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};

//网格类
class CMesh
{
public:
	// 网格数据
	int				m_nVertexCount;							<span class="theme">	// 顶点个数</span>
	CVert*			m_pVertices;								<span class="theme">// 顶点数据的指针</span>
	CTexCoord*		m_pTexCoords;								<span class="theme">// 顶点的纹理坐标</span>
	unsigned int	m_nTextureId;								<span class="theme">// 纹理的ID</span>

	unsigned int	m_nVBOVertices;								<span class="theme">// 顶点缓存对象的名称</span>
	unsigned int	m_nVBOTexCoords;							<span class="theme">// 顶点纹理缓存对象的名称</span>

	AUX_RGBImageRec* m_pTextureImage;							<span class="theme">// 高度数据</span>

public:
	CMesh();													<span class="theme">// 构造函数</span>
	~CMesh();													<span class="theme">// 析构函数</span>

<span class="theme">	// 载入高度图</span>
	bool LoadHeightmap( char* szPath, float flHeightScale, float flResolution );
	<span class="theme">// 返回单个点的高度</span>
	float PtHeight( int nX, int nY );
<span class="theme">	// 创建顶点缓存对象</span>
	void BuildVBOs();
};
</pre>

<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="tl"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="tc" width="100%"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="100%"></td>
    <td class="tr"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="l"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
      <td class="back3" valign="top" width="100%"><p>大部分代码都很简单,这里不多加解释。</p>
        <p>下面我们来定义一些全局变量:</p>
        </td>
    <td class="r"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="bl"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="bc" width="100%"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="br"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<pre>bool		g_fVBOSupported = false;							<span class="theme">// 是否支持顶点缓存对象</span>
CMesh*		g_pMesh = NULL;										<span class="theme">// 网格数据</span>
float		g_flYRot = 0.0f;									<span class="theme">// 旋转角度</span>
int			g_nFPS = 0, g_nFrames = 0;							<span class="theme">// 帧率计数器</span>
DWORD		g_dwLastFPS = 0;									<span class="theme">// 上一帧的计数	</span>
</pre>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="tl"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="tc" width="100%"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="100%"></td>
    <td class="tr"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="l"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
      <td class="back3" valign="top" width="100%"> 下面的代码加载高度图,它和34课的内容差不多,在这里不多加解释了: 
      </td>
    <td class="r"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="bl"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="bc" width="100%"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="br"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<pre><span class="theme">//加载高度图</span>
bool CMesh :: LoadHeightmap( char* szPath, float flHeightScale, float flResolution )
{

	FILE* fTest = fopen( szPath, "r" );							
	if( !fTest )												
		return false;											
	fclose( fTest );											

<span class="theme">	// 加载图像文件</span>
	m_pTextureImage = auxDIBImageLoad( szPath );				

<span class="theme">	// 读取顶点数据</span>
	m_nVertexCount = (int) ( m_pTextureImage-&gt;sizeX * m_pTextureImage-&gt;sizeY * 6 / ( flResolution * flResolution ) );
	m_pVertices = new CVec[m_nVertexCount];						
	m_pTexCoords = new CTexCoord[m_nVertexCount];				
	int nX, nZ, nTri, nIndex=0;									
	float flX, flZ;
	for( nZ = 0; nZ &lt; m_pTextureImage-&gt;sizeY; nZ += (int) flResolution )
	{
		for( nX = 0; nX &lt; m_pTextureImage-&gt;sizeX; nX += (int) flResolution )
		{
			for( nTri = 0; nTri &lt; 6; nTri++ )
			{
				flX = (float) nX + ( ( nTri == 1 || nTri == 2 || nTri == 5 ) ? flResolution : 0.0f );
				flZ = (float) nZ + ( ( nTri == 2 || nTri == 4 || nTri == 5 ) ? flResolution : 0.0f );

				m_pVertices[nIndex].x = flX - ( m_pTextureImage-&gt;sizeX / 2 );
				m_pVertices[nIndex].y = PtHeight( (int) flX, (int) flZ ) *  flHeightScale;
				m_pVertices[nIndex].z = flZ - ( m_pTextureImage-&gt;sizeY / 2 );

				m_pTexCoords[nIndex].u = flX / m_pTextureImage-&gt;sizeX;
				m_pTexCoords[nIndex].v = flZ / m_pTextureImage-&gt;sizeY;

				nIndex++;
			}
		}
	}

<span class="theme">	// 载入纹理,它和高度图是同一副图像</span>
	glGenTextures( 1, &amp;m_nTextureId );							
	glBindTexture( GL_TEXTURE_2D, m_nTextureId );				
	glTexImage2D( GL_TEXTURE_2D, 0, 3, m_pTextureImage-&gt;sizeX, m_pTextureImage-&gt;sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, m_pTextureImage-&gt;data );
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

<span class="theme">	// 释放纹理数据</span>
	if( m_pTextureImage )
	{
		if( m_pTextureImage-&gt;data )
			free( m_pTextureImage-&gt;data );
		free( m_pTextureImage );
	}
	return true;
}
</pre>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="tl"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="tc" width="100%"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="100%"></td>
    <td class="tr"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="l"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
      <td class="back3" valign="top" width="100%">下面的代码用来计算(x,y)处的亮度</td>
    <td class="r"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="bl"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="bc" width="100%"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="br"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<pre><span class="theme">//计算(x,y)处的亮度</span>
float CMesh :: PtHeight( int nX, int nY )
{
	int nPos = ( ( nX % m_pTextureImage-&gt;sizeX )  + ( ( nY % m_pTextureImage-&gt;sizeY ) * m_pTextureImage-&gt;sizeX ) ) * 3;
	float flR = (float) m_pTextureImage-&gt;data[ nPos ];			<span class="theme">// 返回红色分量</span>
	float flG = (float) m_pTextureImage-&gt;data[ nPos + 1 ];		<span class="theme">// 返回绿色分量</span>
	float flB = (float) m_pTextureImage-&gt;data[ nPos + 2 ];		<span class="theme">// 返回蓝色分量</span>
	return ( 0.299f * flR + 0.587f * flG + 0.114f * flB );		<span class="theme">// 计算亮度</span>
}
</pre>
<p></p>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="tl"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="tc" width="100%"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="100%"></td>
    <td class="tr"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="l"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
      <td class="back3" valign="top" width="100%">下面的代码把顶点数据绑定到顶点缓存,即把内存中的数据发送到显存 
      </td>
    <td class="r"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="bl"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="bc" width="100%"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="br"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<pre>void CMesh :: BuildVBOs()<br>{<br>	glGenBuffersARB( 1, &amp;m_nVBOVertices );							<span class="theme">// 创建一个顶点缓存,并把顶点数据绑定到缓存</span><br>	glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOVertices );			<br>	glBufferDataARB( GL_ARRAY_BUFFER_ARB, m_nVertexCount*3*sizeof(float), m_pVertices, GL_STATIC_DRAW_ARB );</pre>
<p> glGenBuffersARB( 1, &amp;m_nVBOTexCoords ); <span class="theme">// 创建一个纹理缓存,并把纹理数据绑定到缓存</span><br>
  glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOTexCoords ); <br>
  glBufferDataARB( GL_ARRAY_BUFFER_ARB, m_nVertexCount*2*sizeof(float), m_pTexCoords, 
  GL_STATIC_DRAW_ARB );</p>
<p> <span class="theme">// 删除分配的内存</span><br>
  delete [] m_pVertices; m_pVertices = NULL;<br>
  delete [] m_pTexCoords; m_pTexCoords = NULL</p>
<pre>  }</pre>
<p></p>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="tl"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="tc" width="100%"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="100%"></td>
    <td class="tr"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="l"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
      <td class="back3" valign="top" width="100%">好了,现在到了初始化的地方了。首先我将分配并载入纹理数据。接着检测是否支持VBO扩展。如果支持我们将把函数指针和它对应的函数关联起来,如果不支持将只返回数据。</td>
    <td class="r"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<table border="0" cellpadding="0" cellspacing="0" width="100%">
  <tbody>
  <tr>
    <td class="bl"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="bc" width="100%"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td>
    <td class="br"><img alt="" src="Tutorial_45_files/blank1.gif" height="28" width="28"></td></tr></tbody></table>
<pre><span class="theme">//初始化</span>
BOOL Initialize (GL_Window* window, Keys* keys)					
{
	g_window	= window;
	g_keys		= keys;

	<span class="theme">// 载入纹理数据</span>
	g_pMesh = new CMesh();										
	if( !g_pMesh-&gt;LoadHeightmap( "terrain.bmp",					
								MESH_HEIGHTSCALE,
								MESH_RESOLUTION ) )
	{
		MessageBox( NULL, "Error Loading Heightmap", "Error", MB_OK );
		return false;
	}

<span class="theme">	// 检测是否支持VBO扩展</span>
#ifndef NO_VBOS
	g_fVBOSupported = IsExtensionSupported( "GL_ARB_vertex_buffer_object" );
	if( g_fVBOSupported )
	{
<span class="theme">		// 获得函数的指针</span>
		glGenBuffersARB = (PFNGLGENBUFFERSARBPROC) wglGetProcAddress("glGenBuffersARB");
		glBindBufferARB = (PFNGLBINDBUFFERARBPROC) wglGetProcAddress("glBindBufferARB");
		glBufferDataARB = (PFNGLBUFFERDATAARBPROC) wglGetProcAddress("glBufferDataARB");

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