这样的光晕如何实现?
其实也就是几个贴图。变着法贴,比如,变大变小贴,变着颜色贴,变着透明度贴,换着距离贴。
下面为代码,其中用到了一些很简单的数学知识。
#ifndef AFX_GLFONT_H__F5069B5F_9D05_4832_8200_1EC9B4BFECE6__INCLUDED_ #define AFX_GLFONT_H__F5069B5F_9D05_4832_8200_1EC9B4BFECE6__INCLUDED_ #include <Windows.h> #include <GL\glew.h> #include <GL\glut.h> #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 class glFont { public: glFont(); virtual ~glFont(); public: GLuint GetListBase(void); GLuint GetTexture(void); void SetWindowSize(GLint width, GLint height); void glPrintf(GLint x, GLint y, GLint set, const char* Format, ...); void BuildFont(GLfloat Scale = 1.0f); void SetFontTexture(GLuint tex); // Texture ID protected: GLdouble m_WindowWidth; GLdouble m_WindowHeight; GLuint m_ListBase; GLuint m_FontTexture; }; #endif // !AFX_GLFONT_H__F5069B5F_9D05_4832_8200_1EC9B4BFECE6__INCLUDED_
#include "glFont.h" #include <stdio.h> #pragma comment(lib, "legacy_stdio_definitions.lib") glFont::glFont() { m_FontTexture = 0; m_ListBase = 0; } glFont::~glFont() { if (m_FontTexture != 0) { glDeleteTextures(1, &m_FontTexture); } if (m_ListBase != 0) { glDeleteLists(m_ListBase, 256); } } void glFont::SetFontTexture(GLuint tex) { if (tex != 0) { m_FontTexture = tex; } } void glFont::BuildFont(GLfloat Scale) { float cx; float cy; m_ListBase = glGenLists(256); if (m_FontTexture != 0) { glBindTexture(GL_TEXTURE_2D, m_FontTexture); for (GLuint loop = 0; loop < 256; ++loop) { cx = float(loop % 16) / 16.0f; cy = float(loop / 16) / 16.0f; glNewList(m_ListBase + loop, GL_COMPILE); // Building a list glBegin(GL_QUADS); glTexCoord2f(cx, 1 - cy - 0.0625f); glVertex2f(0, 0); glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f); glVertex2f(16 * Scale, 0); glTexCoord2f(cx + 0.0625f, 1 - cy); glVertex2f(16 * Scale, 16 * Scale); glTexCoord2f(cx, 1 - cy); glVertex2f(0, 16 * Scale); glEnd(); glTranslatef(10 * Scale, 0, 0); glEndList(); } } } void glFont::glPrintf(GLint x, GLint y, GLint set, const char* Format, ...) { char text[256]; va_list ap; if (Format == NULL) { return; } va_start(ap, Format); vsprintf(text, Format, ap); va_end(ap); if (set > 1) { set = 1; } glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR); glBindTexture(GL_TEXTURE_2D, m_FontTexture); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, m_WindowWidth, 0, m_WindowHeight, -1, 1); // Set up an ortho screen glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef(x, y, 0); glListBase(m_ListBase - 32 + (128 * set)); glCallLists(strlen(text), GL_BYTE, text); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); } void glFont::SetWindowSize(GLint width, GLint height) { m_WindowWidth = width; m_WindowHeight = height; } GLuint glFont::GetTexture() { GLuint result = m_FontTexture; return result; } GLuint glFont::GetListBase() { GLuint result = m_ListBase; return result; }
#ifndef AFX_GLVECTOR_H__F526A5CF_89B5_4F20_8F2C_517D83879D35__INCLUDED_ #define AFX_GLVECTOR_H__F526A5CF_89B5_4F20_8F2C_517D83879D35__INCLUDED_ #include <Windows.h> #include <GL\glew.h> #include <GL\glut.h> #include <math.h> #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 class glVector { public: glVector(); virtual ~glVector(); public: void operator=(glVector v); glVector operator+(glVector v); glVector operator*(GLfloat scalar); void Normalize(void); GLfloat Magnitude(void); GLfloat m_Msg; void operator*=(GLfloat scalar); GLfloat i; GLfloat j; GLfloat k; }; #endif // !AFX_GLVECTOR_H__F526A5CF_89B5_4F20_8F2C_517D83879D35__INCLUDED_
#include "glVector.h" glVector::glVector() : i(0), j(0), k(0) {} glVector::~glVector() {} void glVector::operator*=(GLfloat scalar) { i *= scalar; j *= scalar; k *= scalar; } GLfloat glVector::Magnitude() { GLfloat result; result = GLfloat(sqrt(i * i + j * j + k * k)); m_Msg = result; return result; } void glVector::Normalize() { if (m_Msg != 0.0f) { i /= m_Msg; j /= m_Msg; k /= m_Msg; Magnitude(); } } glVector glVector::operator*(GLfloat scalar) { glVector r; r.i = i * scalar; r.j = j * scalar; r.k = k * scalar; return r; } glVector glVector::operator+(glVector v) { glVector r; r.i = i + v.i; r.j = j + v.j; r.k = k + v.k; return r; } void glVector::operator=(glVector v) { i = v.i; j = v.j; k = v.k; m_Msg = v.m_Msg; }
#ifndef AFX_GLPOINT_H__ADADC708_0176_471A_8241_5DD4D700BCB2__INCLUDED_ #define AFX_GLPOINT_H__ADADC708_0176_471A_8241_5DD4D700BCB2__INCLUDED_ #include <Windows.h> #include <GL\glew.h> #include <GL\glut.h> #include "glVector.h" #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 class glPoint { public: glPoint(); virtual ~glPoint(); public: void operator+=(glPoint p); glPoint operator+(glPoint p); glVector operator-(glPoint p); void operator=(glVector v); void operator=(glPoint p); GLfloat x; GLfloat y; GLfloat z; }; #endif // !AFX_GLPOINT_H__ADADC708_0176_471A_8241_5DD4D700BCB2__INCLUDED_
#include "glPoint.h" glPoint::glPoint() : x(0), y(0), z(0) {} glPoint::~glPoint() {} void glPoint::operator=(glPoint p) { x = p.x; y = p.y; z = p.z; } void glPoint::operator=(glVector v) { x = v.i; y = v.j; z = v.k; } glVector glPoint::operator-(glPoint p) { glVector r; r.i = x - p.x; r.j = y - p.y; r.k = z - p.z; return r; } glPoint glPoint::operator+(glPoint p) { glPoint r; r.x = x + p.x; r.y = y + p.y; r.z = z + p.z; return r; } void glPoint::operator+=(glPoint p) { x += p.x; y += p.y; z += p.z; }
#ifndef AFX_GLCAMERA_H__8E3CD02E_6D82_437E_80DA_50023C60C146__INCLUDED_ #define AFX_GLCAMERA_H__8E3CD02E_6D82_437E_80DA_50023C60C146__INCLUDED_ #include <windows.h> #include <GL\glew.h> #include <gl\glut.h> #include <math.h> #include "glVector.h" #include "glPoint.h" #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 class glCamera { public: glCamera(); virtual ~glCamera(); BOOL SphereInFrustum(glPoint p, GLfloat Radius); BOOL SphereInFrustum(GLfloat x, GLfloat y, GLfloat z, GLfloat Radius); BOOL PointInFrustum(GLfloat x, GLfloat y, GLfloat z); BOOL PointInFrustum(glPoint p); void RenderLensFlare(void); // Render lens flare void RenderStreaks(GLfloat r, GLfloat g, GLfloat b, GLfloat a, glPoint p, GLfloat scale); void RenderBigGlow(GLfloat r, GLfloat g, GLfloat b, GLfloat a, glPoint p, GLfloat scale); void RenderGlow(GLfloat r, GLfloat g, GLfloat b, GLfloat a, glPoint p, GLfloat scale); void RenderHalo(GLfloat r, GLfloat g, GLfloat b, GLfloat a, glPoint p, GLfloat scale); void UpdateFrustumFaster(void); // Update the frustum void UpdateFrustum(void); void ChangeVelocity(GLfloat vel); // Change volcity and speed void ChangeHeading(GLfloat degrees); void ChangePitch(GLfloat degrees); void SetPrespective(void); bool glCamera::IsOccluded(glPoint p); // Occlusion glVector vLightSourceToCamera, vLightSourceToIntersect; glPoint ptIntersect, pt; GLsizei m_WindowHeight; GLsizei m_WindowWidth; GLuint m_StreakTexture; GLuint m_HaloTexture; GLuint m_GlowTexture; GLuint m_BigGlowTexture; GLfloat m_MaxPointSize; GLfloat m_Frustum[6][4]; glPoint m_LightSourcePos; GLfloat m_MaxPitchRate; GLfloat m_MaxHeadingRate; GLfloat m_HeadingDegrees; GLfloat m_PitchDegrees; GLfloat m_MaxForwardVelocity; GLfloat m_ForwardVelocity; glPoint m_Position; glVector m_DirectionVector; }; #endif // !AFX_GLCAMERA_H__8E3CD02E_6D82_437E_80DA_50023C60C146__INCLUDED_
#include "glCamera.h" glCamera::glCamera() { m_MaxPitchRate = 0.0f; m_MaxHeadingRate = 0.0f; m_HeadingDegrees = 0.0f; m_PitchDegrees = 0.0f; m_MaxForwardVelocity = 0.0f; m_ForwardVelocity = 0.0f; m_LightSourcePos.x = 0.0f; m_LightSourcePos.y = 0.0f; m_LightSourcePos.z = 0.0f; m_GlowTexture = 0; m_BigGlowTexture = 0; m_HaloTexture = 0; m_StreakTexture = 0; m_MaxPointSize = 0.0f; } glCamera::~glCamera() { if (m_GlowTexture != 0) { glDeleteTextures(1, &m_GlowTexture); } if (m_HaloTexture != 0) { glDeleteTextures(1, &m_HaloTexture); } if (m_BigGlowTexture != 0) { glDeleteTextures(1, &m_BigGlowTexture); } if (m_StreakTexture != 0) { glDeleteTextures(1, &m_StreakTexture); } } void glCamera::SetPrespective() { GLfloat Matrix[16]; glVector v; glRotatef(m_HeadingDegrees, 0.0f, 1.0f, 0.0f); glRotatef(m_PitchDegrees, 1.0f, 0.0f, 0.0f); glGetFloatv(GL_MODELVIEW_MATRIX, Matrix); m_DirectionVector.i = Matrix[8]; m_DirectionVector.j = Matrix[9]; m_DirectionVector.k = -Matrix[10]; glLoadIdentity(); glRotatef(m_PitchDegrees, 1.0f, 0.0f, 0.0f); glRotatef(m_HeadingDegrees, 0.0f, 1.0f, 0.0f); // Scale the direction by speed v = m_DirectionVector; v *= m_ForwardVelocity; m_Position.x += v.i; m_Position.y += v.j; m_Position.z += v.k; glTranslatef(-m_Position.x, -m_Position.y, -m_Position.z); } void glCamera::ChangePitch(GLfloat degrees) { if (fabs(degrees) < fabs(m_MaxPitchRate)) { m_PitchDegrees += degrees; } else { if (degrees < 0) { m_PitchDegrees -= m_MaxPitchRate; } else { m_PitchDegrees += m_MaxPitchRate; } } if (m_PitchDegrees > 360.0f) { m_PitchDegrees -= 360.0f; } else if (m_PitchDegrees < -360.0f) { m_PitchDegrees += 360.0f; } } void glCamera::ChangeHeading(GLfloat degrees) { if (fabs(degrees) < fabs(m_MaxHeadingRate)) { if ((m_PitchDegrees > 90 && m_PitchDegrees < 270) || (m_PitchDegrees < -90 && m_PitchDegrees > -270)) { m_HeadingDegrees -= degrees; } else { m_HeadingDegrees += degrees; } } else { if (degrees < 0) { if ((m_PitchDegrees > 90 && m_PitchDegrees < 270) || (m_PitchDegrees < -90 && m_PitchDegrees > -270)) { m_HeadingDegrees += m_MaxHeadingRate; } else { m_HeadingDegrees -= m_MaxHeadingRate; } } else { if ((m_PitchDegrees > 90 && m_PitchDegrees < 270) || (m_PitchDegrees < -90 && m_PitchDegrees > -270)) { m_HeadingDegrees -= m_MaxHeadingRate; } else { m_HeadingDegrees += m_MaxHeadingRate; } } } if (m_HeadingDegrees > 360.0f) { m_HeadingDegrees -= 360.0f; } else if (m_HeadingDegrees < -360.0f) { m_HeadingDegrees += 360.0f; } } void glCamera::ChangeVelocity(GLfloat vel) { if (fabs(vel) < fabs(m_MaxForwardVelocity)) { m_ForwardVelocity += vel; } else { if (vel < 0) { m_ForwardVelocity -= -m_MaxForwardVelocity; } else { m_ForwardVelocity += m_MaxForwardVelocity; } } } void glCamera::UpdateFrustum() { GLfloat clip[16]; GLfloat proj[16]; GLfloat modl[16]; GLfloat t; // Get current matrix glGetFloatv(GL_PROJECTION_MATRIX, proj); glGetFloatv(GL_MODELVIEW_MATRIX, modl); // Multiply clip[0] = modl[0] * proj[0] + modl[1] * proj[4] + modl[2] * proj[8] + modl[3] * proj[12]; clip[1] = modl[0] * proj[1] + modl[1] * proj[5] + modl[2] * proj[9] + modl[3] * proj[13]; clip[2] = modl[0] * proj[2] + modl[1] * proj[6] + modl[2] * proj[10] + modl[3] * proj[14]; clip[3] = modl[0] * proj[3] + modl[1] * proj[7] + modl[2] * proj[11] + modl[3] * proj[15]; clip[4] = modl[4] * proj[0] + modl[5] * proj[4] + modl[6] * proj[8] + modl[7] * proj[12]; clip[5] = modl[4] * proj[1] + modl[5] * proj[5] + modl[6] * proj[9] + modl[7] * proj[13]; clip[6] = modl[4] * proj[2] + modl[5] * proj[6] + modl[6] * proj[10] + modl[7] * proj[14]; clip[7] = modl[4] * proj[3] + modl[5] * proj[7] + modl[6] * proj[11] + modl[7] * proj[15]; clip[8] = modl[8] * proj[0] + modl[9] * proj[4] + modl[10] * proj[8] + modl[11] * proj[12]; clip[9] = modl[8] * proj[1] + modl[9] * proj[5] + modl[10] * proj[9] + modl[11] * proj[13]; clip[10] = modl[8] * proj[2] + modl[9] * proj[6] + modl[10] * proj[10] + modl[11] * proj[14]; clip[11] = modl[8] * proj[3] + modl[9] * proj[7] + modl[10] * proj[11] + modl[11] * proj[15]; clip[12] = modl[12] * proj[0] + modl[13] * proj[4] + modl[14] * proj[8] + modl[15] * proj[12]; clip[13] = modl[12] * proj[1] + modl[13] * proj[5] + modl[14] * proj[9] + modl[15] * proj[13]; clip[14] = modl[12] * proj[2] + modl[13] * proj[6] + modl[14] * proj[10] + modl[15] * proj[14]; clip[15] = modl[12] * proj[3] + modl[13] * proj[7] + modl[14] * proj[11] + modl[15] * proj[15]; // Extract the numbers for the right plane m_Frustum[0][0] = clip[3] - clip[0]; m_Frustum[0][1] = clip[7] - clip[4]; m_Frustum[0][2] = clip[11] - clip[8]; m_Frustum[0][3] = clip[15] - clip[12]; // Normal t = GLfloat(sqrt(m_Frustum[0][0] * m_Frustum[0][0] + m_Frustum[0][1] * m_Frustum[0][1] + m_Frustum[0][2] * m_Frustum[0][2])); m_Frustum[0][0] /= t; m_Frustum[0][1] /= t; m_Frustum[0][2] /= t; m_Frustum[0][3] /= t; // Extract the numbers for the left plane m_Frustum[1][0] = clip[3] + clip[0]; m_Frustum[1][1] = clip[7] + clip[4]; m_Frustum[1][2] = clip[11] + clip[8]; m_Frustum[1][3] = clip[15] + clip[12]; // Normal t = GLfloat(sqrt(m_Frustum[1][0] * m_Frustum[1][0] + m_Frustum[1][1] * m_Frustum[1][1] + m_Frustum[1][2] * m_Frustum[1][2])); m_Frustum[1][0] /= t; m_Frustum[1][1] /= t; m_Frustum[1][2] /= t; m_Frustum[1][3] /= t; // Extract the numbers for the bottm plane m_Frustum[2][0] = clip[3] + clip[1]; m_Frustum[2][1] = clip[7] + clip[5]; m_Frustum[2][2] = clip[11] + clip[9]; m_Frustum[2][3] = clip[15] + clip[13]; // Normal t = GLfloat(sqrt(m_Frustum[2][0] * m_Frustum[2][0] + m_Frustum[2][1] * m_Frustum[2][1] + m_Frustum[2][2] * m_Frustum[2][2])); m_Frustum[2][0] /= t; m_Frustum[2][1] /= t; m_Frustum[2][2] /= t; m_Frustum[2][3] /= t; // Extract the numbers for the top plane m_Frustum[3][0] = clip[3] - clip[1]; m_Frustum[3][1] = clip[7] - clip[5]; m_Frustum[3][2] = clip[11] - clip[9]; m_Frustum[3][3] = clip[15] - clip[13]; // Normal t = GLfloat(sqrt(m_Frustum[3][0] * m_Frustum[3][0] + m_Frustum[3][1] * m_Frustum[3][1] + m_Frustum[3][2] * m_Frustum[3][2])); m_Frustum[3][0] /= t; m_Frustum[3][1] /= t; m_Frustum[3][2] /= t; m_Frustum[3][3] /= t; // Extract the numbers for the far plane m_Frustum[4][0] = clip[3] - clip[2]; m_Frustum[4][1] = clip[7] - clip[6]; m_Frustum[4][2] = clip[11] - clip[10]; m_Frustum[4][3] = clip[15] - clip[14]; // Normal t = GLfloat(sqrt(m_Frustum[4][0] * m_Frustum[4][0] + m_Frustum[4][1] * m_Frustum[4][1] + m_Frustum[4][2] * m_Frustum[4][2])); m_Frustum[4][0] /= t; m_Frustum[4][1] /= t; m_Frustum[4][2] /= t; m_Frustum[4][3] /= t; // Extract the numbers for the near plane m_Frustum[5][0] = clip[3] + clip[2]; m_Frustum[5][1] = clip[7] + clip[6]; m_Frustum[5][2] = clip[11] + clip[10]; m_Frustum[5][3] = clip[15] + clip[14]; // Normal t = GLfloat(sqrt(m_Frustum[5][0] * m_Frustum[5][0] + m_Frustum[5][1] * m_Frustum[5][1] + m_Frustum[5][2] * m_Frustum[5][2])); m_Frustum[5][0] /= t; m_Frustum[5][1] /= t; m_Frustum[5][2] /= t; m_Frustum[5][3] /= t; } void glCamera::UpdateFrustumFaster() { GLfloat clip[16]; GLfloat proj[16]; GLfloat modl[16]; GLfloat t; glGetFloatv(GL_PROJECTION_MATRIX, proj); glGetFloatv(GL_MODELVIEW_MATRIX, modl); // Multiply // This function will only work if you do not rotate or translate your projection matrix clip[0] = modl[0] * proj[0]; clip[1] = modl[1] * proj[5]; clip[2] = modl[2] * proj[10] + modl[3] * proj[14]; clip[3] = modl[2] * proj[11]; clip[4] = modl[4] * proj[0]; clip[5] = modl[5] * proj[5]; clip[6] = modl[6] * proj[10] + modl[7] * proj[14]; clip[7] = modl[6] * proj[11]; clip[8] = modl[8] * proj[0]; clip[9] = modl[9] * proj[5]; clip[10] = modl[10] * proj[10] + modl[11] * proj[14]; clip[11] = modl[10] * proj[11]; clip[12] = modl[12] * proj[0]; clip[13] = modl[13] * proj[5]; clip[14] = modl[14] * proj[10] + modl[15] * proj[14]; clip[15] = modl[14] * proj[11]; // Extract the numbers for the right plane m_Frustum[0][0] = clip[3] - clip[0]; m_Frustum[0][1] = clip[7] - clip[4]; m_Frustum[0][2] = clip[11] - clip[8]; m_Frustum[0][3] = clip[15] - clip[12]; // Normal t = GLfloat(sqrt(m_Frustum[0][0] * m_Frustum[0][0] + m_Frustum[0][1] * m_Frustum[0][1] + m_Frustum[0][2] * m_Frustum[0][2])); m_Frustum[0][0] /= t; m_Frustum[0][1] /= t; m_Frustum[0][2] /= t; m_Frustum[0][3] /= t; // Extract the numbers for the left plane m_Frustum[1][0] = clip[3] + clip[0]; m_Frustum[1][1] = clip[7] + clip[4]; m_Frustum[1][2] = clip[11] + clip[8]; m_Frustum[1][3] = clip[15] + clip[12]; // Normal t = GLfloat(sqrt(m_Frustum[1][0] * m_Frustum[1][0] + m_Frustum[1][1] * m_Frustum[1][1] + m_Frustum[1][2] * m_Frustum[1][2])); m_Frustum[1][0] /= t; m_Frustum[1][1] /= t; m_Frustum[1][2] /= t; m_Frustum[1][3] /= t; // Extract the numbers for the bottm plane m_Frustum[2][0] = clip[3] + clip[1]; m_Frustum[2][1] = clip[7] + clip[5]; m_Frustum[2][2] = clip[11] + clip[9]; m_Frustum[2][3] = clip[15] + clip[13]; // Normal t = GLfloat(sqrt(m_Frustum[2][0] * m_Frustum[2][0] + m_Frustum[2][1] * m_Frustum[2][1] + m_Frustum[2][2] * m_Frustum[2][2])); m_Frustum[2][0] /= t; m_Frustum[2][1] /= t; m_Frustum[2][2] /= t; m_Frustum[2][3] /= t; // Extract the numbers for the top plane m_Frustum[3][0] = clip[3] - clip[1]; m_Frustum[3][1] = clip[7] - clip[5]; m_Frustum[3][2] = clip[11] - clip[9]; m_Frustum[3][3] = clip[15] - clip[13]; // Normal t = GLfloat(sqrt(m_Frustum[3][0] * m_Frustum[3][0] + m_Frustum[3][1] * m_Frustum[3][1] + m_Frustum[3][2] * m_Frustum[3][2])); m_Frustum[3][0] /= t; m_Frustum[3][1] /= t; m_Frustum[3][2] /= t; m_Frustum[3][3] /= t; // Extract the numbers for the far plane m_Frustum[4][0] = clip[3] - clip[2]; m_Frustum[4][1] = clip[7] - clip[6]; m_Frustum[4][2] = clip[11] - clip[10]; m_Frustum[4][3] = clip[15] - clip[14]; // Normal t = GLfloat(sqrt(m_Frustum[4][0] * m_Frustum[4][0] + m_Frustum[4][1] * m_Frustum[4][1] + m_Frustum[4][2] * m_Frustum[4][2])); m_Frustum[4][0] /= t; m_Frustum[4][1] /= t; m_Frustum[4][2] /= t; m_Frustum[4][3] /= t; // Extract the numbers for the near plane m_Frustum[5][0] = clip[3] + clip[2]; m_Frustum[5][1] = clip[7] + clip[6]; m_Frustum[5][2] = clip[11] + clip[10]; m_Frustum[5][3] = clip[15] + clip[14]; // Normal t = GLfloat(sqrt(m_Frustum[5][0] * m_Frustum[5][0] + m_Frustum[5][1] * m_Frustum[5][1] + m_Frustum[5][2] * m_Frustum[5][2])); m_Frustum[5][0] /= t; m_Frustum[5][1] /= t; m_Frustum[5][2] /= t; m_Frustum[5][3] /= t; } BOOL glCamera::SphereInFrustum(glPoint p, GLfloat Radius) { for (int i = 0; i < 6; ++i) { if (m_Frustum[i][0] * p.x + m_Frustum[i][1] * p.y + m_Frustum[i][2] * p.z + m_Frustum[i][3] <= -Radius) { return FALSE; } } return TRUE; } BOOL glCamera::PointInFrustum(glPoint p) { for (int i = 0; i < 6; ++i) { if (m_Frustum[i][0] * p.x + m_Frustum[i][1] * p.y + m_Frustum[i][2] * p.z + m_Frustum[i][3] <= 0) { return FALSE; } } return TRUE; } BOOL glCamera::SphereInFrustum(GLfloat x, GLfloat y, GLfloat z, GLfloat Radius) { for (int i = 0; i < 6; ++i) { if (m_Frustum[i][0] * x + m_Frustum[i][1] * y + m_Frustum[i][2] * z + m_Frustum[i][3] <= -Radius) { return FALSE; } } return TRUE; } BOOL glCamera::PointInFrustum(GLfloat x, GLfloat y, GLfloat z) { for (int i = 0; i < 6; ++i) { if (m_Frustum[i][0] * x + m_Frustum[i][1] * y + m_Frustum[i][2] * z + m_Frustum[i][3] <= 0) { return FALSE; } } return TRUE; } bool glCamera::IsOccluded(glPoint p) { GLint viewport[4]; GLdouble mvmatrix[16], projmatrix[16]; GLdouble winx, winy, winz; GLdouble flareZ; // The transformed flare Z GLfloat bufferZ; // The read Z from the buffer glGetIntegerv(GL_VIEWPORT, viewport); glGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix); glGetDoublev(GL_PROJECTION_MATRIX, projmatrix); // This asks OGL to guess the 2D position of a 3D point inside the viewport gluProject(p.x, p.y, p.z, mvmatrix, projmatrix, viewport, &winx, &winy, &winz); flareZ = winz; glReadPixels(winx, winy, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &bufferZ); // If the buffer Z is lower than our flare guessed Z then don‘t draw if (bufferZ < flareZ) { return true; } else { return false; } } void glCamera::RenderLensFlare() { GLfloat Length = 0.0f; if (SphereInFrustum(m_LightSourcePos, 1.0f) == TRUE) { // Lets compute the vector that points to the camera from the light source vLightSourceToCamera = m_Position - m_LightSourcePos; Length = vLightSourceToCamera.Magnitude(); ptIntersect = m_DirectionVector * Length; ptIntersect += m_Position; // Lets compute the vector that points to the Intersect point from the light source vLightSourceToIntersect = ptIntersect - m_LightSourcePos; Length = vLightSourceToIntersect.Magnitude(); vLightSourceToIntersect.Normalize(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); if (!IsOccluded(m_LightSourcePos)) { RenderBigGlow(0.60f, 0.60f, 0.8f, 1.0f, m_LightSourcePos, 16.0f); RenderStreaks(0.60f, 0.60f, 0.8f, 1.0f, m_LightSourcePos, 16.0f); RenderGlow(0.8f, 0.8f, 1.0f, 0.5f, m_LightSourcePos, 3.5f); /* Lets compute a point that is 20% away from the light source * in the direction of the intersection point. */ pt = vLightSourceToIntersect * (Length * 0.1f); pt += m_LightSourcePos; RenderGlow(0.9f, 0.6f, 0.4f, 0.5f, pt, 0.6f); /* Lets compute a point that is 30% away from the light source * in the direction of the intersection point */ pt = vLightSourceToIntersect * (Length * 0.15f); pt += m_LightSourcePos; RenderHalo(0.8f, 0.5f, 0.6f, 0.5f, pt, 1.7f); pt = vLightSourceToIntersect * (Length * 0.175f); // 35% pt += m_LightSourcePos; RenderHalo(0.9f, 0.2f, 0.1f, 0.5f, pt, 0.83f); pt = vLightSourceToIntersect * (Length * 0.285f); // 57% pt += m_LightSourcePos; RenderHalo(0.7f, 0.7f, 0.4f, 0.5f, pt, 1.6f); pt = vLightSourceToIntersect * (Length * 0.2755f); // 55.1% pt += m_LightSourcePos; RenderGlow(0.9f, 0.9f, 0.2f, 0.5f, pt, 0.8f); pt = vLightSourceToIntersect * (Length * 0.4775f); // 95.5% pt += m_LightSourcePos; RenderGlow(0.93f, 0.82f, 0.73f, 0.5f, pt, 1.0f); pt = vLightSourceToIntersect * (Length * 0.49f); // 98% pt += m_LightSourcePos; RenderHalo(0.7f, 0.6f, 0.5f, 0.5f, pt, 1.4f); pt = vLightSourceToIntersect * (Length * 0.65f); // 130% pt += m_LightSourcePos; RenderGlow(0.7f, 0.8f, 0.3f, 0.5f, pt, 1.8f); pt = vLightSourceToIntersect * (Length * 0.63f); // 126% pt += m_LightSourcePos; RenderGlow(0.4f, 0.3f, 0.2f, 0.5f, pt, 1.4f); pt = vLightSourceToIntersect * (Length * 0.8f); // 160% pt += m_LightSourcePos; RenderHalo(0.8f, 0.5f, 0.1f, 0.5f, pt, 0.6f); pt = vLightSourceToIntersect * (Length * 1.0f); // 200% pt += m_LightSourcePos; RenderGlow(0.5f, 0.5f, 0.7f, 0.5f, pt, 1.7f); pt = vLightSourceToIntersect * (Length * 0.975f); // 195% pt += m_LightSourcePos; RenderHalo(0.4f, 0.1f, 0.9f, 0.5f, pt, 2.0f); } glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); glDisable(GL_TEXTURE_2D); } } void glCamera::RenderHalo(GLfloat r, GLfloat g, GLfloat b, GLfloat a, glPoint p, GLfloat scale) { glPoint q[4]; q[0].x = p.x - scale; q[0].y = p.y - scale; q[1].x = p.x - scale; q[1].y = p.y + scale; q[2].x = p.x + scale; q[2].y = p.y - scale; q[3].x = p.x + scale; q[3].y = p.y + scale; glPushMatrix(); glTranslatef(p.x, p.y, p.z); glRotatef(-m_HeadingDegrees, 0.0f, 1.0f, 0.0f); glRotatef(-m_PitchDegrees, 1.0f, 0.0f, 0.0f); glBindTexture(GL_TEXTURE_2D, m_HaloTexture); glColor4f(r, g, b, a); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex2f(q[0].x, q[0].y); glTexCoord2f(0.0f, 1.0f); glVertex2f(q[1].x, q[1].y); glTexCoord2f(1.0f, 0.0f); glVertex2f(q[2].x, q[2].y); glTexCoord2f(1.0f, 1.0f); glVertex2f(q[3].x, q[3].y); glEnd(); glPopMatrix(); } void glCamera::RenderGlow(GLfloat r, GLfloat g, GLfloat b, GLfloat a, glPoint p, GLfloat scale) { glPoint q[4]; q[0].x = p.x - scale; q[0].y = p.y - scale; q[1].x = p.x - scale; q[1].y = p.y + scale; q[2].x = p.x + scale; q[2].y = p.y - scale; q[3].x = p.x + scale; q[3].y = p.y + scale; glPushMatrix(); glTranslatef(p.x, p.y, p.z); glRotatef(-m_HeadingDegrees, 0.0f, 1.0f, 0.0f); glRotatef(-m_PitchDegrees, 1.0f, 0.0f, 0.0f); glBindTexture(GL_TEXTURE_2D, m_GlowTexture); glColor4f(r, g, b, a); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex2f(q[0].x, q[0].y); glTexCoord2f(0.0f, 1.0f); glVertex2f(q[1].x, q[1].y); glTexCoord2f(1.0f, 0.0f); glVertex2f(q[2].x, q[2].y); glTexCoord2f(1.0f, 1.0f); glVertex2f(q[3].x, q[3].y); glEnd(); glPopMatrix(); } void glCamera::RenderBigGlow(GLfloat r, GLfloat g, GLfloat b, GLfloat a, glPoint p, GLfloat scale) { glPoint q[4]; q[0].x = p.x - scale; q[0].y = p.y - scale; q[1].x = p.x - scale; q[1].y = p.y + scale; q[2].x = p.x + scale; q[2].y = p.y - scale; q[3].x = p.x + scale; q[3].y = p.y + scale; glPushMatrix(); glTranslatef(p.x, p.y, p.z); glRotatef(-m_HeadingDegrees, 0.0f, 1.0f, 0.0f); glRotatef(-m_PitchDegrees, 1.0f, 0.0f, 0.0f); glBindTexture(GL_TEXTURE_2D, m_BigGlowTexture); glColor4f(r, g, b, a); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex2f(q[0].x, q[0].y); glTexCoord2f(0.0f, 1.0f); glVertex2f(q[1].x, q[1].y); glTexCoord2f(1.0f, 0.0f); glVertex2f(q[2].x, q[2].y); glTexCoord2f(1.0f, 1.0f); glVertex2f(q[3].x, q[3].y); glEnd(); glPopMatrix(); } void glCamera::RenderStreaks(GLfloat r, GLfloat g, GLfloat b, GLfloat a, glPoint p, GLfloat scale) { glPoint q[4]; q[0].x = p.x - scale; q[0].y = p.y - scale; q[1].x = p.x - scale; q[1].y = p.y + scale; q[2].x = p.x + scale; q[2].y = p.y - scale; q[3].x = p.x + scale; q[3].y = p.y + scale; glPushMatrix(); glTranslatef(p.x, p.x, p.z); glRotatef(-m_HeadingDegrees, 0.0f, 1.0f, 0.0f); glRotatef(-m_PitchDegrees, 1.0f, 0.0f, 0.0f); glBindTexture(GL_TEXTURE_2D, m_StreakTexture); glColor4f(r, g, b, a); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex2f(q[0].x, q[0].y); glTexCoord2f(0.0f, 1.0f); glVertex2f(q[1].x, q[1].y); glTexCoord2f(1.0f, 0.0f); glVertex2f(q[2].x, q[2].y); glTexCoord2f(1.0f, 1.0f); glVertex2f(q[3].x, q[3].y); glEnd(); glPopMatrix(); }
#include <windows.h> #include <stdio.h> #include <math.h> #include <gl/glew.h> #include <gl/glut.h> #include <GL/GLUAX.H> #include <mmsystem.h> #include "glFont.h" #include "glCamera.h" #pragma comment(lib, "legacy_stdio_definitions.lib") /* * Every OpenGL program is linked to a Rendering Context. * A Rendering Context is what links OpenGL calls to the Device Context. * In order for your program to draw to a Window you need to create a Device Context. * The DC connects the Window to the GDI (Graphics Device Interface). */ HGLRC hRC = NULL; // Permanent rendering context HDC hDC = NULL; // Private GDI device context HWND hWnd = NULL; // Holds our window handle HINSTANCE hInstance; // Holds the instance of the application /* * It‘s important to make this global so that each procedure knows if * the program is running in fullscreen mode or not. */ 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 infoOn = FALSE; int gFrames = 0; DWORD gStartTime; DWORD gCurrentTime; GLfloat gFPS; glFont gFont; glCamera gCamera; GLUquadricObj* qobj; GLint cylList; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc void DrawGLInfo(void); void CheckKeys(void); bool LoadTexture(LPSTR szFileName, GLuint& texid) { HBITMAP hBMP; // Handle BITMAP BMP; // Bitmap structure glGenTextures(1, &texid); hBMP = (HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE); if (!hBMP) { return FALSE; } GetObject(hBMP, sizeof(BMP), &BMP); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // Pixel storage mode glBindTexture(GL_TEXTURE_2D, texid); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits); DeleteObject(hBMP); return TRUE; } GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize and initialize the GL window { gCamera.m_WindowHeight = height; gCamera.m_WindowWidth = width; if (height == 0) { // Prevent a divide by zero by height = 1; // Making height equal one } glViewport(0, 0, width, height); // Reset the current viewport /* * The following lines set the screen up for a perspective view. * Meaning things in the distance get smaller. This creates a realistic looking scene. * The perspective is calculated with a 45 degree viewing angle based on * the windows width and height. The 0.1f, 100.0f is the starting point and * ending point for how deep we can draw into the screen. * * The projection matrix is responsible for adding perspective to our scene. * glLoadIdentity() restores the selected matrix to it‘s original state. * The modelview matrix is where our object information is stored. * Lastly we reset the modelview matrix. */ 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, 1.0f, 1000.0f); glMatrixMode(GL_MODELVIEW); // Seclet the modelview matrix glLoadIdentity(); // Reset the modelview matrix } int InitGL(GLvoid) // All setup for OpenGL goes here { GLuint tex = 0; /* * Smooth shading blends colors nicely across a polygon, and smoothes out lighting. */ glShadeModel(GL_SMOOTH); // Enables smooth shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black background glClearDepth(1.0f); // Depth buffer setup glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations LoadTexture("Art/Font.bmp", tex); if (tex != 0) { gFont.SetFontTexture(tex); gFont.SetWindowSize(1024, 768); gFont.BuildFont(1.0f); } else { MessageBox(NULL, "Failed to load font texture.", "Error", MB_OK); } gCamera.m_MaxHeadingRate = 1.0f; gCamera.m_MaxPitchRate = 1.0f; gCamera.m_HeadingDegrees = 0.0f; LoadTexture("Art/HardGlow2.bmp", gCamera.m_GlowTexture); if (gCamera.m_GlowTexture == 0) { MessageBox(NULL, "Failed to load Hard Glow texture.", "Error", MB_OK); return(FALSE); } LoadTexture("Art/BigGlow3.bmp", gCamera.m_BigGlowTexture); if (gCamera.m_BigGlowTexture == 0) { MessageBox(NULL, "Failed to load Big Glow texture.", "Error", MB_OK); return(FALSE); } LoadTexture("Art/Halo3.bmp", gCamera.m_HaloTexture); if (gCamera.m_HaloTexture == 0) { MessageBox(NULL, "Failed to load Halo texture.", "Error", MB_OK); return(FALSE); } LoadTexture("Art/Streaks4.bmp", gCamera.m_StreakTexture); if (gCamera.m_StreakTexture == 0) { MessageBox(NULL, "Failed to load Streaks texture.", "Error", MB_OK); return(FALSE); } cylList = glGenLists(1); qobj = gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_FILL); gluQuadricNormals(qobj, GLU_SMOOTH); glNewList(cylList, GL_COMPILE); glEnable(GL_COLOR_MATERIAL); glColor3f(0.0f, 0.0f, 1.0f); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); glTranslatef(0.0f, 0.0f, -2.0f); // gluCylinder(qobj, 0.5f, 0.5f, 4.0f, 15, 5); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); glDisable(GL_COLOR_MATERIAL); glEndList(); gStartTime = timeGetTime(); return TRUE; } /* * For now all we will do is clear the screen to the color we previously decided on, * clear the depth buffer and reset the scene. We wont draw anything yet. */ int DrawGLScene(GLvoid) // Here‘s where we do all the drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the screen and the depth buffer glLoadIdentity(); glTranslatef(0.0f, 0.0f, -1.0f); gCamera.m_LightSourcePos.z = gCamera.m_Position .z - 50.0f; // Pulsing colors based on text position // glColor3f(1.0f * float(cos(cnt1)), 1.0f * float(sin(cnt2)), 1.0f - 0.5f * float(cos(cnt1 + cnt2))); // Position the text on the screen // glRasterPos2f(-0.45f + 0.05f * float(cos(cnt1)), 0.35f * float(sin(cnt2))); glPushMatrix(); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -20.0f); glRotatef(timeGetTime() / 50.0f, 0.3f, 0.0f, 0.0f); glRotatef(timeGetTime() / 50.0f, 0.0f, 0.5f, 0.0f); glCallList(cylList); glPopMatrix(); gCamera.SetPrespective(); gCamera.RenderLensFlare(); gCamera.UpdateFrustumFaster(); if (infoOn == TRUE) { DrawGLInfo(); } CheckKeys(); return TRUE; // everthing went OK } /* * The job of KillGLWindow() is to release the Rendering Context, * the Device Context and finally the Window Handle. */ GLvoid KillGLWindow(GLvoid) // Properly kill the window { if (fullscreen) { // Are we in fullscreen mode /* * We use ChangeDisplaySettings(NULL,0) to return us to our original desktop. * After we‘ve switched back to the desktop we make the cursor visible again. */ 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 register class.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); hInstance = NULL; // Set hInstance to NULL } } } /* * The next section of code creates our OpenGL Window. */ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) { /* * Find a pixel format that matches the one we want */ GLuint PixelFormat; // Holds the result after serching for a match /* * Before you create a window, you MUST register a Class for the window */ WNDCLASS wc; // Windows class structure /* * dwExStyle and dwStyle will store the Extended and normal Window Style Information. */ DWORD dwExStyle; // Window extend 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 /* * The style CS_HREDRAW and CS_VREDRAW force the Window to redraw whenever it is resized. * CS_OWNDC creates a private DC for the Window. Meaning the DC is not shared across applications. * WndProc is the procedure that watches for messages in our program. * No extra Window data is used so we zero the two fields. Then we set the instance. * Next we set hIcon to NULL meaning we don‘t want an ICON in the Window, * and for a mouse pointer we use the standard arrow. The background color doesn‘t matter * (we set that in GL). We don‘t want a menu in this Window so we set it to NULL, * and the class name can be any name you want. I‘ll use "OpenGL" for simplicity. */ hInstance = GetModuleHandle(NULL); // Grab an instance for our window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on move, and own DC for window wc.lpfnWndProc = (WNDPROC)WndProc; // WndProc handles message wc.cbClsExtra = 0; // No extra window date wc.cbWndExtra = 0; // No extra window date 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 requried for GL wc.lpszMenuName = NULL; // We don‘t want a menu wc.lpszClassName = "OpenGL"; // set the class name if (!RegisterClass(&wc)) { // Attempt to register the window class MessageBox(NULL, "Failed to register the window class.", "ERROR", MB_OK | MB_ICONEXCLAMATION); return FALSE; // Exit and return false } if (fullscreen) { // attempt fullsreen model /* * There are a few very important things you should keep in mind when switching to full screen mode. * Make sure the width and height that you use in fullscreen mode is the same as * the width and height you plan to use for your window, and most importantly, * set fullscreen mode BEFORE you create your window. */ DEVMODE dmScreenSettings; // Device mode memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Make sure memory‘s cleared dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size of devmode structure dmScreenSettings.dmPelsWidth = width; // Select window width dmScreenSettings.dmPelsHeight = height; // Select window height dmScreenSettings.dmBitsPerPel = bits; // Select bits per pixel dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; /* * In the line below ChangeDisplaySettings tries to switch to a mode that matches * what we stored in dmScreenSettings. I use the parameter CDS_FULLSCREEN when switching modes, * because it‘s supposed to remove the start bar at the bottom of the screen, * plus it doesn‘t move or resize the windows on your desktop when you switch to * fullscreen mode and back. */ //Try to set selected mode and get results. Note: CDS_FULLSCREEN gets rid of start bar if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { //If the mode fails, offer two options. Quit or run in a window if (MessageBox(NULL, "The requested fullscreen mode is not supported by\n your video card. Use" "windowed mode instead?", "GL", MB_YESNO | MB_ICONEXCLAMATION) == IDYES) { fullscreen = FALSE; // Select windowed mode (fullscreen=FLASE) } else { // Pop up a message box letting user know the programe is closing. MessageBox(NULL, "Program will now close.", "ERROR", MB_OK | MB_ICONSTOP); return FALSE; // Exit and return FALSE } } } if (fullscreen) { // Are we still in fullscreen mode /* * If we are still in fullscreen mode we‘ll set the extended style to WS_EX_APPWINDOW, * which force a top level window down to the taskbar once our window is visible. * For the window style we‘ll create a WS_POPUP window. * This type of window has no border around it, making it perfect for fullscreen mode. * Finally, we disable the mouse pointer. If your program is not interactive, * it‘s usually nice to disable the mouse pointer when in fullscreen mode. It‘s up to you though. */ dwExStyle = WS_EX_APPWINDOW; // Window extended style dwStyle = WS_POPUP; // Window style ShowCursor(FALSE); // Hide mosue pointer } else { /* * If we‘re using a window instead of fullscreen mode, * we‘ll add WS_EX_WINDOWEDGE to the extended style. This gives the window a more 3D look. * For style we‘ll use WS_OVERLAPPEDWINDOW instead of WS_POPUP. * WS_OVERLAPPEDWINDOW creates a window with a title bar, sizing border, * window menu, and minimize / maximize buttons. */ dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style dwStyle = WS_OVERLAPPEDWINDOW; // Window style } /* * By using the AdjustWindowRectEx command none of our OpenGL scene will be covered up by the borders, * instead, the window will be made larger to account for the pixels needed to draw the window border. * In fullscreen mode, this command has no effect. */ AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust window to true resqusted /* * WS_CLIPSIBLINGS and WS_CLIPCHILDREN are both REQUIRED for OpenGL to work properly. * These styles prevent other windows from drawing over or into our OpenGL Window. */ if (!(hWnd = CreateWindowEx(dwExStyle, // Extended style for the window "OpenGL", // Class name title, // Window title WS_CLIPSIBLINGS | // Requried window style WS_CLIPCHILDREN | // Requried window style dwStyle, // Select window style 0, 0, // Window position WindowRect.right - WindowRect.left, // Calculate adjusted window width WindowRect.bottom - WindowRect.top, // Calculate adjusted window height NULL, // No parent window NULL, // No menu hInstance, // Instance NULL))) // Don‘t pass anything to WM_CREATE { KillGLWindow(); //Reset the display MessageBox(NULL, "Window creation error.", "ERROR", MB_OK | MB_ICONEXCLAMATION); return FALSE; // Retrurn FALSE; } /* * aside from the stencil buffer and the (slow) accumulation buffer */ static PIXELFORMATDESCRIPTOR pfd = // pfd tells windows how we want things to be { sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor 1, // Version number PFD_DRAW_TO_WINDOW | // Format must support window PFD_SUPPORT_OPENGL | // Format must support OpenGL PFD_DOUBLEBUFFER, // Must support double buffer PFD_TYPE_RGBA, // Request an RGBA format bits, // Select our color depth 0, 0, 0, 0, 0, 0, // Color bits ignored 0, // No alpha buffer 0, // shift bit ignored 0, // No accumulation buffer 0, 0, 0, 0, // Accumulation bits ignored 16, // 16Bits Z_Buffer (depth buffer) 0, // No stencil buffer 0, // No auxiliary buffer PFD_MAIN_PLANE, // Main drawing layer 0, // Reserved 0, 0, 0 // Layer makes ignored }; if (!(hDC = GetDC(hWnd))) { // Did we get a device context KillGLWindow(); // Reset the display MessageBox(NULL, "Can‘t create a GL device context.", "ERROR", MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) { // Did window find a matching pixel format KillGLWindow(); // Reset the display MessageBox(NULL, "Can‘t find a suitable pixelformat.", "ERROR", MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE; } if (!SetPixelFormat(hDC, PixelFormat, &pfd)) { // Are we able to set the pixel format KillGLWindow(); // Reset the display MessageBox(NULL, "Can‘t set the pixelformat.", "ERROR", MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE; } if (!(hRC = wglCreateContext(hDC))) { // Are we able to rendering context KillGLWindow(); // Reset the display MessageBox(NULL, "Can‘t create a GL rendering context.", "ERROR", MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FASLE; } if (!wglMakeCurrent(hDC, hRC)) { // Try to activate the rendering context KillGLWindow(); // Reset the display MessageBox(NULL, "Can‘t activate the GL rendering context.", "ERROR", MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE } /* * ReSizeGLScene passing the screen width and height to set up our perspective OpenGL screen. */ ShowWindow(hWnd, SW_SHOW); // Show the window SetForegroundWindow(hWnd); // slightly higher priority SetFocus(hWnd); // Sets keyboard focus to the window ReSizeGLScene(width, height); // Set up our perspective GL screen /* * we can set up lighting, textures, and anything else that needs to be setup in InitGL(). */ if (!InitGL()) { // Initialize our newly created GL window KillGLWindow(); // Reset the display MessageBox(NULL, "Initialize Failed.", "ERROR", MB_OK | MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; } LRESULT CALLBACK WndProc(HWND hWnd, // Handle for this window UINT uMsg, // Message for this window WPARAM wParam, // Additional message information LPARAM lParam) // Additional message information { switch (uMsg) { // Check for window message case WM_ACTIVATE: { // Check minimization state if (!HIWORD(wParam)) { active = TRUE; // Program is active } else { active = FALSE; // Program is no longer active } return 0; // Return to the message loop } case WM_SYSCOMMAND: { // Intercept system commands switch (wParam) { // Check system calls case SC_SCREENSAVE: // Screensaver trying to start case SC_MONITORPOWER: // Monitor trying to enter powersave return 0; // Prevent form happening } break; // Exit } case WM_CLOSE: { // Did we receive a close message PostQuitMessage(0); // Send a quit message return 0; } case WM_KEYDOWN: { // Is a key being held down keys[wParam] = TRUE; // if so, mark it as TRUE return 0; // Jump back } case WM_KEYUP: { // Has a key been released keys[wParam] = FALSE; // if so, mark it as FALSE return 0; // Jump back } case WM_SIZE: { // Resize the OpenGL window ReSizeGLScene(LOWORD(lParam), HIWORD(lParam)); // LoWord = width HiWord = height return 0; // Jump back } } return DefWindowProc(hWnd, uMsg, wParam, lParam); // Pass all unhandled message to DefWindwProc } int WINAPI WinMain(HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous instance LPSTR lpCmdLine, // Command line parameters int nCmdShow) // Window show state { MSG msg; // Window message structure BOOL done = FALSE; // Bool variable to exit loop // Ask the user which screen mode they prefer if (MessageBox(NULL, "Would you like to run in fullscreen mode?", "Start fullscreen?", MB_YESNO | MB_ICONQUESTION) == IDNO) { fullscreen = FALSE; // Window mode } // Create our OpenGL window if (!CreateGLWindow("3D Shapes", 640, 480, 16, fullscreen)) { // (Modified) return 0; // Quit if window was not create } while (!done) { // Loop that runs until donw = TRUE if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { // Is there a message wating if (msg.message == WM_QUIT) { // Havw we received a quit message done = TRUE; // if so done = TRUE } else { // If not, deal with window message TranslateMessage(&msg); // Translate message DispatchMessage(&msg); // Dispatch message } } else { // Draw the scene. Watch for ESC key and quit message from DrawGLScene() if (active) { // Program active if (keys[VK_ESCAPE]) { // Was ESC pressed done = TRUE; // ESC signalled a quit } else { // Not time to quit, update screen DrawGLScene(); // Draw scene SwapBuffers(hDC); // Swap buffers (double buffering) } } /* * It allows us to press the F1 key to switch from fullscreen mode to * windowed mode or windowed mode to fullscreen mode. */ if (keys[VK_F1]) { // Is F1 being pressed keys[VK_F1] = FALSE; // If so make key FASLE KillGLWindow(); // Kill our current window fullscreen = !fullscreen; // Toggle fullscreen / window mode //Recreate our OpenGL window(modified) if (!CreateGLWindow("3D Shapes", 640, 480, 16, fullscreen)) { return 0; // Quit if window was not create } } } } gluDeleteQuadric(qobj); glDeleteLists(cylList, 1); // Shutdown KillGLWindow(); return msg.wParam; } void DrawGLInfo(void) { GLfloat modelMatrix[16]; // The model view matrix GLfloat projMatrix[16]; // The projection matrix GLfloat DiffTime; // The difference in time char String[64]; // A temporary string to use to format information glGetFloatv(GL_PROJECTION_MATRIX, projMatrix); glGetFloatv(GL_MODELVIEW_MATRIX, modelMatrix); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); // The cameras position sprintf(String, "m_Position............. = %.02f, %.02f, %.02f", gCamera.m_Position.x, gCamera.m_Position.y, gCamera.m_Position.z); gFont.glPrintf(10, 720, 1, String); // The cameras direction sprintf(String, "m_DirectionVector...... = %.02f, %.02f, %.02f", gCamera.m_DirectionVector.i, gCamera.m_DirectionVector.j, gCamera.m_DirectionVector.k); gFont.glPrintf(10, 700, 1, String); // The light sources position sprintf(String, "m_LightSourcePos....... = %.02f, %.02f, %.02f", gCamera.m_LightSourcePos.x, gCamera.m_LightSourcePos.y, gCamera.m_LightSourcePos.z); gFont.glPrintf(10, 680, 1, String); // The intersection point sprintf(String, "ptIntersect............ = %.02f, %.02f, %.02f", gCamera.ptIntersect.x, gCamera.ptIntersect.y, gCamera.ptIntersect.x); gFont.glPrintf(10, 660, 1, String); // The vector that points from the light source to the camera sprintf(String, "vLightSourceToCamera... = %.02f, %.02f, %.02f", gCamera.vLightSourceToCamera.i, gCamera.vLightSourceToCamera.j, gCamera.vLightSourceToCamera.k); gFont.glPrintf(10, 640, 1, String); // The vector that points from the light source to the intersection point sprintf(String, "vLightSourceToIntersect = %.02f, %.02f, %.02f", gCamera.vLightSourceToIntersect.i, gCamera.vLightSourceToIntersect.j, gCamera.vLightSourceToIntersect.k); gFont.glPrintf(10, 620, 1, String); // The below matrix is the model view matrix sprintf(String, "GL_MODELVIEW_MATRIX"); gFont.glPrintf(10, 580, 1, String); // The model view matrix sprintf(String, "%.02f, %.02f, %.02f, %.02f", modelMatrix[0], modelMatrix[1], modelMatrix[2], modelMatrix[3]); gFont.glPrintf(10, 560, 1, String); sprintf(String, "%.02f, %.02f, %.02f, %.02f", modelMatrix[4], modelMatrix[5], modelMatrix[6], modelMatrix[7]); gFont.glPrintf(10, 540, 1, String); sprintf(String, "%.02f, %.02f, %.02f, %.02f", modelMatrix[8], modelMatrix[9], modelMatrix[10], modelMatrix[11]); gFont.glPrintf(10, 520, 1, String); sprintf(String, "%.02f, %.02f, %.02f, %.02f", modelMatrix[12], modelMatrix[13], modelMatrix[14], modelMatrix[15]); gFont.glPrintf(10, 500, 1, String); // The below matrix is the projection matrix sprintf(String, "GL_PROJECTION_MATRIX"); gFont.glPrintf(10, 460, 1, String); // The projection view matrix sprintf(String, "%.02f, %.02f, %.02f, %.02f", projMatrix[0], projMatrix[1], projMatrix[2], projMatrix[3]); gFont.glPrintf(10, 440, 1, String); sprintf(String, "%.02f, %.02f, %.02f, %.02f", projMatrix[4], projMatrix[5], projMatrix[6], projMatrix[7]); gFont.glPrintf(10, 420, 1, String); sprintf(String, "%.02f, %.02f, %.03f, %.03f", projMatrix[8], projMatrix[9], projMatrix[10], projMatrix[11]); gFont.glPrintf(10, 400, 1, String); sprintf(String, "%.02f, %.02f, %.03f, %.03f", projMatrix[12], projMatrix[13], projMatrix[14], projMatrix[15]); gFont.glPrintf(10, 380, 1, String); // The below values are the Frustum clipping planes gFont.glPrintf(10, 320, 1, "FRUSTUM CLIPPING PLANES"); // The clipping plane sprintf(String, "%.02f, %.02f, %.02f, %.02f", gCamera.m_Frustum[0][0], gCamera.m_Frustum[0][1], gCamera.m_Frustum[0][2], gCamera.m_Frustum[0][3]); gFont.glPrintf(10, 300, 1, String); sprintf(String, "%.02f, %.02f, %.02f, %.02f", gCamera.m_Frustum[1][0], gCamera.m_Frustum[1][1], gCamera.m_Frustum[1][2], gCamera.m_Frustum[1][3]); gFont.glPrintf(10, 280, 1, String); sprintf(String, "%.02f, %.02f, %.02f, %.02f", gCamera.m_Frustum[2][0], gCamera.m_Frustum[2][1], gCamera.m_Frustum[2][2], gCamera.m_Frustum[2][3]); gFont.glPrintf(10, 260, 1, String); sprintf(String, "%.02f, %.02f, %.02f, %.02f", gCamera.m_Frustum[3][0], gCamera.m_Frustum[3][1], gCamera.m_Frustum[3][2], gCamera.m_Frustum[3][3]); gFont.glPrintf(10, 240, 1, String); sprintf(String, "%.02f, %.02f, %.02f, %.02f", gCamera.m_Frustum[4][0], gCamera.m_Frustum[4][1], gCamera.m_Frustum[4][2], gCamera.m_Frustum[4][3]); gFont.glPrintf(10, 220, 1, String); sprintf(String, "%.02f, %.02f, %.02f, %.02f", gCamera.m_Frustum[5][0], gCamera.m_Frustum[5][1], gCamera.m_Frustum[5][2], gCamera.m_Frustum[5][3]); gFont.glPrintf(10, 200, 1, String); if (gFrames >= 100) { gCurrentTime = timeGetTime(); DiffTime = GLfloat(gCurrentTime - gStartTime); gFPS = (gFrames / DiffTime) * 1000.0f; gStartTime = gCurrentTime; gFrames = 1; } else { gFrames++; } sprintf(String, "FPS %.02f", gFPS); gFont.glPrintf(10, 160, 1, String); } void CheckKeys(void) { if (keys[‘S‘] == TRUE) { gCamera.ChangePitch(-0.05f); } if (keys[‘W‘] == TRUE) { gCamera.ChangePitch(0.05f); } if (keys[‘A‘] == TRUE) { gCamera.ChangeHeading(0.05f); } if (keys[‘D‘] == TRUE) { gCamera.ChangeHeading(-0.05f); } if (keys[‘Z‘] == TRUE) { gCamera.m_ForwardVelocity = 0.02f; } if (keys[‘C‘] == TRUE) { gCamera.m_ForwardVelocity = -0.02f; } if (keys[‘X‘] == TRUE) { gCamera.m_ForwardVelocity = 0.0f; } if (keys[‘1‘] == TRUE) { infoOn = TRUE; } if (keys[‘2‘] == TRUE) { infoOn = FALSE; } }
Thanks for Nehe‘s tutorials, this is his home.
outdated: 44.3D Lens Flare With Occlusion Testing
原文:http://www.cnblogs.com/clairvoyant/p/5982964.html