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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><html><head><!-- 这篇文章由Dancingwind翻译,作者的联系方式zhouwei02@mails.tsinghua.edu.cn --><title>NeHe OpenGL教程第四十四课,DancingWind翻译</title>


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    <td class="tinylogo" height="130" width="326"><img alt="NeHe Productions" src="Tutorial_44_files/logo.png" height="130" width="326"></td>
      <td align="center" valign="center"><div align="center"><font class="text"><font class="theme" size="+3"><b><i>第44课</i></b></font></font></div></td>
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            <td width="20%"><img src="Tutorial_44_files/lesson44.jpg" height="120" width="160"></td>
            <td width="80%"><p><font><b>3D 光晕</b></font><font size="2"><b></b></font></p>
              <p><font size="3">当镜头对准太阳的时候就会出现这种效果,模拟它非常的简单,一点数学和纹理贴图就够了。好好看看吧。</font></p></td>
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    <td class="l"><img alt="" src="Tutorial_44_files/blank1.gif" height="28" width="28"></td>
      <td class="back3" valign="top" width="100%">大家好,欢迎来到新的一课,在这一课中我们将扩展glCamera类,来实现镜头光晕的效果。在日常生活中,当我们对着光源看时,会发现强烈的反光。<br>
        为了完成这个效果,我们需要一些数学知识。首先,我们需要一些函数,用来检测某个点或球是否在当前的视景体内。接着我们需要一些纹理作为我们的光晕效果,我们可以把它贴在显示面上。
<p>在我的上一个摄像机类里把下面函数写错了,现在修正如下:</p>
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<pre>void glCamera::SetPrespective()<br>{<br>	GLfloat Matrix[16];												<br>	glVector v;														<br>																	</pre>
<p> <span class="theme">// 根据当前的偏转角旋转视线</span><br>
  glRotatef(m_HeadingDegrees, 0.0f, 1.0f, 0.0f);<br>
  glRotatef(m_PitchDegrees, 1.0f, 0.0f, 0.0f);</p>
<p> <span class="theme">// 返回模型变换矩阵</span><br>
  glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);</p>
<p> <span class="theme">// 获得视线的方向</span><br>
  m_DirectionVector.i = Matrix[8];<br>
  m_DirectionVector.j = Matrix[9];<br>
  m_DirectionVector.k = -Matrix[10];</p>
<p> <span class="theme">// 重置矩阵</span><br>
  glLoadIdentity();</p>
<p> <span class="theme">// 旋转场景</span><br>
  glRotatef(m_PitchDegrees, 1.0f, 0.0f, 0.0f);<br>
  glRotatef(m_HeadingDegrees, 0.0f, 1.0f, 0.0f);</p>
<p> <span class="theme">// 设置当前摄像机的位置</span><br>
  v = m_DirectionVector;<br>
  v *= m_ForwardVelocity;<br>
  m_Position.x += v.i;<br>
  m_Position.y += v.j;<br>
  m_Position.z += v.k;</p>
<p> <span class="theme">// 变换到新的位置</span><br>
  glTranslatef(-m_Position.x, -m_Position.y, -m_Position.z);<br>
  }</p>
<p></p>
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    <td class="l"><img alt="" src="Tutorial_44_files/blank1.gif" height="28" width="28"></td>
      <td class="back3" valign="top" width="100%"> <p>好了,我们现在开始吧。我将使用4个对立的纹理来制造我们的镜头光晕,第一和二个光晕图像被放置在光源处,第三和第四个图像将根据视点的位置和方向动态的生成。纹理的图像如下所示:</p>
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        <tbody> 
        <tr> 
          <td align="center"><font class="text">Big Glow<br>
            <br>
            <img src="Tutorial_44_files/big_glow.jpg" height="128" width="128"></font></td>
          <td width="100">&nbsp;</td>
          <td align="center"><font class="text">Streaks<br>
            <br>
            <img src="Tutorial_44_files/streaks.jpg" height="128" width="128"></font></td>
        </tr>
        <tr> 
          <td align="center"><font class="text">Glow<br>
            <br>
            <img src="Tutorial_44_files/glow.jpg" height="64" width="64"></font></td>
          <td width="100">&nbsp;</td>
          <td align="center"><font class="text">Halo<br>
            <br>
            <img src="Tutorial_44_files/halo.jpg" height="64" width="64"></font></td>
        </tr>
        </tbody>
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      <p>&nbsp;</p>
      <p>&nbsp;</p>

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