您的位置:首页 > 运维架构

OpenGL入门笔记(六)

2007-04-19 20:58 357 查看
其实纹理滤波是什么概念我也还不了解,图形学就是这样,理论和实践都不可偏废,可究竟从何处入手也是个两难的问题,有人说“图形血到最后就是数学”,对我这样的新手来说,快速有个概念也许不失为一个笨办法吧。

Nehe在第6课里已经用了线性滤波了,并且还推荐我们把gl_nearest(不光滑)滤波方式和线性滤波结合起来使用,在近处时用线性滤波,在远处时用gl_nearest(不光滑)滤波,因为线性滤波对运行机器的要求高些。




Demo7


#include <windows.h> // Header File For Windows


#include <stdio.h> // Header File For Standard Input/Output


#include <gl/gl.h> // Header File For The OpenGL32 Library


#include <gl/glu.h> // Header File For The GLu32 Library


#include <gl/glaux.h> // Header File For The Glaux Library




HDC hDC=NULL; // Private GDI Device Context


HGLRC hRC=NULL; // Permanent Rendering Context


HWND hWnd=NULL; // Holds Our Window Handle


HINSTANCE hInstance; // Holds The Instance Of The Application




bool keys[256]; // Array Used For The Keyboard Routine


bool active=TRUE; // Window Active Flag Set To TRUE By Default


bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default


bool light; // Lighting ON/OFF ( NEW )


bool lp; // L Pressed? ( NEW )


bool fp; // F Pressed? ( NEW )




GLfloat xrot; // X Rotation


GLfloat yrot; // Y Rotation


GLfloat xspeed; // X Rotation Speed


GLfloat yspeed; // Y Rotation Speed


GLfloat z=-5.0f; // Depth Into The Screen






GLfloat LightAmbient[]=

{ 0.5f, 0.5f, 0.5f, 1.0f };




GLfloat LightDiffuse[]=

{ 1.0f, 1.0f, 1.0f, 1.0f };




GLfloat LightPosition[]=

{ 0.0f, 0.0f, 2.0f, 1.0f };




GLuint filter; // Which Filter To Use


GLuint texture[3]; // Storage For 3 Textures




LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc




AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image






{


FILE *File=NULL; // File Handle




if (!Filename) // Make Sure A Filename Was Given






{


return NULL; // If Not Return NULL


}




File=fopen(Filename,"r"); // Check To See If The File Exists




if (File) // Does The File Exist?






{


fclose(File); // Close The Handle


return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer


}




return NULL; // If Load Failed Return NULL


}




int LoadGLTextures() // Load Bitmaps And Convert To Textures






{


int Status=FALSE; // Status Indicator




AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture




memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL




// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit


if (TextureImage[0]=LoadBMP("Data/Crate.bmp"))






{


Status=TRUE; // Set The Status To TRUE




glGenTextures(3, &texture[0]); // Create Three Textures




// Create Nearest Filtered Texture


glBindTexture(GL_TEXTURE_2D, texture[0]);


glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);


glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);


glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);




// Create Linear Filtered Texture


glBindTexture(GL_TEXTURE_2D, texture[1]);


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, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);




// Create MipMapped Texture


glBindTexture(GL_TEXTURE_2D, texture[2]);


glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);


glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);


gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);


}




if (TextureImage[0]) // If Texture Exists






{


if (TextureImage[0]->data) // If Texture Image Exists






{


free(TextureImage[0]->data); // Free The Texture Image Memory


}




free(TextureImage[0]); // Free The Image Structure


}




return Status; // Return The Status


}




GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window






{


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(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);




glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix


glLoadIdentity(); // Reset The Modelview Matrix


}




int InitGL(GLvoid) // All Setup For OpenGL Goes Here






{


if (!LoadGLTextures()) // Jump To Texture Loading Routine






{


return FALSE; // If Texture Didn't Load Return FALSE


}




glEnable(GL_TEXTURE_2D); // Enable Texture Mapping


glShadeModel(GL_SMOOTH); // Enable Smooth Shading


glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background


glClearDepth(1.0f); // Depth Buffer Setup


glEnable(GL_DEPTH_TEST); // Enables Depth Testing


glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do


glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations




glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light


glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light


glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // Position The Light


glEnable(GL_LIGHT1); // Enable Light One


return TRUE; // Initialization Went OK


}




int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing






{


glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer


glLoadIdentity(); // Reset The View


glTranslatef(0.0f,0.0f,z);




glRotatef(xrot,1.0f,0.0f,0.0f);


glRotatef(yrot,0.0f,1.0f,0.0f);




glBindTexture(GL_TEXTURE_2D, texture[filter]);




glBegin(GL_QUADS);


// Front Face


glNormal3f( 0.0f, 0.0f, 1.0f);


glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);


glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);


glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);


glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);


// Back Face


glNormal3f( 0.0f, 0.0f,-1.0f);


glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);


glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);


glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);


glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);


// Top Face


glNormal3f( 0.0f, 1.0f, 0.0f);


glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);


glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);


glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);


glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);


// Bottom Face


glNormal3f( 0.0f,-1.0f, 0.0f);


glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);


glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);


glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);


glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);


// Right face


glNormal3f( 1.0f, 0.0f, 0.0f);


glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);


glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);


glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);


glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);


// Left Face


glNormal3f(-1.0f, 0.0f, 0.0f);


glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);


glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);


glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);


glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);


glEnd();




xrot+=xspeed;


yrot+=yspeed;


return TRUE; // Keep Going


}




GLvoid KillGLWindow(GLvoid) // Properly Kill The Window






{


if (fullscreen) // Are We In Fullscreen Mode?






{


ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop


ShowCursor(TRUE); // Show Mouse Pointer


}




if (hRC) // Do We Have A Rendering Context?






{


if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?






{


MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);


}




if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?






{


MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);


}


hRC=NULL; // Set RC To NULL


}




if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC






{


MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);


hDC=NULL; // Set DC To NULL


}




if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?






{


MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);


hWnd=NULL; // Set hWnd To NULL


}




if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class






{


MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);


hInstance=NULL; // Set hInstance To NULL


}


}






/**//* This Code Creates Our OpenGL Window. Parameters Are: *


* title - Title To Appear At The Top Of The Window *


* width - Width Of The GL Window Or Fullscreen Mode *


* height - Height Of The GL Window Or Fullscreen Mode *


* bits - Number Of Bits To Use For Color (8/16/24/32) *


* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */





BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)






{


GLuint PixelFormat; // Holds The Results After Searching For A Match


WNDCLASS wc; // Windows Class Structure


DWORD dwExStyle; // Window Extended Style


DWORD dwStyle; // Window Style


RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values


WindowRect.left=(long)0; // Set Left Value To 0


WindowRect.right=(long)width; // Set Right Value To Requested Width


WindowRect.top=(long)0; // Set Top Value To 0


WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height




fullscreen=fullscreenflag; // Set The Global Fullscreen Flag




hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window


wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.


wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages


wc.cbClsExtra = 0; // No Extra Window Data


wc.cbWndExtra = 0; // No Extra Window Data


wc.hInstance = hInstance; // Set The Instance


wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon


wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer


wc.hbrBackground = NULL; // No Background Required For GL


wc.lpszMenuName = NULL; // We Don't Want A Menu


wc.lpszClassName = "OpenGL"; // Set The Class Name




if (!RegisterClass(&wc)) // Attempt To Register The Window Class






{


MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);


return FALSE; // Return FALSE


}





if (fullscreen) // Attempt Fullscreen Mode?






{


DEVMODE dmScreenSettings; // Device Mode


memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared


dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure


dmScreenSettings.dmPelsWidth = width; // Selected Screen Width


dmScreenSettings.dmPelsHeight = height; // Selected Screen Height


dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel


dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;




// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.


if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)






{


// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.


if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By/nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)






{


fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE


}


else






{


// Pop Up A Message Box Letting User Know The Program Is Closing.


MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);


return FALSE; // Return FALSE


}


}


}




if (fullscreen) // Are We Still In Fullscreen Mode?






{


dwExStyle=WS_EX_APPWINDOW; // Window Extended Style


dwStyle=WS_POPUP; // Windows Style


ShowCursor(FALSE); // Hide Mouse Pointer


}


else






{


dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style


dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style


}




AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size




// Create The Window


if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window


"OpenGL", // Class Name


title, // Window Title


dwStyle | // Defined Window Style


WS_CLIPSIBLINGS | // Required Window Style


WS_CLIPCHILDREN, // Required Window Style


0, 0, // Window Position


WindowRect.right-WindowRect.left, // Calculate Window Width


WindowRect.bottom-WindowRect.top, // Calculate Window Height


NULL, // No Parent Window


NULL, // No Menu


hInstance, // Instance


NULL))) // Dont Pass Anything To WM_CREATE






{


KillGLWindow(); // Reset The Display


MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);


return FALSE; // Return FALSE


}




static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be






{


sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor


1, // Version Number


PFD_DRAW_TO_WINDOW | // Format Must Support Window


PFD_SUPPORT_OPENGL | // Format Must Support OpenGL


PFD_DOUBLEBUFFER, // Must Support Double Buffering


PFD_TYPE_RGBA, // Request An RGBA Format


bits, // Select Our Color Depth


0, 0, 0, 0, 0, 0, // Color Bits Ignored


0, // No Alpha Buffer


0, // Shift Bit Ignored


0, // No Accumulation Buffer


0, 0, 0, 0, // Accumulation Bits Ignored


16, // 16Bit Z-Buffer (Depth Buffer)


0, // No Stencil Buffer


0, // No Auxiliary Buffer


PFD_MAIN_PLANE, // Main Drawing Layer


0, // Reserved


0, 0, 0 // Layer Masks Ignored


};





if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?






{


KillGLWindow(); // Reset The Display


MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);


return FALSE; // Return FALSE


}




if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?






{


KillGLWindow(); // Reset The Display


MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);


return FALSE; // Return FALSE


}




if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?






{


KillGLWindow(); // Reset The Display


MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);


return FALSE; // Return FALSE


}




if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?






{


KillGLWindow(); // Reset The Display


MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);


return FALSE; // Return FALSE


}




if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context






{


KillGLWindow(); // Reset The Display


MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);


return FALSE; // Return FALSE


}




ShowWindow(hWnd,SW_SHOW); // Show The Window


SetForegroundWindow(hWnd); // Slightly Higher Priority


SetFocus(hWnd); // Sets Keyboard Focus To The Window


ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen




if (!InitGL()) // Initialize Our Newly Created GL Window






{


KillGLWindow(); // Reset The Display


MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);


return FALSE; // Return FALSE


}




return TRUE; // Success


}




LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window


UINT uMsg, // Message For This Window


WPARAM wParam, // Additional Message Information


LPARAM lParam) // Additional Message Information






{


switch (uMsg) // Check For Windows Messages






{


case WM_ACTIVATE: // Watch For Window Activate Message






{


if (!HIWORD(wParam)) // Check Minimization State






{


active=TRUE; // Program Is Active


}


else






{


active=FALSE; // Program Is No Longer Active


}




return 0; // Return To The Message Loop


}




case WM_SYSCOMMAND: // Intercept System Commands






{


switch (wParam) // Check System Calls






{


case SC_SCREENS***E: // Screensaver Trying To Start?


case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?


return 0; // Prevent From Happening


}


break; // Exit


}




case WM_CLOSE: // Did We Receive A Close Message?






{


PostQuitMessage(0); // Send A Quit Message


return 0; // Jump Back


}




case WM_KEYDOWN: // Is A Key Being Held Down?






{


keys[wParam] = TRUE; // If So, Mark It As TRUE


return 0; // Jump Back


}




case WM_KEYUP: // Has A Key Been Released?






{


keys[wParam] = FALSE; // If So, Mark It As FALSE


return 0; // Jump Back


}




case WM_SIZE: // Resize The OpenGL Window






{


ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height


return 0; // Jump Back


}


}




// Pass All Unhandled Messages To DefWindowProc


return DefWindowProc(hWnd,uMsg,wParam,lParam);


}




int WINAPI WinMain( HINSTANCE hInstance, // Instance


HINSTANCE hPrevInstance, // Previous Instance


LPSTR lpCmdLine, // Command Line Parameters


int nCmdShow) // Window Show State






{


MSG msg; // Windows Message Structure


BOOL done=FALSE; // Bool Variable To Exit Loop




// Ask The User Which Screen Mode They Prefer


if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)






{


fullscreen=FALSE; // Windowed Mode


}




// Create Our OpenGL Window


if (!CreateGLWindow("NeHe's Textures, Lighting & Keyboard Tutorial",640,480,16,fullscreen))






{


return 0; // Quit If Window Was Not Created


}




while(!done) // Loop That Runs While done=FALSE






{


if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?






{


if (msg.message==WM_QUIT) // Have We Received A Quit Message?






{


done=TRUE; // If So done=TRUE


}


else // If Not, Deal With Window Messages






{


TranslateMessage(&msg); // Translate The Message


DispatchMessage(&msg); // Dispatch The Message


}


}


else // If There Are No Messages






{


// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()


if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?






{


done=TRUE; // ESC or DrawGLScene Signalled A Quit


}


else // Not Time To Quit, Update Screen






{


SwapBuffers(hDC); // Swap Buffers (Double Buffering)


if (keys['L'] && !lp)






{


lp=TRUE;


light=!light;


if (!light)






{


glDisable(GL_LIGHTING);


}


else






{


glEnable(GL_LIGHTING);


}


}


if (!keys['L'])






{


lp=FALSE;


}


if (keys['F'] && !fp)






{


fp=TRUE;


filter+=1;


if (filter>2)






{


filter=0;


}


}


if (!keys['F'])






{


fp=FALSE;


}


if (keys[VK_PRIOR])






{


z-=0.02f;


}


if (keys[VK_NEXT])






{


z+=0.02f;


}


if (keys[VK_UP])






{


xspeed-=0.01f;


}


if (keys[VK_DOWN])






{


xspeed+=0.01f;


}


if (keys[VK_RIGHT])






{


yspeed+=0.01f;


}


if (keys[VK_LEFT])






{


yspeed-=0.01f;


}




if (keys[VK_F1]) // Is F1 Being Pressed?






{


keys[VK_F1]=FALSE; // If So Make Key FALSE


KillGLWindow(); // Kill Our Current Window


fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode


// Recreate Our OpenGL Window


if (!CreateGLWindow("NeHe's Textures, Lighting & Keyboard Tutorial",640,480,16,fullscreen))






{


return 0; // Quit If Window Was Not Created


}


}


}


}


}




// Shutdown


KillGLWindow(); // Kill The Window


return (msg.wParam); // Exit The Program


}




这一课里还讲解了如何使用光照。他使用了两种不同的光。第一种称为环境光。环境光来自于四面八方。所有场景中的对象都处于环境光的照射中。第二种类型的光源叫做漫射光。漫射光由特定的光源产生,并在您的场景中的对象表面上产生反射。处于漫射光直接照射下的任何对象表面都变得很亮,而几乎未被照射到的区域就显得要暗一些。创建光源的过程和颜色的创建完全一致,先设置用来创建光源的数组。前三个参数分别是RGB三色分量,最后一个是alpha通道参数。

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 };     // 漫射光参数

最后保存光源的位置。前三个参数和glTranslate中的一样。依次分别是XYZ轴上的位移。最后一个参数取为1.0f。这将告诉OpenGL这里指定的坐标就是光源的位置。

GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };    // 光源位置

教程里使用三种纹理滤波方式,第一种纹理(texture 0)使用gl_nearest(不光滑)滤波方式构建。第二种纹理(texture 1)使用gl_linear(线性滤波)方式,离屏幕越近的图像看起来就越光滑。第三种纹理 (texture 2)使用mipmapped滤波方式,这将创建一个外观十分优秀的纹理。

下面是创建纹理的新方法:Mip-mapping(纹理细化)。您可能会注意到当图像在屏幕上变得很小的时候,很多细节将会丢失。刚才还很不错的图案变得很难看。当您告诉OpenGL创建一个mipmapped的纹理后,OpenGL将尝试创建不同尺寸的高质量纹理。当您向屏幕绘制一个mipmapped纹理的时候,OpenGL将选择它已经创建的外观最佳的纹理(带有更多细节)来绘制,而不仅仅是缩放原先的图像(这将导致细节丢失)。

要绕过OpenGL对纹理宽度和高度所加的限制 (64、128、256等等)。办法就是 gluBuild2DMipmaps,我们可以使用任意的位图来创建纹理。OpenGL将自动将它缩放到正常的大小。

// 创建 MipMapped 纹理
glBindTexture(GL_TEXTURE_2D, texture[2]);
           glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
           glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);

下面生成mipmapped纹理。我们使用三种颜色(红,绿,蓝)来生成一个2D纹理。TextureImage[0]->sizeX 是位图宽度,extureImage[0]->sizeY是位图高度,GL_RGB意味着我们依次使用RGB色彩。GL_UNSIGNED_BYTE意味着纹理数据的单位是字节。TextureImage[0]->data指向我们创建纹理所用的位图。

gluBuild2DMipmaps(GL_TEXTURE_2D, 3,
TextureImage[0]->sizeX, TextureImage[0]->sizeY,
GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); 

现在开始设置光源。下面一行设置环境光的发光量,光源light1开始发光:

  glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);  // 设置环境光
设置漫射光的发光量:
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);  // 设置漫射光
然后设置光源的位置:
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);  // 光源位置

最后,我们启用一号光源,没有启用GL_LIGHTING,所以您看不见任何光线(只对光源进行设置、定位、甚至启用,光源都不会工作。除非我们启用GL_LIGHTING)。

glEnable(GL_LIGHT1);                // 启用一号光源

课程中还学习了一个新的函数glNormal3f。Normal就是法线的意思,所谓法线是指经过面(多边形)上的一点且垂直于这个面(多边形)的直线。使用光源的时候必须指定一条法线。法线告诉OpenGL这个多边形的朝向,并指明多边形的正面和背面。如果没有指定法线,什么怪事情都可能发生。
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: