                                // Reset The View Before We Draw Each Star
InBlock.gif
        glTranslatef(0.0f,0.0f,zoom);                    // Zoom Into The Screen (Using The Value In 'zoom')
InBlock.gif
        glRotatef(tilt,1.0f,0.0f,0.0f);                    // Tilt The View (Using The Value In 'tilt')
InBlock.gif
        glRotatef(star[loop].angle,0.0f,1.0f,0.0f);        // Rotate To The Current Stars Angle
InBlock.gif
        glTranslatef(star[loop].dist,0.0f,0.0f);        // Move Forward On The X Plane
InBlock.gif
        glRotatef(-star[loop].angle,0.0f,1.0f,0.0f);    // Cancel The Current Stars Angle
InBlock.gif
        glRotatef(-tilt,1.0f,0.0f,0.0f);                // Cancel The Screen Tilt
InBlock.gif
        
InBlock.gif        
if (twinkle)
ExpandedSubBlockStart.gifContractedSubBlock.gif        
dot.gif{
InBlock.gif            glColor4ub(star[(num
-loop)-1].r,star[(num-loop)-1].g,star[(num-loop)-1].b,255);
InBlock.gif            glBegin(GL_QUADS);
InBlock.gif                glTexCoord2f(
0.0f0.0f); glVertex3f(-1.0f,-1.0f0.0f);
InBlock.gif                glTexCoord2f(
1.0f0.0f); glVertex3f( 1.0f,-1.0f0.0f);
InBlock.gif                glTexCoord2f(
1.0f1.0f); glVertex3f( 1.0f1.0f0.0f);
InBlock.gif                glTexCoord2f(
0.0f1.0f); glVertex3f(-1.0f1.0f0.0f);
InBlock.gif            glEnd();
ExpandedSubBlockEnd.gif        }

InBlock.gif
InBlock.gif        glRotatef(spin,
0.0f,0.0f,1.0f);
InBlock.gif        glColor4ub(star[loop].r,star[loop].g,star[loop].b,
255);
InBlock.gif        glBegin(GL_QUADS);
InBlock.gif            glTexCoord2f(
0.0f0.0f); glVertex3f(-1.0f,-1.0f0.0f);
InBlock.gif            glTexCoord2f(
1.0f0.0f); glVertex3f( 1.0f,-1.0f0.0f);
InBlock.gif            glTexCoord2f(
1.0f1.0f); glVertex3f( 1.0f1.0f0.0f);
InBlock.gif            glTexCoord2f(
0.0f1.0f); glVertex3f(-1.0f1.0f0.0f);
InBlock.gif        glEnd();
InBlock.gif
InBlock.gif        spin
+=0.01f;
InBlock.gif        star[loop].angle
+=float(loop)/num;
InBlock.gif        star[loop].dist
-=0.01f;
InBlock.gif        
if (star[loop].dist<0.0f)
ExpandedSubBlockStart.gifContractedSubBlock.gif        
dot.gif{
InBlock.gif            star[loop].dist
+=5.0f;
InBlock.gif            star[loop].r
=rand()%256;
InBlock.gif            star[loop].g
=rand()%256;
InBlock.gif            star[loop].b
=rand()%256;
ExpandedSubBlockEnd.gif        }

InBlock.gif        
//glPopMatrix();
ExpandedSubBlockEnd.gif
    }

InBlock.gif    
return TRUE;                                        
ExpandedBlockEnd.gif}

None.gif

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);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" />4fub意味着参数是Unsigned Byte型的。一个byte的取值范围是0255

 

      不过代码中有一处我没有看明白什么意思:

None.gif         glTranslatef( 0.0f , 0.0f ,zoom);                     //  Zoom Into The Screen (Using The Value In 'zoom')
None.gif
        glRotatef(tilt, 1.0f , 0.0f , 0.0f );                     //  Tilt The View (Using The Value In 'tilt')
None.gif
        glRotatef(star[loop].angle, 0.0f , 1.0f , 0.0f );         //  Rotate To The Current Stars Angle
None.gif
        glTranslatef(star[loop].dist, 0.0f , 0.0f );         //  Move Forward On The X Plane
None.gif
        glRotatef( - star[loop].angle, 0.0f , 1.0f , 0.0f );     //  Cancel The Current Stars Angle
None.gif
        glRotatef( - tilt, 1.0f , 0.0f , 0.0f );                 //  Cancel The Screen Tilt
None.gif


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xz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,0.0f,1.0f,0.0f); // 旋转至当前所画星星的角度
          glTranslatef(star[loop].dist,0.0f,0.0f);  // 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xy轴的旋转后,星星又完全面对着我们了。

           glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // 取消当前星星的角度
          glRotatef(-tilt,1.0f,0.0f,0.0f);       // 取消屏幕倾斜

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