NeHe_002-004_画旋转的彩色三角形和矩形
2009-11-25 23:25
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这是第二到第四课的内容。主要介绍了怎样画出一个三角形和矩形,为他们添加色彩,然后添加语句使这两个图形旋转。
代码如下,在vs2008中调试通过。
[/code]
添加以下两段代码为这两个图形添加色彩,并使之绕某个坐标轴旋转。
代码一
代码二[/code]
[/code]
<全文完>
代码如下,在vs2008中调试通过。
[code]#include<windows.h>//vs2008,windows.h has glaut.h #include<tchar.h> #include <gl\gl.h> #include <gl\glu.h> #pragma comment(lib,"opengl32.lib") #pragma comment(lib,"glu32.lib") HGLRC hRC=NULL; // Permanent Rendering Context HDC hDC=NULL; // Private GDI Device 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=FALSE; // no Fullscreen Flag Set To Fullscreen Mode By Default LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc 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 }//end of ReSizeGLScene int InitGL(GLvoid) // All Setup For OpenGL Goes Here { glShadeModel(GL_SMOOTH); // Enables Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations return TRUE; // Initialization Went OK }//end of InitGL 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 Current Modelview Matrix // //TODO:the code of openGL // glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0 glBegin(GL_TRIANGLES); // Drawing Using Triangles glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glEnd(); glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units /* *By drawing in a clockwise order, the square will be drawn as a back face. *Meaning the side of the quad we see is actually the back. *Objects drawn in a counter clockwise order will be facing us. *Not important at the moment, but later on you will need to know this. */ //glColor3f(0.5f,0.0f,0.5f); // Set The Color glBegin(GL_QUADS); // Draw A Quad glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glEnd(); // Done Drawing The Quad return TRUE; // Keep Going }//end of DrawGLScene 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,_T("Release Of DC And RC Failed."),_T("SHUTDOWN ERROR"),MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL,_T("Release Rendering Context Failed."),_T("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,_T("Release Device Context Failed."),_T("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,_T("Could Not Release hWnd."),_T("SHUTDOWN ERROR"),MB_OK | MB_ICONINFORMATION); hWnd=NULL; // Set hWnd To NULL } if (!UnregisterClass(_T("OpenGL"),hInstance)) // Are We Able To Unregister Class { MessageBox(NULL,_T("Could Not Unregister Class."),_T("SHUTDOWN ERROR"),MB_OK | MB_ICONINFORMATION); hInstance=NULL; // Set hInstance To NULL } }//end of KillGLWindow BOOL CreateGLWindow(TCHAR * 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 Move, 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 = _T("OpenGL"); // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL,_T("Failed To Register The Window Class."),_T("ERROR"),MB_OK|MB_ICONEXCLAMATION); return FALSE; // Exit And 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 Run In A Window. if (MessageBox(NULL,_T("The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?"),_T("NeHe GL"),MB_YESNO|MB_ICONEXCLAMATION)==IDYES) { fullscreen=FALSE; // Select Windowed Mode (Fullscreen=FALSE) } else { // Pop Up A Message Box Letting User Know The Program Is Closing. MessageBox(NULL,_T("Program Will Now Close."),_T("ERROR"),MB_OK|MB_ICONSTOP); return FALSE; // Exit And 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 if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window _T("OpenGL"), // Class Name title, // Window Title WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN | // Required Window Style dwStyle, // Selected Window Style 0, 0, // Window Position WindowRect.right-WindowRect.left, // Calculate Adjusted Window Width WindowRect.bottom-WindowRect.top, // Calculate Adjusted Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL))) // Don't Pass Anything To WM_CREATE { KillGLWindow(); // Reset The Display MessageBox(NULL,_T("Window Creation Error."),_T("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,_T("Can't Create A GL Device Context."),_T("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,_T("Can't Find A Suitable PixelFormat."),_T("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,_T("Can't Set The PixelFormat."),_T("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,_T("Can't Create A GL Rendering Context."),_T("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,_T("Can't Activate The GL Rendering Context."),_T("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,_T("Initialization Failed."),_T("ERROR"),MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success }//end of CreateGLWindow 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_SCREENSAVE: // 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); }//end of WndProc 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,_T("Would You Like To Run In Fullscreen Mode?"),_T( "Start FullScreen?"),MB_YESNO|MB_ICONQUESTION)==IDNO) { fullscreen=FALSE; // Windowed Mode } else { fullscreen=TRUE; } // Create Our OpenGL Window if (!CreateGLWindow(_T("NeHe's OpenGL Framework"),640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs Until done=TRUE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { /* *The first thing we have to do is check to see if any window messages are waiting. *By using PeekMessage() we can check for messages without halting our program. *A lot of programs use GetMessage(). It works fine, but with GetMessage() *your program doesn't do anything until it receives a paint message or some other window message. */ 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) // Program Active? { if (keys[VK_ESCAPE]) // Was ESC Pressed? { done=TRUE; // ESC Signalled A Quit } else // Not Time To Quit, Update Screen { DrawGLScene(); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } 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(_T("NeHe's OpenGL Framework"),640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } }//else }//while // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program }//end of WinMain
[/code]
添加以下两段代码为这两个图形添加色彩,并使之绕某个坐标轴旋转。
代码一
[code]GLfloat rtri; // Angle For The Triangle ( NEW ) GLfloat rquad; // Angle For The Quad ( NEW ) LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
代码二[/code]
[code]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 Current Modelview Matrix // //TODO:the code of openGL // glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0 glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis ( NEW ) glBegin(GL_TRIANGLES); // Drawing Using Triangles glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glEnd(); glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(1.5f,0.0f,-6.0f); // Move Right 1.5 Units And Into The Screen 6.0 glRotatef(rquad,1.0f,0.0f,0.0f); // Rotate The Quad On The X axis ( NEW ) //glColor3f(0.5f,0.5f,1.0f); // Set The Color To A Nice Blue Shade glBegin(GL_QUADS); // Start Drawing A Quad glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left Of The Quad glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right Of The Quad glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right Of The Quad glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left Of The Quad glEnd(); // Done Drawing The Quad rtri+=1.0f; // Increase The Rotation Variable For The Triangle ( NEW ) rquad-=1.0f; // Decrease The Rotation Variable For The Quad ( NEW ) if(rtri>=360.0f)rtri-=360.0f; if(rquad>=360.0f)rquad-=360.0f; return TRUE; // Keep Going }
[/code]
<全文完>
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