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1、wp.h#include / Windows的頭文件#include / 包含OpenGL實(shí)用庫(kù)#include / 標(biāo)準(zhǔn)輸入/輸出庫(kù)的頭文件#include / GLaux庫(kù)的頭文件#include#include #include #include /.定義變量區(qū)./.用于場(chǎng)景漫游有關(guān)變量./GLfloat xrot=0.0f;/ X 旋轉(zhuǎn)量GLfloat yrot=0.0f;/ Y 旋轉(zhuǎn)量GLfloat x=0.0f; / X 平移量GLfloat y=0.0f; / Y 平移量GLfloat z=-40.0f; / 深入屏幕的距離/.用于鍵盤操作有關(guān)變量./BOOL light=TRU
2、E; / 光源的開/關(guān)BOOL lp; / L鍵按下了么?BOOL fp; / F鍵按下了么?BOOL TurnOn=FALSE; / 開燈GLUquadricObj *qobj; int fantheta=0; / 風(fēng)扇轉(zhuǎn)過(guò)角度HGLRC hRC=NULL; / 窗口著色描述表句柄HDC hDC=NULL; / OpenGL渲染描述表句柄HWND hWnd=NULL; / 保存我們的窗口句柄HINSTANCE hInstance; / 保存程序的實(shí)例bool keys256; / 保存鍵盤按鍵的數(shù)組bool active=TRUE; / 窗口的活動(dòng)標(biāo)志,缺省為TRUEbool fullscr
3、een=TRUE; / 全屏標(biāo)志缺省,缺省設(shè)定成全屏模式/.光照材質(zhì)有關(guān)變量./GLfloat light_Ambient= 0.1f, 0.1f, 0.1f, 1.0f ; / 環(huán)境光參數(shù)GLfloat light_Diffuse= 1.0f, 1.0f, 0.45f, 1.0f ;/ 漫射光參數(shù)GLfloat light_position=0.0,29.9,0.0,1.0; / 光源位置GLfloat light_position1=20.0,29.9,0.0,1.0;GLfloat mat_ambient=0.05f,0.05f,0.05f,1.0f; / 材質(zhì)環(huán)境光參數(shù)GLfloat
4、mat_specular=0.8,1.0,1.0,1.0; / 材質(zhì)鏡面光參數(shù)GLfloat mat_shininess=5.0; GLfloat white_light=1.0,1.0,1.0,1.0; / 光GLfloat no_mat= 0.0f, 0.0f, 0.0f, 1.0f; / 無(wú)材質(zhì)色GLfloat no_shininess= 0.0f; / 無(wú)反光GLfloat mat_diffuse= 1.0f, 1.0f, 1.0f, 1.0f; / 漫反射GLfloat diffusion=0.521f,0.121f,0.0547f,1.0;/.紋理./GLuint texture6
5、; / 7種紋理的儲(chǔ)存空間/.時(shí)鐘有關(guān)變量./GLfloat cx=35.0,cy=15.0,cz=-79.9,radius=5.0;GLfloat hradius=2.0,mradius=3.0,sradius=4.0;GLfloat sangle,mangle,hangle;GLuint second,miniter,hour;char timebuffer9;LRESULTCALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); / WndProc的定義wp.cpp#includewp.h/.創(chuàng)建紋理./AUX_RGBImageRec *LoadBMP(
6、char *Filename) / 載入位圖圖象FILE *File=NULL; / 文件句柄if (!Filename) / 確保文件名已提供 return NULL; / 如果沒提供,返回 NULLFile=fopen(Filename,r); / 嘗試打開文件if (File) / 文件存在么? fclose(File); / 關(guān)閉句柄 return auxDIBImageLoad(Filename); / 載入位圖并返回指針return NULL; / 如果載入失敗,返回 NULLint LoadGLTextures() / 載入位圖并轉(zhuǎn)換成紋理int Status=FALSE; /
7、狀態(tài)指示器AUX_RGBImageRec *TextureImage6; / 創(chuàng)建紋理的存儲(chǔ)空間memset(TextureImage,0,sizeof(void *)*1); / 將指針設(shè)為 NULL / 載入位圖,檢查有無(wú)錯(cuò)誤,如果位圖沒找到則退出Status=TRUE; / 將 Status 設(shè)為 TRUE /.創(chuàng)建第一個(gè)紋理,地板./ if (TextureImage0=LoadBMP(floor.bmp) glGenTextures(1, &texture0);/ 創(chuàng)建紋理 glBindTexture(GL_TEXTURE_2D, texture0); glTexParameteri
8、(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);/遠(yuǎn)處采用線性濾波glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);/近處采用MipMapped濾波 gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage0-sizeX, TextureImage0-sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage0-data);/綁定紋理 if (TextureImage0)
9、/紋理是否存在if (TextureImage0-data)/紋理圖像是否存在free(TextureImage0-data);/釋放紋理圖像占用的內(nèi)存free(TextureImage0);/釋放圖像結(jié)構(gòu) /.創(chuàng)建第二個(gè)紋理,墻./ if (TextureImage1=LoadBMP(wall.bmp) glGenTextures(1, &texture1); /創(chuàng)建紋理 glBindTexture(GL_TEXTURE_2D, texture1); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);/遠(yuǎn)處采用線性濾
10、波glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);/近處采用MipMapped濾波 gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage1-sizeX, TextureImage1-sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage1-data);/綁定紋理 if (TextureImage1)/紋理是否存在 if (TextureImage1-data)/紋理圖像是否存在 free(TextureIma
11、ge1-data);/釋放紋理圖像占用的內(nèi)存 free(TextureImage1);/釋放圖像結(jié)構(gòu) /.創(chuàng)建第三個(gè)紋理,窗戶./ if (TextureImage2=LoadBMP(glass.bmp) glGenTextures(1, &texture2);/創(chuàng)建紋理 glBindTexture(GL_TEXTURE_2D, texture2);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);/遠(yuǎn)處采用線性濾波glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,
12、GL_LINEAR_MIPMAP_NEAREST);/近處采用MipMapped濾波gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage2-sizeX, TextureImage2-sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage2-data);/綁定紋理 if (TextureImage2)/紋理是否存在if (TextureImage2-data)/紋理圖像是否存在free(TextureImage2-data);/釋放紋理圖像占用的內(nèi)存free(TextureImage2);/釋放圖像結(jié)構(gòu) /.創(chuàng)建第四
13、個(gè)紋理,門./if (TextureImage3=LoadBMP(door.bmp) glGenTextures(1, &texture3);/創(chuàng)建紋理glBindTexture(GL_TEXTURE_2D, texture3);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);/遠(yuǎn)處采用線性濾波glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);/近處采用MipMapped濾波 gluBuild2DMipmaps(
14、GL_TEXTURE_2D, 3, TextureImage3-sizeX, TextureImage3-sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage3-data);/綁定紋理 if (TextureImage3)/紋理是否存在if (TextureImage3-data)/紋理圖像是否存在free(TextureImage3-data);/釋放紋理圖像占用的內(nèi)存free(TextureImage3);/釋放圖像結(jié)構(gòu) /.創(chuàng)建第五個(gè)紋理,燈./if (TextureImage4=LoadBMP(lamp.bmp)Status=TRUE; glGen
15、Textures(1, &texture4);/創(chuàng)建紋理glBindTexture(GL_TEXTURE_2D, texture4);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);/遠(yuǎn)處采用線性濾波glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);/近處采用MipMapped濾波 gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage4-sizeX, TextureIm
16、age4-sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage4-data);/綁定紋理 if (TextureImage4)/紋理是否存在if (TextureImage4-data)/紋理圖像是否存在free(TextureImage4-data);/釋放紋理圖像占用的內(nèi)存free(TextureImage4);/釋放圖像結(jié)構(gòu) /.創(chuàng)建第六個(gè)紋理,黑板./if (TextureImage5=LoadBMP(blackwall.bmp) glGenTextures(1, &texture5);/創(chuàng)建紋理glBindTexture(GL_TEXTURE_2
17、D, texture5);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);/遠(yuǎn)處采用線性濾波glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);/近處采用MipMapped濾波 gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage5-sizeX, TextureImage5-sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage5-da
18、ta);/綁定紋理 if (TextureImage5)/紋理是否存在if (TextureImage5-data)/紋理圖像是否存在free(TextureImage5-data);/釋放紋理圖像占用的內(nèi)存free(TextureImage5);/釋放圖像結(jié)構(gòu) return Status;/.重置OpenGL窗口大小./GLvoid ReSizeGLScene(GLsizei width, GLsizei height)/ 重置OpenGL窗口大小if (height=0) / 防止被零除height=1; / 將Height設(shè)為1glViewport(0, 0, width, height
19、); / 重置當(dāng)前的視口 glMatrixMode(GL_PROJECTION); / 選擇投影矩陣glLoadIdentity(); / 重置投影矩陣 / 設(shè)置視口的大小 gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,1000.0f);glMatrixMode(GL_MODELVIEW); / 選擇模型觀察矩陣glLoadIdentity(); / 重置模型觀察矩陣 /.初始化操作./int InitGL(GLvoid) / 此處開始對(duì)OpenGL進(jìn)行所有設(shè)置if (!LoadGLTextures() / 調(diào)用紋理載入子例程
20、return FALSE; / 如果未能載入,返回FALSEglEnable(GL_TEXTURE_2D); / 啟用紋理映射glShadeModel(GL_SMOOTH); / 啟用陰影平滑 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); / 黑色背景 glClearDepth(1.0f); / 設(shè)置深度緩存glEnable(GL_DEPTH_TEST); / 啟用深度測(cè)試glDepthFunc(GL_LEQUAL); / 所作深度測(cè)試的類型 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);/ 告訴系統(tǒng)對(duì)透視進(jìn)行
21、修正glLightModelfv(GL_LIGHT_MODEL_AMBIENT,mat_ambient);glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_TRUE);glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);glLightfv(GL_LIGHT1,GL_POSITION,light_position); / 設(shè)置光源位置glLightfv(GL_LIGHT1,GL_AMBIENT,light_Ambi
22、ent); / 設(shè)置環(huán)境光glLightfv(GL_LIGHT1,GL_DIFFUSE,white_light); / 設(shè)置漫射光glLightfv(GL_LIGHT1,GL_SPECULAR,white_light);glEnable(GL_LIGHTING); glEnable(GL_LIGHT1); / 啟用一號(hào)光源glEnable(GL_COLOR_MATERIAL);glPixelStorei(GL_UNPACK_ALIGNMENT,1); /對(duì)齊像素字節(jié)函數(shù)return TRUE; / 初始化 OK/.開始繪制./int DrawGLScene(GLvoid) / 從這里開始進(jìn)行所
23、有的繪制glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); / 清除屏幕和深度緩存glLoadIdentity(); / 重置當(dāng)前的模型觀察矩陣glTranslatef(x,y,z); /沿X,Y,Z軸移動(dòng) glRotatef(xrot,1.0f,0.0f,0.0f); / 繞X軸旋轉(zhuǎn)glRotatef(yrot,0.0f,1.0f,0.0f); / 繞Y軸旋轉(zhuǎn) glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat); /選擇材質(zhì)光照glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_d
24、iffuse);glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);/.房間./ /.地板./ glBindTexture(GL_TEXTURE_2D, texture0);/ 選擇紋理glBegin(GL_QUADS); /開始繪制四邊形 glColor3f(1.0f, 1.0f, 1.0f); glNormal3f(0.0,1.0,0.0); /glNormal3f用
25、于定義點(diǎn)的法向量 glTexCoord2f(1.0f, 1.0f);glVertex3f(-50.0f, -21.0f, -80.0f);/右上glTexCoord2f(1.0f, 0.0f);glVertex3f(-50.0f, -21.0f, 40.0f);/右下glTexCoord2f(0.0f, 0.0f);glVertex3f( 50.0f, -21.0f, 40.0f);/左下glTexCoord2f(0.0f, 1.0f);glVertex3f( 50.0f, -21.0f, -80.0f);/左上glEnd(); /.天花板./ glBindTexture(GL_TEXTURE
26、_2D, texture1);/ 選擇紋理glBegin(GL_QUADS);/開始繪制四邊形 glColor3f(1.0f, 1.0f, 1.0f);glNormal3f(0.0f, -1.0f, 0.0f);/glNormal3f用于定義點(diǎn)的法向量glTexCoord2f(0.0f, 0.0f);glVertex3f(-50.0f, 30.0f, 40.0f);/左下glTexCoord2f(0.0f, 1.0f);glVertex3f(-50.0f, 30.0f, -80.0f);/左上glTexCoord2f(1.0f, 1.0f);glVertex3f( 50.0f, 30.0f,
27、-80.0f);/右上glTexCoord2f(1.0f, 0.0f);glVertex3f( 50.0f, 30.0f, 40.0f);/右下glEnd();/.后墻面./glBegin(GL_QUADS);/開始繪制四邊形glColor3f(1.0f, 1.0f, 1.0f);glNormal3f(0.0f, 0.0f, 1.0f);/glNormal3f用于定義點(diǎn)的法向量glTexCoord2f(1.0f, 1.0f);glVertex3f(-50.0f, 30.0f, -80.0f);/右上glTexCoord2f(1.0f, 0.0f);glVertex3f(-50.0f, -21.
28、0f, -80.0f);/右下glTexCoord2f(0.0f, 0.0f);glVertex3f( 50.0f, -21.0f, -80.0f);/左下glTexCoord2f(0.0f, 1.0f);glVertex3f( 50.0f, 30.0f, -80.0f);/左上/.前墻面./glNormal3f(0.0f, 0.0f, -1.0f);/glNormal3f用于定義點(diǎn)的法向量glTexCoord2f(1.0f, 1.0f);glVertex3f( 50.0f, 30.0f, 40.0f);/右上glTexCoord2f(1.0f, 0.0f);glVertex3f( 50.0f
29、, -21.0f, 40.0f);/右下glTexCoord2f(0.0f, 0.0f);glVertex3f(-50.0f, -21.0f, 40.0f);/左下glTexCoord2f(0.0f, 1.0f);glVertex3f(-50.0f, 30.0f, 40.0f);/左上/.左墻面./glNormal3f( 1.0f, 0.0f, 0.0f);/glNormal3f用于定義點(diǎn)的法向量glTexCoord2f(1.0f, 1.0f);glVertex3f(-50.0f, 30.0f, 40.0f);/右上glTexCoord2f(1.0f, 0.0f);glVertex3f(-50
30、.0f, -21.0f, 40.0f);/右下glTexCoord2f(0.0f, 0.0f);glVertex3f(-50.0f, -21.0f, -80.0f);/左下glTexCoord2f(0.0f, 1.0f);glVertex3f(-50.0f, 30.0f, -80.0f);/左上/.右墻面./glNormal3f(-1.0f, 0.0f, 0.0f);/glNormal3f用于定義點(diǎn)的法向量glTexCoord2f(1.0f, 1.0f);glVertex3f( 50.0f, 30.0f, -80.0f);/右上glTexCoord2f(1.0f, 0.0f);glVertex
31、3f( 50.0f, -21.0f, -80.0f);/右下glTexCoord2f(0.0f, 0.0f);glVertex3f( 50.0f, -21.0f, 40.0f);/左下glTexCoord2f(0.0f, 1.0f);glVertex3f( 50.0f, 30.0f, 40.0f);/左上glEnd();/.桌椅./GLuint i=0;for(;i5;i+)/一共五排桌椅/.第一張桌椅./ /.桌子的上面./glPushMatrix();/因?yàn)橄旅嬉獙?duì)坐標(biāo)進(jìn)行變換,所以先將信息入棧保護(hù),使整個(gè)工程的坐標(biāo)不發(fā)生改變glColor3f(1.0,1.0,0.45);glTransl
32、atef(30.0f,-10.0f,-30.0+i*9);/平移變換glScalef(13.0f,0.3f,5.0f);/縮放變換glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,light_Diffuse);/定義材質(zhì)光照glutSolidCube(1.0);/繪制立方體glPopMatrix();/彈出堆棧 /.桌子的下面./glPushMatrix();/壓入堆棧glColor3f(1.0,1.0,0.45);glTranslatef(30.0f,-13.0f,-30.0+i*9);/平移變換glScalef(11.0f,0.3f
33、,5.0f);/縮放變換glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,light_Diffuse);/定義材質(zhì)光照glutSolidCube(1.0);/繪制立方體glPopMatrix();/彈出堆棧 /.桌子的后面./glPushMatrix();/壓入堆棧glColor3f(0.2,0.8,0.8);glTranslatef(30.0f,-12.0f,-32.5f+i*9);/平移變換glScalef(11.0f,3.6f,0.3f);/縮放變換 glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIEN
34、T_AND_DIFFUSE,light_Diffuse);/定義材質(zhì)光照glutSolidCube(1.0);/繪制立方體glPopMatrix();/彈出堆棧 /.桌子的左邊桌腿./glPushMatrix();/壓入堆棧glColor3f(0.0,0.0,0.0);glTranslatef(25.0f,-17.0f,-32.5f+i*9);/平移變換glScalef(0.5f,8.0f,0.3f);/縮放變換glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,light_Diffuse);/定義材質(zhì)光照glutSolidCube(1.
35、0);/繪制立方體glPopMatrix();/彈出堆棧 /.桌子的右邊桌腿./ glPushMatrix();/壓入堆棧glColor3f(0.0,0.0,0.0);glTranslatef(35.0f,-17.0f,-32.5f+i*9);/平移變換glScalef(0.5f,8.0f,0.3f);/縮放變換glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,light_Diffuse);/定義材質(zhì)光照glutSolidCube(1.0);/繪制立方體glPopMatrix();/彈出堆棧 /.椅子./glPushMatrix();/
36、壓入堆棧glColor3f(0.2,0.8,0.8);glTranslatef(30.0f,-15.0f,-25.0+i*9);/平移變換glScalef(11.3f,0.3f,3.5f);/縮放變換glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,light_Diffuse);/定義材質(zhì)光照glutSolidCube(1.0);/繪制立方體glPopMatrix();/彈出堆棧/.第二張桌椅./.桌子的上面./glPushMatrix();glColor3f(1.0,1.0,0.45);glTranslatef(0.0f,-10.0f,-30.0+i*9);glScalef(26.0f,0.3f,5.0f);glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,light_Diffuse);glutSolidCube(1.0);glPopMatrix(); /.桌子的下面./glPushMatrix();glColor3f(1.0,1.0,0.45);glTranslatef(0.0f,-13.0f,-30.0+i*9);glScalef(24.0f,0.3f,5.0f);glMaterialf
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