教程16课雾"/>
Nehe教程16课雾
雾源程序点击打开链接
#include <windows.h> // Windows的头文件
#include <gl/glew.h> // 包含最新的gl.h,glu.h库
#include <gl/glut.h> // 包含OpenGL实用库
#include <gl/glaux.h> // GLaux库的头文件
#include <stdio.h> // 标准输入/输出库的头文件BOOL light=TRUE; //光源开关
BOOL lp; //L键按下Press?
BOOL fp; //F键按下?GLfloat xrot;
GLfloat yrot;
GLfloat zrot;
GLfloat xspeed; //绕x旋转速度
GLfloat yspeed; //绕y旋转速度
GLfloat z=-5.0f; //深入屏幕的距离GLfloat LightAmbient[]={0.5f, 0.5f, 0.5f, 1.0f};//设置环境光
GLfloat LightDiffuse[]={1.0f, 1.0f, 1.0f,1.0f};//最亮的漫射光
GLfloat LightPositon[]={0.0f, 0.0f, 2.0f, 1.0f};//光源位置GLuint filter;//滤波类型GLuint texture[3]; //3种纹理储存空间
bool gp; //g键是否按下
GLuint fogMode[]={GL_EXP,GL_EXP2,GL_LINEAR};
GLuint fogfilter=0;
GLfloat fogColor[4]={0.5f,0.5f,0.5f,1.0f};//fog is white
HGLRC hRC=NULL; //窗口着色描述表句柄
HDC hDC=NULL; //设备渲染描述表句柄
HWND hWND=NULL; //窗口句柄
HINSTANCE hInstance; //保存程序的实例bool keys[256];
bool active=TRUE; //窗口的活动状态,缺省为true
bool fullscreen=TRUE; //全屏的缺省状态=true
LRESULT CALLBACK WndProc(HWND, UINT,WPARAM, LPARAM);AUX_RGBImageRec *LoadBMP(char*Filename)
{FILE *File=NULL;if (!Filename) //确保文件名已提供{return NULL;}File=fopen(Filename,"r");if (File)// 文件存在么?{fclose(File);return auxDIBImageLoad(Filename); // 载入位图并返回指针}return NULL;
}
int LoadGLTextures()//载入位图(调用上面的代码)并转换成纹理
{int Status=FALSE;AUX_RGBImageRec *TextureImage[1]; // 创建纹理的存储空间memset(TextureImage,0,sizeof(void *)*1); // 将指针设为 NULLif (TextureImage[0]=LoadBMP("Data/Crate.bmp")){Status=true;glGenTextures(3,&texture[0]);//NearestglBindTexture(GL_TEXTURE_2D,texture[0]);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);glTexImage2D(GL_TEXTURE_2D,0,3,TextureImage[0]->sizeX,TextureImage[0]->sizeY,0,GL_RGB,GL_UNSIGNED_BYTE,TextureImage[0]->data);//LinearglBindTexture(GL_TEXTURE_2D,texture[1]);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);//MipMapped纹理glBindTexture(GL_TEXTURE_2D,texture[2]);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);gluBuild2DMipmaps(GL_TEXTURE_2D,3,TextureImage[0]->sizeX,TextureImage[0]->sizeY,GL_RGB,GL_UNSIGNED_BYTE,TextureImage[0]->data);}if (TextureImage[0])//纹理是否存在{if (TextureImage[0]->data)//纹理图像是否存在{free(TextureImage[0]->data);//释放纹理图像占用的内存}free(TextureImage[0]);//释放图像结构}return Status;
}GLvoid ReSizeGLScene(GLsizei width,GLsizei height)
{if (height==0){height=1;}glViewport(0,0,width, height); //重置当前视口glMatrixMode(GL_PROJECTION);glLoadIdentity();//设置视口的大小,设置透视投影矩阵gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);//y轴倾斜角,宽高比,z轴近距>0,z轴远距》近距》0glMatrixMode(GL_MODELVIEW);glLoadIdentity(); //重置模型视图矩阵
}int InitGL(GLvoid) //开始对GL进行所有设置
{if (!LoadGLTextures()){return FALSE;}glEnable(GL_TEXTURE_2D);//启用纹理映射glShadeModel(GL_SMOOTH);glClearColor(0.5f,0.5f,0.5f,1.0f);/*GL_EXP - 充满整个屏幕的基本渲染的雾。它能在较老的PC上工作,因此并不是特别像雾。 GL_EXP2 - 比GL_EXP更进一步。它也是充满整个屏幕,但它使屏幕看起来更有深度。 GL_LINEAR - 最好的渲染模式。物体淡入淡出的效果更自然。*/glFogi(GL_FOG_MODE,fogMode[fogfilter]);//设置雾气模式glFogfv(GL_FOG_COLOR,fogColor);glFogf(GL_FOG_DENSITY,0.35f); //雾的密度/************************************************************************//*Eric Desrosiers Adds:关于glHint(GL_FOG_HINT, hintval);的解释gl_dont_care - 由OpenGL决定使用何种雾效(对每个顶点还是每个像素执行雾效计算)和一个未知的公式(?)gl_nicest - 对每个像素执行雾效计算(效果好)gl_fastest - 对每个顶点执行雾效计算 (更快,但效果不如上面的好) *//************************************************************************/glHint(GL_FOG_HINT,GL_DONT_CARE); //设置系统如何计算雾气glFogf(GL_FOG_START,1.0f); //雾开始的位置glFogf(GL_FOG_END,5.0f); //雾气的结束位置glEnable(GL_FOG); //启用雾气//设置深度缓存glClearDepth(1.0f);//启用深度缓存glEnable(GL_DEPTH_TEST);//所作深度测试的类型glDepthFunc(GL_LEQUAL);//最好的透视修正glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);//设置光源glLightfv(GL_LIGHT1,GL_AMBIENT,LightAmbient);glLightfv(GL_LIGHT1,GL_DIFFUSE,LightDiffuse);glLightfv(GL_LIGHT1,GL_POSITION,LightPositon);glEnable(GL_LIGHT1);return TRUE;}//绘图工作
int DrawGLScene(GLvoid)
{glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glLoadIdentity();glTranslatef(0.0f,0.0f,z);//移入屏幕5个单位//下面三行使立方体绕XYZ轴旋转glRotatef(xrot,1.0f,0.0f,0.0f);glRotatef(yrot,0.0f, 1.0f, 0.0f);glRotatef(zrot, 0.0f, 0.0f, 1.0f);glBindTexture(GL_TEXTURE_2D,texture[filter]);//选择纹理//glNormal3f所谓法线//是指经过面(多边形)上的一点且垂直于这个面(多边形)的直线。//使用光源的时候必须指定一条法线。法线告诉OpenGL这个多边形//的朝向,并指明多边形的正面和背面。法线应该指向多边形的外侧。 glBegin(GL_QUADS);//顶面 蓝色glNormal3f(0.0f,1.0f,0.0f);glTexCoord2f(1.0f,1.0f);glVertex3f(1.0f, 1.0f, -1.0f);//右上glTexCoord2f(0.0f,1.0f);glVertex3f(-1.0f, 1.0f, -1.0f);//左上glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f, 1.0f,1.0f);//左下glTexCoord2f(1.0f,0.0f);glVertex3f(1.0f,1.0f,1.0f);//右下//底面glColor3f(0.0f,-1.0f,0.0f); // 颜色改成橙色glTexCoord2f(1.0f,1.0f);glVertex3f( 1.0f,-1.0f, 1.0f); // 四边形的右上顶点(底面)glTexCoord2f(0.0f,1.0f);glVertex3f(-1.0f,-1.0f, 1.0f); // 四边形的左上顶点(底面)glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,-1.0f); // 四边形的左下顶点(底面)glTexCoord2f(1.0f,0.0f);glVertex3f( 1.0f,-1.0f,-1.0f); // 四边形的右下顶点(底面)//前面glNormal3f(0.0f, 0.0f, 1.0f);//法线指向观察者glTexCoord2f(1.0f,1.0f);glVertex3f( 1.0f, 1.0f, 1.0f); // 四边形的右上顶点(前面)glTexCoord2f(0.0f,1.0f);glVertex3f(-1.0f, 1.0f, 1.0f); // 四边形的左上顶点(前面)glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f, 1.0f); // 四边形的左下顶点(前面)glTexCoord2f(1.0f,0.0f);glVertex3f( 1.0f,-1.0f, 1.0f); // 四边形的右下顶点(前面)//后面glNormal3f(0.0f,0.0f,-1.0f); glTexCoord2f(1.0f,1.0f);glVertex3f( 1.0f,-1.0f,-1.0f); // 四边形的右上顶点(后面)glTexCoord2f(0.0f,1.0f);glVertex3f(-1.0f,-1.0f,-1.0f); // 四边形的左上顶点(后面)glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f, 1.0f,-1.0f); // 四边形的左下顶点(后面)glTexCoord2f(1.0f,0.0f);glVertex3f( 1.0f, 1.0f,-1.0f); // 四边形的右下顶点(后面)//左面glNormal3f(-1.0f,0.0f,0.0f); // 颜色改成绿色glTexCoord2f(1.0f,1.0f);glVertex3f(-1.0f, 1.0f, 1.0f); // 四边形的右上顶点(左面)glTexCoord2f(0.0f,1.0f);glVertex3f(-1.0f, 1.0f,-1.0f); // 四边形的左上顶点(左面)glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,-1.0f); // 四边形的左下顶点(左面)glTexCoord2f(1.0f,0.0f);glVertex3f(-1.0f,-1.0f, 1.0f); // 四边形的右下顶点(左面)//右面glNormal3f(1.0f,0.0f,0.0f); // 颜色改成紫罗兰色glTexCoord2f(1.0f,1.0f);glVertex3f( 1.0f, 1.0f,-1.0f); // 四边形的右上顶点(右面)glTexCoord2f(0.0f,1.0f);glVertex3f( 1.0f, 1.0f, 1.0f); // 四边形的左上顶点(右面)glTexCoord2f(0.0f,0.0f);glVertex3f( 1.0f,-1.0f, 1.0f); // 四边形的左下顶点(右面)glTexCoord2f(1.0f,0.0f);glVertex3f( 1.0f,-1.0f,-1.0f); // 四边形的右下顶点(右面)glEnd();xrot+=xspeed;yrot+=yspeed;
// zrot+=0.4f;return TRUE;}//程序退出之前调用 依次释放着色描述表RC,设备描述表DC和窗口句柄
GLvoid KillGLWindow(GLvoid)
{if (fullscreen){ChangeDisplaySettings(NULL,0); //Windows API 把缺省显示设备的设置改变为由第一个参数设定的图形模式ShowCursor(TRUE); //Window32API 显示鼠标}if (hRC) //是否拥有渲染描述表{if (!wglMakeCurrent(NULL,NULL)){MessageBox(NULL,"释放DC或RC失败","Shutdown Error",MB_OK|MB_ICONINFORMATION);}if (!wglDeleteContext(hRC)) {MessageBox(NULL,"释放RC失败","Shutdown Error",MB_OK|MB_ICONINFORMATION);}hRC=NULL; //将hRC设为NULL}if (hDC&&!ReleaseDC(hWND,hDC)){MessageBox(NULL,"不能释放DC失败","Shutdown Error",MB_OK|MB_ICONINFORMATION);hDC=NULL;}if (hWND&&!DestroyWindow(hWND)){MessageBox(NULL,"释放窗口句柄失败","Shutdown Error",MB_OK|MB_ICONINFORMATION);hWND=NULL;}if (!UnregisterClass("OpenGL",hInstance)){MessageBox(NULL,"不能注销窗口类","Shutdown Error",MB_OK|MB_ICONINFORMATION);hInstance=NULL;}
}BOOL CreateGLWindow(char* title,int width,int height,int bits,bool fullscreenflag)
{GLuint PixelFormat;//窗口类结构WNDCLASS wc;DWORD dwStyle;//窗口风格DWORD dwExStyle;//扩展窗口风格RECT WindowRect;WindowRect.left=(long)0;WindowRect.right=(long)width;WindowRect.top=(long)0;WindowRect.bottom=(long)height;fullscreen=fullscreenflag;hInstance=GetModuleHandle(NULL);//获取一个应用程序或动态链接库的模块句柄 ,NULL返回自身应用程序句柄wc.style=CS_VREDRAW|CS_HREDRAW|CS_OWNDC;//移动时重画,并为窗口取得DCwc.lpfnWndProc=(WNDPROC)WndProc; //WndProc处理消息wc.cbClsExtra = 0; // 无额外窗口数据wc.cbWndExtra = 0; // 无额外窗口数据wc.hInstance=hInstance; //设置实例wc.hIcon=LoadIcon(NULL,IDI_WINLOGO); //装入缺省图标wc.hCursor=LoadCursor(NULL,IDC_ARROW); //装入鼠标指针wc.hbrBackground=NULL; //GL不需要背景wc.lpszMenuName=NULL; //不需要菜单wc.lpszClassName="OpenGL"; //设定类名字//注册窗口类if (!RegisterClass(&wc)){MessageBox(NULL,"注册窗口失败"," Error",MB_OK|MB_ICONEXCLAMATION);//EXCLAMATION感叹号return FALSE;}if (fullscreen)//全屏模式{DEVMODE dmScreenSettings; //设备模式memset(&dmScreenSettings,0,sizeof(dmScreenSettings));//确保内存清空为0dmScreenSettings.dmSize=sizeof(dmScreenSettings); //DEVMODE结构的大小dmScreenSettings.dmPelsWidth=width;dmScreenSettings.dmPelsHeight=height; //所选屏幕高度dmScreenSettings.dmBitsPerPel=bits; //每像素颜色数dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSHEIGHT|DM_PELSWIDTH;if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL){// 若模式失败,提供两个选项:退出或在窗口内运行。if (MessageBox(NULL,"全屏模式在当前显示卡上设置失败!\n使用窗口模式","Nehe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES){fullscreen=false;}else//用户选择退出{MessageBox(NULL,"程序将被关闭","Error",MB_OK|MB_ICONSTOP);return FALSE;}}}if (fullscreen){dwExStyle=WS_EX_APPWINDOW;dwStyle=WS_POPUP;ShowCursor(FALSE); //隐藏鼠标指针}else//不是全屏{dwExStyle=WS_EX_APPWINDOW|WS_EX_WINDOWEDGE;dwStyle=WS_OVERLAPPEDWINDOW;}AdjustWindowRectEx(&WindowRect,dwStyle,FALSE,dwExStyle); //Windows API真正适合窗口if (!(hWND=CreateWindowEx(dwExStyle,"OpenGL",title,WS_CLIPSIBLINGS|WS_CLIPCHILDREN|dwStyle,//必须的窗体风格属性0,0,WindowRect.right-WindowRect.left,WindowRect.bottom-WindowRect.top,//计算调整好的窗口高度NULL,//无父窗口NULL,//无子菜单hInstance,NULL)))//不向WM_CREATE传递消息{KillGLWindow();MessageBox(NULL,"不能创建窗口","Error",MB_OK|MB_ICONEXCLAMATION);return FALSE;}static PIXELFORMATDESCRIPTOR pfd= // /pfd 告诉窗口我们所希望的东东,即窗口使用的像素格式{sizeof(PIXELFORMATDESCRIPTOR), // 上述格式描述符的大小1, // 版本号PFD_DRAW_TO_WINDOW | // 格式支持窗口PFD_SUPPORT_OPENGL | // 格式必须支持OpenGLPFD_DOUBLEBUFFER, // 必须支持双缓冲PFD_TYPE_RGBA, // 申请 RGBA 格式bits, // 选定色彩深度0, 0, 0, 0, 0, 0, // 忽略的色彩位0, // 无Alpha缓存0, // 忽略Shift Bit0, // 无累加缓存0, 0, 0, 0, // 忽略聚集位16, // 16位 Z-缓存 (深度缓存)0, // 无蒙板缓存0, // 无辅助缓存PFD_MAIN_PLANE, // 主绘图层0, // Reserved0, 0, 0 // 忽略层遮罩};if (!(hDC=GetDC(hWND))){KillGLWindow(); // 重置显示区MessageBox(NULL,"不能创建一种相匹配的像素格式","错误",MB_OK|MB_ICONEXCLAMATION);return FALSE;}if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))){KillGLWindow();MessageBox(NULL,"不能创建像素格式","错误",MB_OK|MB_ICONEXCLAMATION);return FALSE;}if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // 能够设置象素格式么?{KillGLWindow(); // 重置显示区MessageBox(NULL,"不能设置像素格式","错误",MB_OK|MB_ICONEXCLAMATION);return FALSE; // 返回 FALSE}if (!(hRC=wglCreateContext(hDC))){KillGLWindow(); // 重置显示区MessageBox(NULL,"不能创建OpenGL渲染描述表","错误",MB_OK|MB_ICONEXCLAMATION);return FALSE; }if (!wglMakeCurrent(hDC,hRC)){KillGLWindow(); // 重置显示区MessageBox(NULL,"不能激活当前的OpenGL渲然描述表","错误",MB_OK|MB_ICONEXCLAMATION);return FALSE; }ShowWindow(hWND,SW_SHOW);SetForegroundWindow(hWND); //提高优先级SetFocus(hWND); //设置焦点ReSizeGLScene(width,height);if (!InitGL()) // 初始化新建的GL窗口{KillGLWindow(); // 重置显示区MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // 返回 FALSE}return TRUE;}LRESULT CALLBACK WndProc( HWND hWnd, // 窗口的句柄UINT uMsg, // 窗口的消息WPARAM wParam, // 附加的消息内容LPARAM lParam) // 附加的消息内容
{switch (uMsg) // 检查Windows消息{case WM_ACTIVATE: // 监视窗口激活消息{if (!HIWORD(wParam)) // 检查最小化状态{active=TRUE; // 程序处于激活状态}else{active=FALSE; // 程序不再激活}return 0; // 返回消息循环}case WM_SYSCOMMAND: // 系统中断命令{switch (wParam) // 检查系统调用{case SC_SCREENSAVE: // 屏保要运行?case SC_MONITORPOWER: // 显示器要进入节电模式?return 0; // 阻止发生}break; // 退出}case WM_CLOSE: // 收到Close消息?{PostQuitMessage(0); // 发出退出消息return 0; // 返回} case WM_KEYDOWN: // 有键按下么?{keys[wParam] = TRUE; // 如果是,设为TRUEreturn 0; // 返回}case WM_KEYUP: // 有键放开么?{keys[wParam] = FALSE; // 如果是,设为FALSEreturn 0; // 返回}case WM_SIZE: // 调整OpenGL窗口大小{ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width,HiWord=Heightreturn 0; // 返回}}return DefWindowProc(hWnd,uMsg,wParam,lParam);
}int WINAPI WinMain( HINSTANCE hInstance, // 当前窗口实例HINSTANCE hPrevInstance, // 前一个窗口实例LPSTR lpCmdLine, // 命令行参数int nCmdShow) // 窗口显示状态
{MSG msg; // Windowsx消息结构BOOL done=FALSE; // 用来退出循环的Bool 变量if (MessageBox(NULL,"你想在全屏模式下运行么?", "设置全屏模式",MB_YESNO|MB_ICONQUESTION)==IDNO){fullscreen=FALSE; // FALSE为窗口模式}if (!CreateGLWindow("NeHe's 雾",640,480,16,fullscreen)){return 0; // 失败退出}while(!done) // 保持循环直到 done=TRUE{if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // 有消息在等待吗?{if (msg.message==WM_QUIT) // 收到退出消息?{done=TRUE; // 是,则done=TRUE}else // 不是,处理窗口消息{TranslateMessage(&msg); // 翻译消息DispatchMessage(&msg); // 发送消息}}else // 如果没有消息{if (active) // 程序激活的么?{if (keys[VK_ESCAPE]) // ESC 按下了么?{done=TRUE; // ESC 发出退出信号}else // 不是退出的时候,刷新屏幕{DrawGLScene(); // 绘制场景SwapBuffers(hDC); // 交换缓存 (双缓存)//灯光控制 lp的值是false的话,意味着L键还没按下,或者已经松开了if (keys['L']&&!lp)//L键按下并松开?{lp=TRUE;light=!light;}if (!light){glDisable(GL_LIGHTING);}else{glEnable(GL_LIGHTING);}if (keys['G'] && !gp) // G键是否 按下{gp=TRUE; // 是fogfilter+=1; // 变换雾气模式if (fogfilter>2) // 模式是否大于2{fogfilter=0; // 置零}glFogi (GL_FOG_MODE, fogMode[fogfilter]); // 设置雾气模式}if (keys['F']&&!fp)//F键按下?{fp=TRUE;filter+=1;if (filter>2){filter=0;}}}if (!keys['L'])//L键松开{lp=FALSE;}if (!keys['G']) // G键是否释放{gp=FALSE; // 是,设置为释放}if (!keys['F']){fp=FALSE;}if (keys[VK_PRIOR])//Pageup{z-=0.02f;//木箱移向屏幕内}if (keys[VK_NEXT]){z+=0.02f;}if (keys[VK_UP]){xspeed-=0.01f;}if(keys[VK_DOWN]){xspeed+=0.01f;}if (keys[VK_RIGHT]){yspeed+=0.01f;}if (keys[VK_LEFT]){yspeed+=0.01f;}}if (keys[VK_F1]) // F1键按下了么?{keys[VK_F1]=FALSE; // 若是,使对应的Key数组中的值为 FALSEKillGLWindow(); // 销毁当前的窗口fullscreen=!fullscreen; // 切换 全屏 / 窗口 模式// 重建 OpenGL 窗口if (!CreateGLWindow("NeHe's 雾",640,480,16,fullscreen)){return 0; // 如果窗口未能创建,程序退出}}}}KillGLWindow(); // 销毁窗口return (msg.wParam); // 退出程序
}
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