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///////////////////////////////////////////////////////
gltools.h
///////////////////////////////////////////////////////


#ifndef __GLTOOLS__
#define __GLTOOLS__

#include<windows.h>
#include<stdio.h>
#include"glew.h"
#include"glut.h"
#include"math.h"
#pragma comment( lib , "glew32.lib" )

 

GLubyte *gltLoadBMP( const char *szFileName , GLint *iWidth , GLint *iHeight , GLint *iComponents , GLenum *eFormat )
{
 GLubyte *pbBmp = NULL;//返回值
 tagBITMAPFILEHEADER bmpFileHeader;
 tagBITMAPINFOHEADER bmpInfoHeader;
 tagRGBQUAD bmpRGBQUAD;
 int iRead = 0 , sDepth = 0;

 FILE *rp = fopen( szFileName , "rb" );
 if( NULL == rp )
 {
  MessageBox( NULL , L"无法打开文件!" , L"GL_Tools" , MB_OK );
  return NULL;
 }//if

 iRead = fread( &bmpFileHeader , sizeof(tagBITMAPFILEHEADER) , 1 , rp );
 iRead = fread( &bmpInfoHeader , sizeof(tagBITMAPINFOHEADER) , 1 , rp );
 fseek( rp , bmpFileHeader.bfOffBits , SEEK_SET );

 *iWidth =  bmpInfoHeader.biWidth;
 *iHeight =  bmpInfoHeader.biHeight;
 sDepth = bmpInfoHeader.biBitCount / 8;

 if( 24 != bmpInfoHeader.biBitCount && 32 != bmpInfoHeader.biBitCount )
  return NULL;

 int biSizeImage = bmpInfoHeader.biHeight * ( ( bmpInfoHeader.biWidth * bmpInfoHeader.biBitCount / 8 + 3 ) / 4 ) * 4;
 pbBmp = new GLubyte[ biSizeImage ];
 if( NULL == pbBmp )
  return NULL;

 int ret = fread( pbBmp , 1 , biSizeImage , rp );

 switch( sDepth )
 {
  case 3:
   *eFormat = GL_BGR_EXT;
   *iComponents = GL_RGB8;
   break;

  case 4:
   *eFormat = GL_BGRA_EXT;
   *iComponents = GL_RGBA8;
   break;
 }//switch

 fclose( rp );

 /*FILE *wp = fopen( "C:\\Documents and Settings\\iI0000002\\My Documents\\Visual Studio 2005\\Projects\\gl_3\\gl_3\\out.bmp" , "wb" );
 fwrite( &bmpFileHeader , sizeof(tagBITMAPFILEHEADER) , 1 , wp );
 fwrite( &bmpInfoHeader , sizeof(tagBITMAPINFOHEADER) , 1 , wp );
 fwrite( pbBmp , bmpInfoHeader.biSizeImage , 1 , wp );
 fclose( wp );*/

 return pbBmp;
}

#endif




//////////////////////////////////////////////////
draw.h
//////////////////////////////////////////////////


#include"gltools.h"

 


#define SIZE_SPACE_X 200.0f
#define SIZE_SPACE_Y 90.0f
#define SIZE_SPACE_Z 200.0f

#define STEP_GROUND 25.0f
#define STEP_WALL 100.0f
#define STEP_SKY 5.0f

#define BUFFER_COUNT 7

#define VERTEX_DATA 0
#define TEXTURE_DATA_GROUND 1
#define TEXTURE_DATA_WALL 2
#define TEXTURE_DATA_SKY 3
#define INDEX_DATA_GROUND 4
#define INDEX_DATA_WALL 5
#define INDEX_DATA_SKY 6

 


GLfloat vertexSpace[ 24 ] = {
        -SIZE_SPACE_X ,  0 ,  SIZE_SPACE_Z ,
         SIZE_SPACE_X ,  0 ,  SIZE_SPACE_Z ,
         SIZE_SPACE_X ,  0 , -SIZE_SPACE_Z ,
        -SIZE_SPACE_X ,  0 , -SIZE_SPACE_Z ,
        -SIZE_SPACE_X , SIZE_SPACE_Y ,  SIZE_SPACE_Z ,
         SIZE_SPACE_X , SIZE_SPACE_Y ,  SIZE_SPACE_Z ,
         SIZE_SPACE_X , SIZE_SPACE_Y , -SIZE_SPACE_Z ,
        -SIZE_SPACE_X , SIZE_SPACE_Y , -SIZE_SPACE_Z
          };

GLuint indexGround[ 4 ] = {
        0 , 1 , 2 , 3 //下
         };

GLfloat texCoordGround[ 8 ] = {//下
        0 , 0 ,
        2*SIZE_SPACE_X/STEP_GROUND , 0 ,
        2*SIZE_SPACE_X/STEP_GROUND , 2*SIZE_SPACE_Z/STEP_GROUND ,
        0 , 2*SIZE_SPACE_Z/STEP_GROUND
       };

GLuint indexWall[ 16 ] = {
        3 , 2 , 6 , 7 , //后
        0 , 1 , 5 , 4 , //前
        2 , 1 , 5 , 6 , //右
        0 , 3 , 7 , 4   //左
       };

GLfloat texCoordWall[ 16 ] = {
        0 , 0 ,
        2*SIZE_SPACE_X/STEP_WALL , 0 ,
        0 , 0 ,
        2*SIZE_SPACE_X/STEP_WALL , 0 ,

        0 , 2*SIZE_SPACE_Y/STEP_WALL ,
        2*SIZE_SPACE_X/STEP_WALL , 2*SIZE_SPACE_Y/STEP_WALL ,
        0 , 2*SIZE_SPACE_Y/STEP_WALL ,
        2*SIZE_SPACE_X/STEP_WALL , 2*SIZE_SPACE_Y/STEP_WALL
        };

GLuint indexSky[ 4 ] = {
        4 , 5 , 6 , 7 //上
      };

GLfloat texCoordSky[ 16 ] = {//上
        0 , 0 ,
        0 , 0 ,
        0 , 0 ,
        0 , 0 ,
        0 , 0 ,
        1 , 0 ,
        1 , 1 ,
        0 , 1
         };

GLuint vboSpace[ BUFFER_COUNT ] = { 0 };

 

 

#define TEXTURE_GROUND 0
#define TEXTURE_WALL 1
#define TEXTURE_SKY 2
#define TEXTURE_COUNT 3

 


GLuint texObj[ TEXTURE_COUNT ] = { 0 };
const char *szTexFiles[ TEXTURE_COUNT ] = {
           "wood.bmp" ,
           "wall2.bmp" ,
           "sky2.bmp"
            };

 


void DrawSpace()
{
 glColor4f( 1 , 1 , 1 , 1 );
 glPolygonMode( GL_FRONT_AND_BACK , GL_FILL );
 //glBegin( GL_TRIANGLES );
 // glVertex3f( 10 , 0 , 0 );
 // glVertex3f( 0 , 10 , 0 );
 // glVertex3f( 0 , 0 , 10 );
 //glEnd();

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ VERTEX_DATA ] );
 glVertexPointer( 3 , GL_FLOAT , 0 , 0 );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ TEXTURE_DATA_GROUND ] );
 glTexCoordPointer( 2 , GL_FLOAT , 0 , 0 );

 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , vboSpace[ INDEX_DATA_GROUND ] );
 glBindTexture( GL_TEXTURE_2D , texObj[ TEXTURE_GROUND ] );
 glDrawElements( GL_QUADS , 4 , GL_UNSIGNED_INT , 0 );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ TEXTURE_DATA_WALL ] );
 glTexCoordPointer( 2 , GL_FLOAT , 0 , 0 );

 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , vboSpace[ INDEX_DATA_WALL ] );
 glBindTexture( GL_TEXTURE_2D , texObj[ TEXTURE_WALL ] );
 glDrawElements( GL_QUADS , 16 , GL_UNSIGNED_INT , 0 );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ TEXTURE_DATA_SKY ] );
 glTexCoordPointer( 2 , GL_FLOAT , 0 , 0 );

 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , vboSpace[ INDEX_DATA_SKY ] );
 glBindTexture( GL_TEXTURE_2D , texObj[ TEXTURE_SKY ] );
 glDrawElements( GL_QUADS , 4 , GL_UNSIGNED_INT , 0 );
}




//////////////////////////////////////////////
config.h
//////////////////////////////////////////////


#include"draw.h"

 

/////////////////////////////
#define START_X 0.0f
#define START_Y -30.0f
#define START_Z -30.0f

#define KEY_STEP 5.0f
/////////////////////////////

GLfloat speeed[ 4 ] = { 0 };

GLint iWin;
GLint mx=0 , my=0;
GLfloat yRot = 0;
GLint iList = 0;
GLint iCount = 0;

 

void Timer( int value )
{
 printf( "%d fps\n" , iCount );
 iCount = 0;
 glutTimerFunc( 1000 , Timer , 0 );
}


void Display()
{
 ++iCount;

 GLfloat lastMatrix[16];

 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

 glPushMatrix();
  
  glMatrixMode( GL_MODELVIEW );
  glGetFloatv( GL_MODELVIEW_MATRIX , lastMatrix );
  glLoadIdentity();
  glRotatef( yRot , 1 , 0 , 0 );
  glMultMatrixf( lastMatrix );

  DrawSpace();

 glPopMatrix();

 glutSwapBuffers();
}

 

void Reshape( int w , int h )
{
 GLfloat fAspect;
 if( 0 == h ) h = 1;
 glViewport( 0 , 0 , w , h );
 fAspect = (GLfloat)w / (GLfloat)h;

 glMatrixMode( GL_PROJECTION );
 glLoadIdentity();
 gluPerspective( 60 , fAspect , 1 , 800 );

 glMatrixMode( GL_MODELVIEW );
 glLoadIdentity();
 glTranslatef( 0 , START_Y , START_Z );

 glutPostRedisplay();
}

 

void Motion( int x , int y )
{
 GLfloat lastMatrix[ 16 ];
 
 glMatrixMode( GL_MODELVIEW );
 glGetFloatv( GL_MODELVIEW_MATRIX , lastMatrix );
 glLoadIdentity();

 yRot += (y - my) / 5;
 if( yRot >= 90 )
  yRot = 90;
 else if( yRot <= -90 )
  yRot = -90;

 glRotatef( (GLfloat)(x-mx) , 0.0f , 1.0f , 0.0f );

 glMultMatrixf(lastMatrix);

 glutPostRedisplay();

 mx = x;
 my = y;
}

 

void Mouse( int button , int state , int x , int y )
{
 if( GLUT_LEFT_BUTTON == button )
 {
  if( GLUT_DOWN == state )
  {
   mx = x;
   my = y;
  }//if
 }//if
}

 


void Keyboard( unsigned char key , int x , int y )
{
 GLfloat lastMatrix[16] = {0};
 glMatrixMode( GL_MODELVIEW );
 glGetFloatv( GL_MODELVIEW_MATRIX , lastMatrix );
 glLoadIdentity();
 switch( key )
 {
  case 'w':
   glTranslatef( 0 , 0 , KEY_STEP );
   break;

  case 'a':
   glTranslatef( KEY_STEP , 0 , 0 );
   break;

  case 's':
   glTranslatef( 0 , 0 , -KEY_STEP );
   break;

  case 'd':
   glTranslatef( -KEY_STEP , 0 , 0 );
   break;

  case 'f':
   glutFullScreen();
   glutSetCursor( GLUT_CURSOR_NONE );
   break;

  case 'q':
   glutSetCursor( GLUT_CURSOR_LEFT_ARROW );
   glutReshapeWindow( 800 , 600 );
   glutPositionWindow( 200 , 100 );

  default:
   break;
 }//switch
 glMultMatrixf( lastMatrix );
 glutPostRedisplay();
}

 


static GLfloat stepSlowdown[3] = { 0 };
static GLuint slowdownFlag = 0;

void SlowdownTimer( int value )
{
 slowdownFlag = 1;

 if( 0 == stepSlowdown[0] && 0 == stepSlowdown[1] && 0 == stepSlowdown[2] )
 {
  slowdownFlag = 0;
  return;
 }//if

 GLfloat lastMatrix[16] = {0};
 glMatrixMode( GL_MODELVIEW );
 glGetFloatv( GL_MODELVIEW_MATRIX , lastMatrix );
 glLoadIdentity();
  glTranslatef( stepSlowdown[0] , stepSlowdown[1] , stepSlowdown[2] );
 glMultMatrixf( lastMatrix );
 glutPostRedisplay();

 if( 0 < stepSlowdown[0] )
 {
  stepSlowdown[0] -= 0.5;
 }//if
 else if( 0 > stepSlowdown[0] )
 {
  stepSlowdown[0] += 0.5;
 }

 if( 0.001 > stepSlowdown[0] && -0.001 < stepSlowdown[0])
  stepSlowdown[0] = 0;

 if( 0 < stepSlowdown[2] )
 {
  stepSlowdown[2] -= 0.5;
 }//if
 else if( 0 > stepSlowdown[2] )
 {
  stepSlowdown[2] += 0.5;
 }

 if( 0.001 > stepSlowdown[2] && -0.001 < stepSlowdown[2])
  stepSlowdown[2] = 0;

 glutTimerFunc( 30 , SlowdownTimer , 0 );
}

 

void KeyboardUp( unsigned char key , int x , int y )
{
 switch( key )
 {
  case 'w':
   stepSlowdown[2] = KEY_STEP;
   if( 0 == slowdownFlag )
   {
    glutTimerFunc( 1 , SlowdownTimer , 0 );
   }//if
   break;

  case 'a':
   stepSlowdown[0] = KEY_STEP;
   if( 0 == slowdownFlag )
   {
    glutTimerFunc( 1 , SlowdownTimer , 0 );
   }//if
   break;

  case 's':
   stepSlowdown[2] = -KEY_STEP;
   if( 0 == slowdownFlag )
   {
    glutTimerFunc( 1 , SlowdownTimer , 0 );
   }//if
   break;

  case 'd':
   stepSlowdown[0] = -KEY_STEP;
   if( 0 == slowdownFlag )
   {
    glutTimerFunc( 1 , SlowdownTimer , 0 );
   }//if
   break;

  case 'f':
   glutFullScreen();
   glutSetCursor( GLUT_CURSOR_NONE );
   break;

  case 'q':
   glutSetCursor( GLUT_CURSOR_LEFT_ARROW );
   glutReshapeWindow( 800 , 600 );
   glutPositionWindow( 200 , 100 );
   //glutDestroyWindow( iWin );
   break;

  default:
   break;
 }//switch
}



////////////////////////////////////////////////
main.cpp
////////////////////////////////////////////////


#include"gltools.h"
#include"config.h"

 

 


void Init()
{
 glEnable( GL_DEPTH_TEST );
 glClearColor( 0 , 0 , 0 , 0 );

 //////////////////////////////////////

 //纹理初始化
 GLubyte *pBytes;
 GLint iWidth , iHeight , iComponents;
 GLenum eFormat;

 glEnable( GL_TEXTURE_2D );
 glTexEnvi( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_REPLACE );

 glGenTextures( TEXTURE_COUNT , texObj );
 for( int i=0; i<TEXTURE_COUNT; ++i )
 {
  glBindTexture( GL_TEXTURE_2D , texObj[ i ] );
  pBytes = gltLoadBMP( szTexFiles[ i ] , &iWidth , &iHeight , &iComponents , &eFormat );
  glTexImage2D( GL_TEXTURE_2D , 0 , iComponents , iWidth , iHeight , 0 , eFormat , GL_UNSIGNED_BYTE , pBytes );

  glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR );
  glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR );
  glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_REPEAT );
  glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_REPEAT );

  delete[] pBytes;
 }//for

 //////////////////////////////////////

 //VBO初始化
 glEnableClientState( GL_VERTEX_ARRAY );
 glEnableClientState( GL_TEXTURE_COORD_ARRAY );

 glGenBuffers( BUFFER_COUNT , vboSpace );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ VERTEX_DATA ] );
 glBufferData( GL_ARRAY_BUFFER , sizeof(GLfloat)*24 , vertexSpace , GL_STATIC_DRAW );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ TEXTURE_DATA_GROUND ] );
 glBufferData( GL_ARRAY_BUFFER , sizeof(GLfloat)*8 , texCoordGround , GL_STATIC_DRAW );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ TEXTURE_DATA_WALL ] );
 glBufferData( GL_ARRAY_BUFFER , sizeof(GLfloat)*16 , texCoordWall , GL_STATIC_DRAW );

 glBindBuffer( GL_ARRAY_BUFFER , vboSpace[ TEXTURE_DATA_SKY ] );
 glBufferData( GL_ARRAY_BUFFER , sizeof(GLfloat)*16 , texCoordSky , GL_STATIC_DRAW );

 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , vboSpace[ INDEX_DATA_GROUND ] );
 glBufferData( GL_ELEMENT_ARRAY_BUFFER , sizeof(GLuint)*4 , indexGround , GL_STATIC_DRAW );

 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , vboSpace[ INDEX_DATA_WALL ] );
 glBufferData( GL_ELEMENT_ARRAY_BUFFER , sizeof(GLuint)*16 , indexWall , GL_STATIC_DRAW );

 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , vboSpace[ INDEX_DATA_SKY ] );
 glBufferData( GL_ELEMENT_ARRAY_BUFFER , sizeof(GLuint)*4 , indexSky , GL_STATIC_DRAW );

 //////////////////////////////////////
}

 


void Exit()
{
 glDeleteTextures( TEXTURE_COUNT , texObj );
 glDeleteBuffers( BUFFER_COUNT , vboSpace );
}

 


int main( int argc , char** argv )
{
 glutInit( &argc , argv );
 glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE | GLUT_MULTISAMPLE );
 glutInitWindowSize( 800 , 600 );
 glutInitWindowPosition( 200 , 100 );
 glutCreateWindow( "Tom" );
 iWin = glutGetWindow();

 glewInit();

 glutDisplayFunc( Display );
 glutReshapeFunc( Reshape );
 glutMouseFunc( Mouse );
 glutMotionFunc( Motion );
 glutKeyboardFunc( Keyboard );
 glutKeyboardUpFunc( KeyboardUp );
 //glutTimerFunc( 1000 , Timer , 0 );

 Init();
 glutMainLoop();
 Exit();
 return 0;
}

posted on 2009-09-11 15:35 我可能长大了 阅读(466) 评论(0)  编辑 收藏 引用

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