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Posted on 2010-03-31 20:57 Shuffy 阅读(459) 评论(0) 编辑 收藏 引用 所属分类: MFC,OpenGL
本文是整个系列文章的最后一篇,将创建一个完整的虚拟office应用程序(如图所示)来做为ending.
1,在CCY457OpenGLView类中加入下述变量,用来保存office内各个物体的显示列表
//Display List Names GLuint m_SceneList; GLuint m_ComputerList; GLuint m_ChairList; GLuint m_BlindsList; GLuint m_MonitorList; GLuint m_BooksList; GLuint m_PhoneList; GLuint m_DoorList;
2,创建房间内部场景
//Create the Display List for the Scene void CCY457OpenGLView::CreateSceneList() { m_SceneList = glGenLists(1); glNewList(m_SceneList, GL_COMPILE); /******************Setup Lighting**********************/ SetupLighting(); /***************Draw the Scene*************************/ //Draw the Walls DrawWalls(); //Draw the Wall Tops, Sides and Desks DrawWallTopsAndSides(); //Draw the desks DrawDesks(); //Draw the computers DrawComputers(); //Draw the Chairs DrawChairs(); //Draw the Blinds DrawBlinds(); //Draw Phones DrawPhones(); //Draw Floor and Ceiling DrawFloorAndCeiling(); glEndList(); }
3,从Obj文件中加载各个物件的3D模型
//Load all the Models from the Files of type .obj void CCY457OpenGLView::LoadModelsFromFiles() { GLfloat scalefactor = 0.0; //Load Computer from file GLMmodel *object1; object1 = glmReadOBJ("Data/models/computer.obj"); if(!scalefactor) { scalefactor = glmUnitize(object1); } else { glmScale(object1, scalefactor); } glmScale(object1, 1.5); /* build a display list */ m_ComputerList = glmList(object1, GLM_SMOOTH); /* nuke it, we don't need it anymore */ glmDelete(object1); //Load Chair From File GLMmodel *object2; scalefactor = 0.0; object2 = glmReadOBJ("Data/models/chair04.obj"); if(!scalefactor) { scalefactor = glmUnitize(object2); } else { glmScale(object2, scalefactor); } glmScale(object2, 2.5); /* build a display list */ m_ChairList = glmList(object2, GLM_SMOOTH); /* nuke it, we don't need it anymore */ glmDelete(object2); //Load Blinds Object From File GLMmodel *object3; scalefactor = 0.0; object3 = glmReadOBJ("Data/models/blinds.obj"); if(!scalefactor) { scalefactor = glmUnitize(object3); } else { glmScale(object3, scalefactor); } glmScale(object3, 1.0); /* build a display list */ m_BlindsList = glmList(object3, GLM_SMOOTH); /* nuke it, we don't need it anymore */ glmDelete(object3); //Load Books Object from file GLMmodel *object4; scalefactor = 0.0; object4 = glmReadOBJ("Data/models/books.obj"); if(!scalefactor) { scalefactor = glmUnitize(object4); } else { glmScale(object4, scalefactor); } glmScale(object4, 1.2); /* build a display list */ m_BooksList = glmList(object4, GLM_SMOOTH); /* nuke it, we don't need it anymore */ glmDelete(object4); //Load Monitor from file GLMmodel *object5; scalefactor = 0.0; object5 = glmReadOBJ("Data/models/samsung.obj"); if(!scalefactor) { scalefactor = glmUnitize(object5); } else { glmScale(object5, scalefactor); } glmScale(object5, 0.20); /* build a display list */ m_MonitorList = glmList(object5, GLM_SMOOTH); /* nuke it, we don't need it anymore */ glmDelete(object5); //Load Phone Object from file GLMmodel *object6; scalefactor = 0.0; object6 = glmReadOBJ("Data/models/phone.obj"); if(!scalefactor) { scalefactor = glmUnitize(object6); } else { glmScale(object6, scalefactor); } glmScale(object6, 0.08); /* build a display list */ m_PhoneList = glmList(object6, GLM_SMOOTH); /* nuke it, we don't need it anymore */ glmDelete(object6); }
4,创建各个具体物件的代码:
创建各个物体 void CCY457OpenGLView::DrawPentagonTable() { glBegin(GL_TRIANGLES); //Table Top glNormal3f(0.0f,1.0f,0.0f); //Light Brown glColor3f(0.7f,0.6f,0.55f); glVertex3f(-0.75f,0.3f,-0.05f); glVertex3f(-0.05f,0.3f,-0.05f); glVertex3f(-0.75f,0.3f,-0.45f); glVertex3f(-0.75f,0.3f,-0.45f); glVertex3f(-0.05f,0.3f,-0.05f); glVertex3f(-0.45f,0.3f,-0.75f); glVertex3f(-0.45f,0.3f,-0.75f); glVertex3f(-0.05f,0.3f,-0.05f); glVertex3f(-0.05f,0.3f,-0.75f); //Table Front glColor3f(0.9f,0.9f,0.8f); glVertex3f(-0.75f,0.25f,-0.45f); glVertex3f(-0.75f,0.3f,-0.45f); glVertex3f(-0.45f,0.3f,-0.75f); glVertex3f(-0.75f,0.25f,-0.45f); glVertex3f(-0.45f,0.3f,-0.75f); glVertex3f(-0.45f,0.25f,-0.75f); glEnd(); glDisable(GL_LIGHTING); glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); glPolygonOffset(1.0f,-3.0f); glEnable(GL_POLYGON_OFFSET_LINE); //Front Edge glBegin(GL_POLYGON); glColor3f(0.0f,0.0f,0.0f); glVertex3f(-0.75f,0.25f,-0.45f); glVertex3f(-0.75f,0.3f,-0.45f); glVertex3f(-0.45f,0.3f,-0.75f); glVertex3f(-0.45f,0.25f,-0.75f); glEnd(); glEnable(GL_LIGHTING); glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); glEnable(GL_POLYGON_OFFSET_LINE); } void CCY457OpenGLView::DrawWalls() { //Draw the Walls for which Front Faces can be culled //Cull Front Faces //Enable Culling glEnable(GL_CULL_FACE); //Cull Front Faces glCullFace(GL_FRONT); glBegin(GL_TRIANGLES); //Draw the Back Wall //Define Back Wall Normal glNormal3f(0.0f,0.0f,1.0f); //Define Back Wall Material - Light Grey glColor3f(0.75f,0.75f,0.75f); //Back Wall Triangles glVertex3f(0.0f,0.0f,0.0f); glVertex3f(0.0f,1.0f,0.0f); glVertex3f(-5.5f,1.0f,0.0f); glVertex3f(0.0f,0.0f,0.0f); glVertex3f(-5.5f,1.0f,0.0f); glVertex3f(-5.5f,0.0f,0.0f); //Back Wall Thickness glVertex3f(-0.0f,0.0f,-0.05f); glVertex3f(-0.0f,1.0f,-0.05f); glVertex3f(-5.5f,1.0f,-0.05f); glVertex3f(-0.0f,0.0f,-0.05f); glVertex3f(-5.5f,1.0f,-0.05f); glVertex3f(-5.5f,0.0f,-0.05f); //Draw the Right Wall //Define Right Wall Normal glNormal3f(1.0f,0.0f,0.0f); //Define Right Wall Material - Light Brown glColor3f(0.7f,0.6f,0.55f); //Right Wall Triangles glVertex3f(0.0f,0.0f,-0.05f); glVertex3f(0.0f,0.0f,-2.95f); glVertex3f(0.0f,0.6f,-0.05f); glVertex3f(0.0f,0.0f,-2.95f); glVertex3f(0.0f,0.6f,-2.95f); glVertex3f(0.0f,0.6f,-0.05f); //Right Wall Thickness glVertex3f(-0.05f,0.0f,-0.05f); glVertex3f(-0.05f,0.0f,-2.95f); glVertex3f(-0.05f,0.6f,-0.05f); glVertex3f(-0.05f,0.0f,-2.95f); glVertex3f(-0.05f,0.6f,-2.95f); glVertex3f(-0.05f,0.6f,-0.05f); //Draw the Left Wall //Define Left Wall Normal glNormal3f(-1.0f,0.0f,0.0f); //Left Wall Triangles glVertex3f(-5.5f,0.0f,-0.05f); glVertex3f(-5.5f,1.0f,-0.05f); glVertex3f(-5.5f,1.0f,-2.95f); glVertex3f(-5.5f,0.0f,-0.05f); glVertex3f(-5.5f,1.0f,-2.95f); glVertex3f(-5.5f,0.0f,-2.95f); //Left Wall Thickness glVertex3f(-5.45f,0.0f,-0.05f); glVertex3f(-5.45f,1.0f,-0.05f); glVertex3f(-5.45f,1.0f,-2.95f); glVertex3f(-5.45f,0.0f,-0.05f); glVertex3f(-5.45f,1.0f,-2.95f); glVertex3f(-5.45f,0.0f,-2.95f); glEnd(); //Draw the Pillar //Cull Back Faces for Pillar glCullFace(GL_BACK); //Right glBegin(GL_POLYGON); glVertex3f(-3.2f,0.0f,-1.5f); glVertex3f(-3.2f,1.0f,-1.5f); glVertex3f(-3.2f,1.0f,-1.0f); glVertex3f(-3.2f,0.0f,-1.0f); glEnd(); //Left glBegin(GL_POLYGON); glVertex3f(-3.7f,0.0f,-1.5f); glVertex3f(-3.7f,0.0f,-1.0f); glVertex3f(-3.7f,1.0f,-1.0f); glVertex3f(-3.7f,1.0f,-1.5f); glEnd(); //Front glBegin(GL_POLYGON); glVertex3f(-3.2f,0.0f,-1.5f); glVertex3f(-3.7f,0.0f,-1.5f); glVertex3f(-3.7f,1.0f,-1.5f); glVertex3f(-3.2f,1.0f,-1.5f); glEnd(); //Back glBegin(GL_POLYGON); glVertex3f(-3.2f,0.0f,-1.0f); glVertex3f(-3.2f,1.0f,-1.0f); glVertex3f(-3.7f,1.0f,-1.0f); glVertex3f(-3.7f,0.0f,-1.0f); glEnd(); //Draw the edges glColor3f(0.0f,0.0f,0.0f); glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); //Right glBegin(GL_POLYGON); glVertex3f(-3.2f,0.0f,-1.5f); glVertex3f(-3.2f,1.0f,-1.5f); glVertex3f(-3.2f,1.0f,-1.0f); glVertex3f(-3.2f,0.0f,-1.0f); glEnd(); //Left glBegin(GL_POLYGON); glVertex3f(-3.7f,0.0f,-1.5f); glVertex3f(-3.7f,0.0f,-1.0f); glVertex3f(-3.7f,1.0f,-1.0f); glVertex3f(-3.7f,1.0f,-1.5f); glEnd(); //Front glBegin(GL_POLYGON); glVertex3f(-3.2f,0.0f,-1.5f); glVertex3f(-3.7f,0.0f,-1.5f); glVertex3f(-3.7f,1.0f,-1.5f); glVertex3f(-3.2f,1.0f,-1.5f); glEnd(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glColor3f(0.7f,0.6f,0.55f); //Draw the walls for which No faces can be culled glDisable(GL_CULL_FACE); glBegin(GL_TRIANGLES); //Draw the Front Right Wall //Define Front Right Wall Normal glNormal3f(0.0f,0.0f,-1.0f); //Front Right Wall Triangles glVertex3f(0.0f,0.0f,-3.0f); glVertex3f(-3.5f,0.0f,-3.0f); glVertex3f(0.0f,0.6f,-3.0f); glVertex3f(-3.5f,0.0f,-3.0f); glVertex3f(-3.5f,0.6f,-3.0f); glVertex3f(0.0f,0.6f,-3.0f); //Front Right Wall Thickness glVertex3f(0.0f,0.0f,-2.95f); glVertex3f(-3.5f,0.0f,-2.95f); glVertex3f(0.0f,0.6f,-2.95f); glVertex3f(-3.5f,0.0f,-2.95f); glVertex3f(-3.5f,0.6f,-2.95f); glVertex3f(0.0f,0.6f,-2.95f); //Draw the Front Left Wall //Front Left Wall Triangles glVertex3f(-4.0f,0.0f,-3.0f); glVertex3f(-5.5f,0.0f,-3.0f); glVertex3f(-4.0f,0.6f,-3.0f); glVertex3f(-5.5f,0.0f,-3.0f); glVertex3f(-5.5f,0.6f,-3.0f); glVertex3f(-4.0f,0.6f,-3.0f); //Front Left Wall Thickness glVertex3f(-4.0f,0.0f,-2.95f); glVertex3f(-5.5f,0.0f,-2.95f); glVertex3f(-4.0f,0.6f,-2.95f); glVertex3f(-5.5f,0.0f,-2.95f); glVertex3f(-5.5f,0.6f,-2.95f); glVertex3f(-4.0f,0.6f,-2.95f); glEnd(); } void CCY457OpenGLView::DrawWallTopsAndSides() { //Cull Back Faces glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glBegin(GL_TRIANGLES); //Define Normals glNormal3f(0.0f,1.0f,0.0f); //Define Material - Light Brown glColor3f(0.7f,0.6f,0.55f); //Back Wall Top glVertex3f(0.0f,1.0f,0.0f); glVertex3f(0.0f,1.0f,-0.05f); glVertex3f(-5.5f,1.0f,0.0f); glVertex3f(0.0f,1.0f,-0.05f); glVertex3f(-5.5f,1.0f,-0.05f); glVertex3f(-5.5f,1.0f,0.0f); //Right Wall Top glVertex3f(0.0f,0.6f,-0.05f); glVertex3f(-0.05f,0.6f,-2.95f); glVertex3f(-0.05f,0.6f,-0.05f); glVertex3f(0.0f,0.6f,-0.05f); glVertex3f(0.0f,0.6f,-2.95f); glVertex3f(-0.05f,0.6f,-2.95f); //Left Wall Top glVertex3f(-5.45f,1.0f,-0.05f); glVertex3f(-5.5f,1.0f,-2.95f); glVertex3f(-5.5f,1.0f,-0.05f); glVertex3f(-5.45f,1.0f,-0.05f); glVertex3f(-5.45f,1.0f,-2.95f); glVertex3f(-5.5f,1.0f,-2.95f); //Left Wall Side glNormal3f(0.0f,0.0f,-1.0f); glVertex3f(-5.45f,1.0f,-2.95f); glVertex3f(-5.5f,0.0f,-2.95f); glVertex3f(-5.5f,1.0f,-2.95f); glVertex3f(-5.45f,1.0f,-2.95f); glVertex3f(-5.45f,0.0f,-2.95f); glVertex3f(-5.5f,0.0f,-2.95f); //Front Right Wall Top glVertex3f(0.0f,0.6f,-2.95f); glVertex3f(0.0f,0.6f,-3.0f); glVertex3f(-3.5f,0.6f,-2.95f); glVertex3f(0.0f,0.6f,-3.0f); glVertex3f(-3.5f,0.6,-3.0f); glVertex3f(-3.5f,0.6f,-2.95f); //Front Left Wall Top glVertex3f(-4.0f,0.6,-2.95f); glVertex3f(-4.0f,0.6f,-3.0f); glVertex3f(-5.5f,0.6f,-2.95f); glVertex3f(-4.0f,0.6f,-3.0f); glVertex3f(-5.5f,0.6,-3.0f); glVertex3f(-5.5f,0.6f,-2.95f); //Front Right Wall Left Side glNormal3f(-1.0f,0.0f,0.0f); glVertex3f(-3.5f,0.6f,-2.95f); glVertex3f(-3.5f,0.6f,-3.0f); glVertex3f(-3.5f,0.0f,-2.95f); glVertex3f(-3.5f,0.6f,-3.0f); glVertex3f(-3.5f,0.0f,-3.0f); glVertex3f(-3.5f,0.0f,-2.95f); //Front Right Wall Right Side glNormal3f(1.0f,0.0f,0.0f); glVertex3f(0.0f,0.0f,-3.0f); glVertex3f(0.0f,0.6f,-2.95f); glVertex3f(0.0f,0.0f,-2.95f); glVertex3f(0.0f,0.0f,-3.0f); glVertex3f(0.0f,0.6f,-3.0f); glVertex3f(0.0f,0.6f,-2.95f); //Front Left Wall Side glNormal3f(1.0f,0.0f,0.0f); glVertex3f(-4.0f,0.6f,-3.0f); glVertex3f(-4.0f,0.6f,-2.95f); glVertex3f(-4.0f,0.0f,-3.0f); glVertex3f(-4.0f,0.6f,-2.95f); glVertex3f(-4.0f,0.0f,-2.95f); glVertex3f(-4.0f,0.0f,-3.0f); } void CCY457OpenGLView::DrawDesks() { //Desks //Draw the Front Long Desk glNormal3f(0.0f,1.0f,0.0f); //Brown glColor3f(0.7f,0.6f,0.55f); glVertex3f(-3.5f,0.3f,-2.55f); glVertex3f(-0.75f,0.3f,-2.55f); glVertex3f(-3.5f,0.3f,-2.95f); glVertex3f(-3.5f,0.3f,-2.95f); glVertex3f(-0.75f,0.3f,-2.55f); glVertex3f(-0.75f,0.3f,-2.95f); //Draw the Front Long Desk Thickness glVertex3f(-3.5f,0.25f,-2.55f); glVertex3f(-0.75f,0.25f,-2.55f); glVertex3f(-3.5f,0.25f,-2.95f); glVertex3f(-3.5f,0.25f,-2.95f); glVertex3f(-0.75f,0.25f,-2.55f); glVertex3f(-0.75f,0.25f,-2.95f); //Draw the Front Long Desk Front glNormal3f(0.0f,0.0f,1.0f); glColor3f(0.9f,0.9f,0.8f); glVertex3f(-0.75f,0.25f,-2.55f); glVertex3f(-0.75f,0.3f,-2.55f); glVertex3f(-3.5f,0.25f,-2.55f); glVertex3f(-3.5f,0.25f,-2.55f); glVertex3f(-0.75f,0.3f,-2.55f); glVertex3f(-3.5f,0.3f,-2.55f); //Draw the Front Long Desk Side glNormal3f(-1.0f,0.0f,0.0f); glVertex3f(-3.5f,0.25f,-2.55f); glVertex3f(-3.5f,0.3f,-2.55f); glVertex3f(-3.5f,0.25f,-2.95f); glVertex3f(-3.5f,0.25f,-2.95f); glVertex3f(-3.5f,0.3f,-2.55f); glVertex3f(-3.5f,0.3f,-2.95f); //Draw the Front Short Desk glNormal3f(0.0f,1.0f,0.0f); glColor3f(0.7f,0.6f,0.55f); glVertex3f(-4.75f,0.3f,-2.55f); glVertex3f(-4.0f,0.3f,-2.55f); glVertex3f(-4.75f,0.3f,-2.95f); glVertex3f(-4.75f,0.3f,-2.95f); glVertex3f(-4.0f,0.3f,-2.55f); glVertex3f(-4.0f,0.3f,-2.95f); //Draw the Front Short Desk Thickness glVertex3f(-4.75f,0.25f,-2.55f); glVertex3f(-4.0f,0.25f,-2.55f); glVertex3f(-4.75f,0.25f,-2.95f); glVertex3f(-4.75f,0.25f,-2.95f); glVertex3f(-4.0f,0.25f,-2.55f); glVertex3f(-4.0f,0.25f,-2.95f); //Draw the Front Short Desk Front Thickness glNormal3f(0.0f,0.0f,1.0f); glColor3f(0.9f,0.9f,0.8f); glVertex3f(-4.0f,0.25f,-2.55f); glVertex3f(-4.0f,0.3f,-2.55f); glVertex3f(-4.75f,0.3f,-2.55f); glVertex3f(-4.0f,0.25f,-2.55f); glVertex3f(-4.75f,0.3f,-2.55f); glVertex3f(-4.75f,0.25f,-2.55f); //Draw the Front Short Desk Side Thickness glNormal3f(1.0f,0.0f,0.0f); glColor3f(0.9f,0.9f,0.8f); glVertex3f(-4.0f,0.25f,-2.95f); glVertex3f(-4.0f,0.3f,-2.95f); glVertex3f(-4.0f,0.3f,-2.55f); glVertex3f(-4.0f,0.25f,-2.95f); glVertex3f(-4.0f,0.3f,-2.55f); glVertex3f(-4.0f,0.25f,-2.55f); //Draw the Right Middle Desk glNormal3f(0.0f,1.0f,0.0f); glColor3f(0.7f,0.6f,0.55f); glVertex3f(-0.45f,0.3f,-0.75f); glVertex3f(-0.05f,0.3f,-0.75f); glVertex3f(-0.45f,0.3f,-2.25f); glVertex3f(-0.45f,0.3f,-2.25f); glVertex3f(-0.05f,0.3f,-0.75f); glVertex3f(-0.05f,0.3f,-2.25f); //Draw the Right Middle Desk Thickness glVertex3f(-0.45f,0.25f,-0.75f); glVertex3f(-0.05f,0.25f,-0.75f); glVertex3f(-0.45f,0.25f,-2.25f); glVertex3f(-0.45f,0.25f,-2.25f); glVertex3f(-0.05f,0.25f,-0.75f); glVertex3f(-0.05f,0.25f,-2.25f); //Draw the Right Middle Desk Front glNormal3f(-1.0f,0.0f,0.0f); glColor3f(0.9f,0.9f,0.8f); glVertex3f(-0.45f,0.25f,-0.75f); glVertex3f(-0.45f,0.3f,-0.75f); glVertex3f(-0.45f,0.25f,-2.25f); glVertex3f(-0.45f,0.25f,-2.25f); glVertex3f(-0.45f,0.3f,-0.75f); glVertex3f(-0.45f,0.3f,-2.25f); //Draw the Left Middle Desk glNormal3f(0.0f,1.0f,0.0f); glColor3f(0.7f,0.6f,0.55f); glVertex3f(-5.45f,0.3f,-1.15f); glVertex3f(-5.05f,0.3f,-1.15f); glVertex3f(-5.45f,0.3f,-2.25f); glVertex3f(-5.45f,0.3f,-2.25f); glVertex3f(-5.05f,0.3f,-1.15f); glVertex3f(-5.05f,0.3f,-2.25f); //Draw the Left Middle Desk Thickness glVertex3f(-5.45f,0.25f,-1.15f); glVertex3f(-5.05f,0.25f,-1.15f); glVertex3f(-5.45f,0.25f,-2.25f); glVertex3f(-5.45f,0.25f,-2.25f); glVertex3f(-5.05f,0.25f,-1.15f); glVertex3f(-5.05f,0.25f,-2.25f); //Draw the Left Middle Desk Front Portion glNormal3f(1.0f,0.0f,0.0f); glColor3f(0.9f,0.9f,0.8f); glVertex3f(-5.05f,0.25f,-1.15f); glVertex3f(-5.05f,0.3f,-2.25f); glVertex3f(-5.05f,0.3f,-1.15f); glVertex3f(-5.05f,0.25f,-1.15f); glVertex3f(-5.05f,0.25f,-2.25f); glVertex3f(-5.05f,0.3f,-2.25f); //Draw the Back Wall Desk glNormal3f(0.0f,1.0f,0.0f); glColor3f(0.7f,0.6f,0.55f); glVertex3f(-5.45f,0.3f,-0.05f); glVertex3f(-0.75f,0.3f,-0.05f); glVertex3f(-5.45f,0.3f,-0.45f); glVertex3f(-5.45f,0.3f,-0.45f); glVertex3f(-0.75f,0.3f,-0.05f); glVertex3f(-0.75f,0.3f,-0.45f); //Draw the Back Wall Desk Thickness glVertex3f(-5.45f,0.25f,-0.05f); glVertex3f(-0.75f,0.25f,-0.05f); glVertex3f(-5.45f,0.25f,-0.45f); glVertex3f(-5.45f,0.25f,-0.45f); glVertex3f(-0.75f,0.25f,-0.05f); glVertex3f(-0.75f,0.25f,-0.45f); //Draw the Back Wall Desk Front Thickness glNormal3f(0.0f,0.0f,-1.0f); glColor3f(0.9f,0.9f,0.8f); glVertex3f(-0.75f,0.25f,-0.45f); glVertex3f(-5.45f,0.25f,-0.45f); glVertex3f(-5.45f,0.3f,-0.45f); glVertex3f(-0.75f,0.25f,-0.45f); glVertex3f(-5.45f,0.3f,-0.45f); glVertex3f(-0.75f,0.3f,-0.45f); glEnd(); //Desk Front and Side Edges glDisable(GL_LIGHTING); glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); glPolygonOffset(1.0f,-3.0f); glEnable(GL_POLYGON_OFFSET_LINE); glEnable(GL_POLYGON_SMOOTH); //Front Desk Front glBegin(GL_POLYGON); glNormal3f(0.0f,0.0f,1.0f); glColor3f(0.0f,0.0f,0.0f); glVertex3f(-0.75f,0.25f,-2.55f); glVertex3f(-0.75f,0.3f,-2.55f); glVertex3f(-3.5f,0.3f,-2.55f); glVertex3f(-3.5f,0.25f,-2.55); glEnd(); //Front Desk Side glBegin(GL_POLYGON); glNormal3f(-1.0f,0.0f,0.0f); glVertex3f(-3.5f,0.25f,-2.55f); glVertex3f(-3.5f,0.3f,-2.55f); glVertex3f(-3.5f,0.3f,-2.95f); glVertex3f(-3.5f,0.25f,-2.95f); glEnd(); //Right Desk Front glBegin(GL_POLYGON); glNormal3f(-1.0f,0.0f,0.0f); glVertex3f(-0.45f,0.25f,-0.75f); glVertex3f(-0.45f,0.3f,-0.75f); glVertex3f(-0.45f,0.3f,-2.25f); glVertex3f(-0.45f,0.25f,-2.25f); glEnd(); //Draw the Front Short Desk Front Thickness glBegin(GL_POLYGON); glNormal3f(0.0f,0.0f,1.0f); glVertex3f(-4.0f,0.25f,-2.55f); glVertex3f(-4.0f,0.3f,-2.55f); glVertex3f(-4.75f,0.3f,-2.55f); glVertex3f(-4.75f,0.25f,-2.55f); glEnd(); //Draw the Front Short Desk Side Thickness glBegin(GL_POLYGON); glNormal3f(1.0f,0.0f,0.0f); glVertex3f(-4.0f,0.25f,-2.95f); glVertex3f(-4.0f,0.3f,-2.95f); glVertex3f(-4.0f,0.3f,-2.55f); glVertex3f(-4.0f,0.25f,-2.55f); glEnd(); //Draw the Left Middle Desk Front Portion glBegin(GL_POLYGON); glNormal3f(1.0f,0.0f,0.0f); glVertex3f(-5.05f,0.25f,-2.25f); glVertex3f(-5.05f,0.3f,-2.25f); glVertex3f(-5.05f,0.3f,-1.15f); glVertex3f(-5.05f,0.25f,-1.15f); glEnd(); //Draw the back glBegin(GL_POLYGON); glNormal3f(0.0f,0.0f,-1.0f); glVertex3f(-0.75f,0.25f,-0.45f); glVertex3f(-5.45f,0.25f,-0.45f); glVertex3f(-5.45f,0.3f,-0.45f); glVertex3f(-0.75f,0.3f,-0.45f); glEnd(); glDisable(GL_POLYGON_OFFSET_LINE); glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); glEnable(GL_LIGHTING); glDisable(GL_POLYGON_SMOOTH); //Computer Tables //Draw the Back Computer Table DrawPentagonTable(); //Draw the Front Right Computer Table glPushMatrix(); glTranslatef(0.0f,0.0f,-3.00f); glRotatef(90.0f,0.0f,1.0f,0.0f); DrawPentagonTable(); glPopMatrix(); //Draw the Front Left Computer Table glPushMatrix(); glTranslatef(-5.5,0.0f,-3.0f); glRotatef(180.0f,0.0f,1.0f,0.0f); DrawPentagonTable(); glPopMatrix(); } void CCY457OpenGLView::DrawComputers() { //Computers //Draw the Back Left Corner Computer //Set Color to Light Grey glColor3f(0.35,0.35f,0.35f); glPushMatrix(); glTranslatef(-0.5f,0.42f,-0.4f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(-145.0f,0.0f,0.0f,1.0f); glCallList(m_ComputerList); glPopMatrix(); glPushMatrix(); glTranslatef(-2.0f,0.42f,-0.25f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(180.0f,0.0f,0.0f,1.0f); glCallList(m_ComputerList); glPopMatrix(); glPushMatrix(); glTranslatef(-3.5f,0.42f,-0.25f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(180.0f,0.0f,0.0f,1.0f); glCallList(m_ComputerList); glPopMatrix(); //Front Left Computer 1 glPushMatrix(); glTranslatef(-0.5f,0.42f,-2.6f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(-45.0f,0.0f,0.0f,1.0f); glCallList(m_ComputerList); glPopMatrix(); //Front Left Computer 2 glPushMatrix(); glTranslatef(-2.0f,0.42f,-2.75f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glCallList(m_ComputerList); glPopMatrix(); //Front Right glPushMatrix(); glTranslatef(-5.1f,0.42f,-2.6); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(45.0f,0.0f,0.0f,1.0f); glCallList(m_ComputerList); glPopMatrix(); } void CCY457OpenGLView::DrawChairs() { glColor3f(0.28f,0.21f,0.0f); //Back Left Chair glPushMatrix(); glTranslatef(-0.7f, 0.2f, -0.7f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(10.0f,0.0f,0.0f,1.0f); glCallList(m_ChairList); glPopMatrix(); //Back Right 1 glPushMatrix(); glTranslatef(-2.0f, 0.2f, -0.7f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(-30.0f,0.0f,0.0f,1.0f); glCallList(m_ChairList); glPopMatrix(); //Back Right 2 glPushMatrix(); glTranslatef(-3.5f, 0.2f, -0.7f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(-30.0f,0.0f,0.0f,1.0f); glCallList(m_ChairList); glPopMatrix(); //Front Left 1 glPushMatrix(); glTranslatef(-0.7f, 0.2f, -2.3f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(110.0f,0.0f,0.0f,1.0f); glCallList(m_ChairList); glPopMatrix(); //Front Left 2 glPushMatrix(); glTranslatef(-2.0f, 0.2f, -2.3f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(150.0f,0.0f,0.0f,1.0f); glCallList(m_ChairList); glPopMatrix(); //Front Right glPushMatrix(); glTranslatef(-4.8f, 0.2f, -2.3f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(-170.0f,0.0f,0.0f,1.0f); glCallList(m_ChairList); glPopMatrix(); } void CCY457OpenGLView::DrawBlinds() { glColor3f(0.97f,0.84f,0.72f); //Draw the Blinds Object 1 glPushMatrix(); glTranslatef(-0.8f,0.7f,-0.1f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glCallList(m_BlindsList); glPopMatrix(); //Draw the Blinds Object 2 glPushMatrix(); glTranslatef(-1.8f,0.7f,-0.1f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glCallList(m_BlindsList); glPopMatrix(); //Draw the Blinds Object 2 glPushMatrix(); glTranslatef(-3.8f,0.7f,-0.1f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glCallList(m_BlindsList); glPopMatrix(); //Draw the Blinds Object 2 glPushMatrix(); glTranslatef(-4.8f,0.7f,-0.1f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glCallList(m_BlindsList); glPopMatrix(); } void CCY457OpenGLView::DrawPhones() { //Draw the phones glColor3f(0.49f,0.35,0.25f); glPushMatrix(); glTranslatef(-0.25f,0.35f,-1.5f); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(-90.0f,0.0f,0.0f,1.0f); glCallList(m_PhoneList); glPopMatrix(); } void CCY457OpenGLView::DrawFloorAndCeiling () { //Draw Floor glEnable(GL_TEXTURE_2D); glCullFace(GL_BACK); glBindTexture(GL_TEXTURE_2D, m_Texture[1]); //Draw Ceiling glBegin(GL_POLYGON); glNormal3f(0.0f,-1.0f,0.0f); glColor3f(1.0f,1.0f,1.0f); glTexCoord2f(0.0f,5.0f); glVertex3f(0.0f,1.0f,-3.0f); glTexCoord2f(0.0f,0.0f); glVertex3f(0.0f,1.0f,0.0f); glTexCoord2f(5.0f,0.0f); glVertex3f(-5.5f,1.0f,0.0f); glTexCoord2f(5.0f,5.0f); glVertex3f(-5.5f,1.0f,-3.0f); glEnd(); glBindTexture(GL_TEXTURE_2D, m_Texture[0]); glBegin(GL_POLYGON); glNormal3f(0.0f,1.0f,0.0f); glColor3f(1.0f,1.0f,1.0f); glTexCoord2f(0.0f,0.0f); glVertex3f(0.0f,0.0f,-3.0f); glTexCoord2f(20.0f,0.0f); glVertex3f(-5.5f,0.0f,-3.0f); glTexCoord2f(20.0f,20.0f); glVertex3f(-5.5f,0.0f,0.0f); glTexCoord2f(0.0f,20.0f); glVertex3f(0.0f,0.0f,0.0f); glEnd(); glDisable(GL_TEXTURE_2D); }
原文链接: http://www.cnblogs.com/phinecos/archive/2008/11/07/1328998.html
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