📄 mygl.cpp
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/*
简单的雪花演示
感谢NEHE的OPENGL程序框架!
*/
#include <windows.h> // Header File For Windows
#include <mmsystem.h> // PlaySound()
#include <process.h>
#include <stdio.h>
#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
GLfloat yrot; // Y 旋转
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f }; //环境光参数 ( 新增 )
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f }; // 漫射光参数 ( 新增 )
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f }; // 光源位置 ( 新增 )
#define TEXTURECOUNT 4
#define SNOWCOUNT 1000
char *bmpfile[TEXTURECOUNT]={"Data/2.bmp","Data/3.bmp","Data/4.bmp","Data/5.bmp"};
GLuint texture[TEXTURECOUNT];
struct TSnow
{
float x,y,z;
float xrot,yrot,zrot;
float Dspeed;
float Rspeed;
int TextureIndex;
};
TSnow Snow[SNOWCOUNT];
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;
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
glGenTextures(TEXTURECOUNT, &texture[0]); // Create The Texture
for(int i=0;i<TEXTURECOUNT;i++)
{
Status=FALSE; // Status Indicator
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(bmpfile[i]))
{
Status=TRUE; // Set The Status To TRUE
// 创建线性滤波纹理
glBindTexture(GL_TEXTURE_2D, texture[i]);
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);
}
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,400.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
void InitSnow()
{
//初始化雪花数组
srand(GetTickCount());
for(int i=0;i<SNOWCOUNT;i++)
{
Snow[i].TextureIndex=rand()%3;
Snow[i].x=float(rand()%200-100);
Snow[i].z=float(rand()%200-100);
Snow[i].y=100.0f+float(rand()%25);
Snow[i].xrot=Snow[i].yrot=Snow[i].zrot=0;
Snow[i].Dspeed=0.01f*(rand()%10+2);
Snow[i].Rspeed=0.1f*(rand()%10+2);
}
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
{
return FALSE; // If Texture Didn't Load Return FALSE
}
glEnable(GL_TEXTURE_2D); // 启用纹理映射( 新增 )
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.5f, 0.5f, 0.5f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
//关闭深度测试,否则会影响效果
//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); // 设置环境光
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // 设置漫射光
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // 光源位置
glEnable(GL_LIGHT1); // 启用一号光源
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
glEnable(GL_BLEND);
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,-30.0f,-150.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glBindTexture(GL_TEXTURE_2D, texture[3]);
// 白色地面
glColor4f(1.0f, 1.0f, 1.0f, 0.5);
glBegin(GL_QUADS);
glNormal3f( 0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 100.0f, 0.0f,-100.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 100.0f, 0.0f, 100.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-100.0f, 0.0f, 100.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-100.0f, 0.0f,-100.0f);
glEnd();
//想要红雪? :-)
//glColor4f(1.0f, 0.0f, 0.0f, 0.5);
for(int i=0;i<SNOWCOUNT;i++)
{
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,-30.0f,-150.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glBindTexture(GL_TEXTURE_2D, texture[Snow[i].TextureIndex]);
glTranslatef(Snow[i].x,Snow[i].y,Snow[i].z);
glRotatef(Snow[i].xrot,1.0f,0.0f,0.0f);
glRotatef(Snow[i].yrot,0.0f,1.0f,0.0f);
glRotatef(Snow[i].zrot,0.0f,0.0f,1.0f);
//雪花
glBegin(GL_QUADS);
glNormal3f( 0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 0.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 0.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 0.0f,-1.0f);
glEnd();
Snow[i].y-=Snow[i].Dspeed;
if(Snow[i].y<-33)
Snow[i].y=125.0f;
Snow[i].xrot+=Snow[i].Rspeed;
Snow[i].yrot+=Snow[i].Rspeed;
Snow[i].zrot+=Snow[i].Rspeed;
}
yrot+=0.2f;
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
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