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📄 lesson19.cpp

📁 关于OpenGL的实例教程源代码
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/*
 *		This Code Was Created By Jeff Molofee 2000
 *		If You've Found This Code Useful, Please Let Me Know.
 *		Visit My Site At nehe.gamedev.net
 */

#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

#define	MAX_PARTICLES	1000		// Number Of Particles To Create

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	rainbow=true;				// Rainbow Mode?
bool	sp;							// Spacebar Pressed?
bool	rp;							// Enter Key Pressed?

float	slowdown=2.0f;				// Slow Down Particles
float	xspeed;						// Base X Speed (To Allow Keyboard Direction Of Tail)
float	yspeed;						// Base Y Speed (To Allow Keyboard Direction Of Tail)
float	zoom=-40.0f;				// Used To Zoom Out

GLuint	loop;						// Misc Loop Variable
GLuint	col;						// Current Color Selection
GLuint	delay;						// Rainbow Effect Delay
GLuint	texture[1];					// Storage For Our Particle Texture

typedef struct						// Create A Structure For Particle
{
	bool	active;					// Active (Yes/No)
	float	life;					// Particle Life
	float	fade;					// Fade Speed
	float	r;						// Red Value
	float	g;						// Green Value
	float	b;						// Blue Value
	float	x;						// X Position
	float	y;						// Y Position
	float	z;						// Z Position
	float	xi;						// X Direction
	float	yi;						// Y Direction
	float	zi;						// Z Direction
	float	xg;						// X Gravity
	float	yg;						// Y Gravity
	float	zg;						// Z Gravity
}
particles;							// Particles Structure

particles particle[MAX_PARTICLES];	// Particle Array (Room For Particle Info)

static GLfloat colors[12][3]=		// Rainbow Of Colors
{
	{1.0f,0.5f,0.5f},{1.0f,0.75f,0.5f},{1.0f,1.0f,0.5f},{0.75f,1.0f,0.5f},
	{0.5f,1.0f,0.5f},{0.5f,1.0f,0.75f},{0.5f,1.0f,1.0f},{0.5f,0.75f,1.0f},
	{0.5f,0.5f,1.0f},{0.75f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,0.5f,0.75f}
};

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 Bitmap And Convert To A Texture
{
        int Status=FALSE;								// Status Indicator
        AUX_RGBImageRec *TextureImage[1];				// Create Storage Space For The Textures
        memset(TextureImage,0,sizeof(void *)*1);		// Set The Pointer To NULL

        if (TextureImage[0]=LoadBMP("Data/Particle.bmp"))	// Load Particle Texture
        {
			Status=TRUE;								// Set The Status To TRUE
			glGenTextures(1, &texture[0]);				// Create One Texture

			glBindTexture(GL_TEXTURE_2D, texture[0]);
			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,200.0f);

	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
	}

	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f,0.0f,0.0f,0.0f);					// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glDisable(GL_DEPTH_TEST);							// Disable Depth Testing
	glEnable(GL_BLEND);									// Enable Blending
	glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Type Of Blending To Perform
	glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);	// Really Nice Perspective Calculations
	glHint(GL_POINT_SMOOTH_HINT,GL_NICEST);				// Really Nice Point Smoothing
	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping
	glBindTexture(GL_TEXTURE_2D,texture[0]);			// Select Our Texture

	for (loop=0;loop<MAX_PARTICLES;loop++)				// Initials All The Textures
	{
		particle[loop].active=true;								// Make All The Particles Active
		particle[loop].life=1.0f;								// Give All The Particles Full Life
		particle[loop].fade=float(rand()%100)/1000.0f+0.003f;	// Random Fade Speed
		particle[loop].r=colors[loop*(12/MAX_PARTICLES)][0];	// Select Red Rainbow Color
		particle[loop].g=colors[loop*(12/MAX_PARTICLES)][1];	// Select Red Rainbow Color
		particle[loop].b=colors[loop*(12/MAX_PARTICLES)][2];	// Select Red Rainbow Color
		particle[loop].xi=float((rand()%50)-26.0f)*10.0f;		// Random Speed On X Axis
		particle[loop].yi=float((rand()%50)-25.0f)*10.0f;		// Random Speed On Y Axis
		particle[loop].zi=float((rand()%50)-25.0f)*10.0f;		// Random Speed On Z Axis
		particle[loop].xg=0.0f;									// Set Horizontal Pull To Zero
		particle[loop].yg=-0.8f;								// Set Vertical Pull Downward
		particle[loop].zg=0.0f;									// Set Pull On Z Axis To Zero
	}

	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 Screen And Depth Buffer
	glLoadIdentity();										// Reset The ModelView Matrix

	for (loop=0;loop<MAX_PARTICLES;loop++)					// Loop Through All The Particles
	{
		if (particle[loop].active)							// If The Particle Is Active
		{
			float x=particle[loop].x;						// Grab Our Particle X Position
			float y=particle[loop].y;						// Grab Our Particle Y Position
			float z=particle[loop].z+zoom;					// Particle Z Pos + Zoom

			// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
			glColor4f(particle[loop].r,particle[loop].g,particle[loop].b,particle[loop].life);

			glBegin(GL_TRIANGLE_STRIP);						// Build Quad From A Triangle Strip
			    glTexCoord2d(1,1); glVertex3f(x+0.5f,y+0.5f,z); // Top Right
				glTexCoord2d(0,1); glVertex3f(x-0.5f,y+0.5f,z); // Top Left
				glTexCoord2d(1,0); glVertex3f(x+0.5f,y-0.5f,z); // Bottom Right
				glTexCoord2d(0,0); glVertex3f(x-0.5f,y-0.5f,z); // Bottom Left
			glEnd();										// Done Building Triangle Strip

			particle[loop].x+=particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed
			particle[loop].y+=particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
			particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed

			particle[loop].xi+=particle[loop].xg;			// Take Pull On X Axis Into Account
			particle[loop].yi+=particle[loop].yg;			// Take Pull On Y Axis Into Account
			particle[loop].zi+=particle[loop].zg;			// Take Pull On Z Axis Into Account
			particle[loop].life-=particle[loop].fade;		// Reduce Particles Life By 'Fade'

			if (particle[loop].life<0.0f)					// If Particle Is Burned Out
			{
				particle[loop].life=1.0f;					// Give It New Life
				particle[loop].fade=float(rand()%100)/1000.0f+0.003f;	// Random Fade Value
				particle[loop].x=0.0f;						// Center On X Axis
				particle[loop].y=0.0f;						// Center On Y Axis
				particle[loop].z=0.0f;						// Center On Z Axis
				particle[loop].xi=xspeed+float((rand()%60)-32.0f);	// X Axis Speed And Direction
				particle[loop].yi=yspeed+float((rand()%60)-30.0f);	// Y Axis Speed And Direction
				particle[loop].zi=float((rand()%60)-30.0f);	// Z Axis Speed And Direction
				particle[loop].r=colors[col][0];			// Select Red From Color Table
				particle[loop].g=colors[col][1];			// Select Green From Color Table
				particle[loop].b=colors[col][2];			// Select Blue From Color Table
			}

			// If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
			if (keys[VK_NUMPAD8] && (particle[loop].yg<1.5f)) particle[loop].yg+=0.01f;

			// If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards
			if (keys[VK_NUMPAD2] && (particle[loop].yg>-1.5f)) particle[loop].yg-=0.01f;

			// If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
			if (keys[VK_NUMPAD6] && (particle[loop].xg<1.5f)) particle[loop].xg+=0.01f;

			// If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left
			if (keys[VK_NUMPAD4] && (particle[loop].xg>-1.5f)) particle[loop].xg-=0.01f;

			if (keys[VK_TAB])										// Tab Key Causes A Burst
			{
				particle[loop].x=0.0f;								// Center On X Axis
				particle[loop].y=0.0f;								// Center On Y Axis
				particle[loop].z=0.0f;								// Center On Z Axis
				particle[loop].xi=float((rand()%50)-26.0f)*10.0f;	// Random Speed On X Axis
				particle[loop].yi=float((rand()%50)-25.0f)*10.0f;	// Random Speed On Y Axis
				particle[loop].zi=float((rand()%50)-25.0f)*10.0f;	// Random Speed On Z Axis
			}
		}
    }
	return TRUE;											// Everything Went OK
}

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

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