代码下载


#include "CELLWinApp.hpp"
#include <gl/GLU.h>
#include <assert.h>
#include <math.h>
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glu32.lib")
#pragma comment(lib,"winmm.lib")

/**
* 这个例子介绍如何使用
glEnableClientState,
glVertexPointer.
glColorPointer,
glTexCoordPointer,
glDrawArrays
函数进行绘制

接上一个例子,上一个例子中使用了三个缓冲区,定点缓冲区,纹理缓冲区,颜色缓冲
* 缓冲区多了以后灵活度增加了,但是管理却很麻烦。
OpenGL也支持一个单独的缓冲区

*/

struct Vertex
{
float x, y, z;
float u,v;
float r, g, b;
};

Vertex g_cubeVertices[] =
{
{ -1.0f,-1.0f, 1.0f,0.0f, 0.0f,1.0f, 0.0f, 0.0f },
{ 1.0f,-1.0f, 1.0f,1.0f, 0.0f,1.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f,1.0f, 1.0f,1.0f, 0.0f, 0.0f },
{ -1.0f, 1.0f, 1.0f,0.0f, 1.0f,1.0f, 0.0f, 0.0f },

{ -1.0f,-1.0f,-1.0f,1.0f, 0.0f,0.0f, 1.0f, 0.0f },
{ -1.0f, 1.0f,-1.0f,1.0f, 1.0f,0.0f, 1.0f, 0.0f },
{ 1.0f, 1.0f,-1.0f,0.0f, 1.0f,0.0f, 1.0f, 0.0f },
{ 1.0f,-1.0f,-1.0f,0.0f, 0.0f,0.0f, 1.0f, 0.0f },

{ -1.0f, 1.0f,-1.0f,0.0f, 1.0f,0.0f, 0.0f, 1.0f },
{ -1.0f, 1.0f, 1.0f,0.0f, 0.0f,0.0f, 0.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f,1.0f, 0.0f,0.0f, 0.0f, 1.0f },
{ 1.0f, 1.0f,-1.0f,1.0f, 1.0f,0.0f, 0.0f, 1.0f },

{ -1.0f,-1.0f,-1.0f,1.0f, 1.0f,1.0f, 1.0f, 0.0f },
{ 1.0f,-1.0f,-1.0f,0.0f, 1.0f,1.0f, 1.0f, 0.0f },
{ 1.0f,-1.0f, 1.0f,0.0f, 0.0f,1.0f, 1.0f, 0.0f },
{ -1.0f,-1.0f, 1.0f,1.0f, 0.0f,1.0f, 1.0f, 0.0f },

{ 1.0f,-1.0f,-1.0f,1.0f, 0.0f,1.0f, 0.0f, 1.0f },
{ 1.0f, 1.0f,-1.0f,1.0f, 1.0f,1.0f, 0.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f,0.0f, 1.0f,1.0f, 0.0f, 1.0f },
{ 1.0f,-1.0f, 1.0f,0.0f, 0.0f,1.0f, 0.0f, 1.0f },

{ -1.0f,-1.0f,-1.0f,0.0f, 0.0f,0.0f, 1.0f, 1.0f },
{ -1.0f,-1.0f, 1.0f,1.0f, 0.0f,0.0f, 1.0f, 1.0f },
{ -1.0f, 1.0f, 1.0f,1.0f, 1.0f,0.0f, 1.0f, 1.0f },
{ -1.0f, 1.0f,-1.0f,0.0f, 1.0f,0.0f, 1.0f, 1.0f }
};

class Tutorial7 :public CELL::Graphy::CELLWinApp
{
public:
Tutorial7(HINSTANCE hInstance)
:CELL::Graphy::CELLWinApp(hInstance)
{
_lbtnDownFlag = false;
_fSpinY = 0;
_fSpinX = 0;
}
virtual void render()
{
do
{
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);

glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0f, 0.0f, -5.0f );

glRotatef( -_fSpinY, 1.0f, 0.0f, 0.0f );
glRotatef( -_fSpinX, 0.0f, 1.0f, 0.0f );

glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_COLOR_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );

/**
* 这里大家可以慢慢体会
*/
float* addrVertex = (float*)g_cubeVertices;
float* uvAddress = (float*)&g_cubeVertices[0].u;

float* colorAddress = (float*)&g_cubeVertices[0].r;

//--------------元素个数---元素类型---元素之间的内存偏移---数据地址
//OpenGL根据元素之间的内存偏移来计算下一个元素的位置。
glVertexPointer( 3, GL_FLOAT, sizeof(Vertex), addrVertex );
glColorPointer( 3, GL_FLOAT, sizeof(Vertex), colorAddress);
glTexCoordPointer( 2, GL_FLOAT, sizeof(Vertex), uvAddress );

glDrawArrays( GL_QUADS, 0, 24 );

glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );

SwapBuffers( _hDC );
} while (false);
}

/**
* 生成投影矩阵
* 后面为了重用性,我们会写一个专门的matrix类,完成矩阵的一系列擦做
* 这个是很有必须要的,当你对Opengl了解的不断深入,你会发现,很多都是和数学有关的
*/
void perspective(float fovy,float aspect,float zNear,float zFar,float matrix[4][4])
{
assert(aspect != float(0));
assert(zFar != zNear);
#define PI 3.14159265358979323f

float rad = fovy * (PI / 180);

float halfFovy = tan(rad / float(2));
matrix[0][0] = float(1) / (aspect * halfFovy);
matrix[1][1] = float(1) / (halfFovy);
matrix[2][2] = -(zFar + zNear) / (zFar - zNear);
matrix[2][3] = -float(1);
matrix[3][2] = -(float(2) * zFar * zNear) / (zFar - zNear);
#undef PI
}
virtual void onInit()
{
/**
* 调用父类的函数。
*/
CELL::Graphy::CELLWinApp::onInit();

glMatrixMode( GL_PROJECTION );

GLfloat matrix[4][4] =
{
0,0,0,0,
0,0,0,0,
0,0,0,0,
0,0,0,0
};
perspective(45.0f, (GLfloat)_winWidth / (GLfloat)_winHeight, 0.1f, 100.0f,matrix);
glLoadMatrixf((float*)matrix);

glClearColor(0,0,0,1);

/**
* 增加如下两句话
* glEnable(GL_DEPTH_TEST); 启动深度测试,这样,有遮挡计算,被遮盖的将覆盖
* glEnable(GL_TEXTURE_2D); 启动纹理,支持纹理贴图,这样才可以绘制纹理出来
*/
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
/**
* 读一个bmp图片
*/
HBITMAP hBmp = (HBITMAP)LoadImageA(0,"1.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);
/**
* 获取图片的大小
*/
BITMAP bmpInf = {0};
GetObject(hBmp,sizeof(bmpInf),&bmpInf);
/**
* 获取图片的颜色数据(r,g,b)
*/
int size = bmpInf.bmHeight * bmpInf.bmWidth * 3;
char* data = new char[size];

BITMAPINFO bi;
bi.bmiHeader.biSize = sizeof(bi.bmiHeader);
bi.bmiHeader.biWidth = bmpInf.bmWidth;
bi.bmiHeader.biHeight = bmpInf.bmHeight;
bi.bmiHeader.biPlanes = 1;
bi.bmiHeader.biBitCount = 24;
bi.bmiHeader.biCompression = BI_RGB;
bi.bmiHeader.biSizeImage = size;
bi.bmiHeader.biClrUsed = 0;
bi.bmiHeader.biClrImportant = 0;

/**
* 获取rgb数据
*/
int idata = GetDIBits(_hDC,hBmp,0,bi.bmiHeader.biHeight,data,&bi,DIB_RGB_COLORS);

/**
* 产生一个纹理Id,可以认为是纹理句柄,后面的操作将书用这个纹理id
*/
glGenTextures( 1, &_textureId );

/**
* 使用这个纹理id,或者叫绑定(关联)
*/
glBindTexture( GL_TEXTURE_2D, _textureId );
/**
* 指定纹理的放大,缩小滤波,使用线性方式,即当图片放大的时候插值方式
*/
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
/**
* 将图片的rgb数据上传给opengl.
*/
glTexImage2D(
GL_TEXTURE_2D, //! 指定是二维图片
0, //! 指定为第一级别,纹理可以做mipmap,即lod,离近的就采用级别大的,远则使用较小的纹理
GL_RGB, //! 纹理的使用的存储格式
bmpInf.bmWidth, //! 宽度,老一点的显卡,不支持不规则的纹理,即宽度和高度不是2^n。
bmpInf.bmHeight, //! 宽度,老一点的显卡,不支持不规则的纹理,即宽度和高度不是2^n。
0, //! 是否的边
GL_BGR_EXT, //! 数据的格式,bmp中,windows,操作系统中存储的数据是bgr格式
GL_UNSIGNED_BYTE, //! 数据是8bit数据
data
);
delete []data;
/**
* 删除图片
*/
DeleteObject(hBmp);

}

virtual int events(unsigned msg, unsigned wParam, unsigned lParam)
{
switch(msg)
{
case WM_LBUTTONDOWN:
{
_mousePos.x = LOWORD (lParam);
_mousePos.y = HIWORD (lParam);
_lbtnDownFlag = true;
SetCapture(_hWnd);
}
break;
case WM_LBUTTONUP:
{
_lbtnDownFlag = false;
ReleaseCapture();
}
break;
case WM_MOUSEMOVE:
{
int curX = LOWORD (lParam);
int curY = HIWORD (lParam);

if( _lbtnDownFlag )
{
_fSpinX -= (curX - _mousePos.x);
_fSpinY -= (curY - _mousePos.y);
}

_mousePos.x = curX;
_mousePos.y = curY;
}
break;
}
return __super::events(msg,wParam,lParam);
}
protected:
unsigned _primitiveType;
/**
* 保存纹理Id
*/
unsigned _textureId;

float _fSpinX ;
float _fSpinY;
POINT _mousePos;
bool _lbtnDownFlag;
};

int CALLBACK _tWinMain(
HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nShowCmd
)
{
(void*)hInstance;
(void*)hPrevInstance;
(void*)lpCmdLine;
(void*)nShowCmd;

Tutorial7 winApp(hInstance);
winApp.start(640,480);
return 0;
}

最新文章

  1. python enumerate 函数用法
  2. GL10控制图形旋转
  3. IOS使用APNS推送Payload字节数限制导致推送不成功
  4. IOS game
  5. MySQL解压版安装配置详解
  6. Java中的一些常见错误
  7. 拿到手机ip住址
  8. 40 个重要的 HTML5 面试问题及答案
  9. codevs1127
  10. bestcoder.hdu.edu.cn
  11. Linux网络基础配置
  12. ElasticSearch集群安装配置
  13. 破解 Adobe 系列的最佳方法,手把手教
  14. 从源码浅析Java中的Lock和AbstractQueuedSynchronizer
  15. 笔记7 AOP练习&lt;有疑问&gt;
  16. postgresql跨服务器复制数据库
  17. JButton 按钮,JRadioJButton单选按钮,JChectBox复选框
  18. Odoo-10开发环境配置与测试
  19. Spring Mvc和Spring Boot配置Tomcat支持Https
  20. Android:进程优先级

热门文章

  1. 使用charles 抓包
  2. PI-webservice05-SAP调用外部webservice
  3. 使用sql生成UUID
  4. JAVA反射机制学�
  5. android151 笔记 3
  6. /proc/sys/net/ipv4/下各项的意义
  7. iOS viewDidUnload方法
  8. Cloudera集群中提交Spark任务出现java.lang.NoSuchMethodError: org.apache.hadoop.hbase.HTableDescriptor.addFamily错误解决
  9. org.apache.hadoop.fs-ChecksumException
  10. xmlns=&quot;http://schemas.xmlsoap.org/wsdl/&quot;,这是什么意思,我只知道:xmlns:xx=....,