要做HDR方面的研究,不想把时间花在平台搭建上,求一份简单的OpenGL漫游源码,室内室外的都可以,碰撞检测什么的都不需要,有个光源就可以了。
谢谢了。
谢谢了。
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#include <windows.h>
#include <stdio.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>HGLRC hRC=NULL; // 永久着色描述表
HDC hDC=NULL; // 私有GDI设备描述表
HWND hWnd=NULL; // 保存我们的窗口句柄
HINSTANCE hInstance; // 保存程序的实例bool keys[256]; // 用于键盘例程的数组
bool active=TRUE; // 窗口的活动标志
bool fullscreen=TRUE; // 全屏标志
bool IsBlend = FALSE; // 是否开启混合BLEND
bool bPut = FALSE; // 判断键盘B是否按下
bool IsLight = TRUE; // 是否开启光照
bool lPut = FALSE; // 判断键盘L是否按下
// 纹理贴图路径
char* ImageFilename = "2.bmp";GLfloat xrot; // X轴旋转增量
GLfloat yrot; // Y轴旋转增量
GLfloat zrot; // Z轴旋转增量
GLfloat xspeed=0.1f;
GLfloat yspeed=0.1f;GLfloat xMove = 0.0f; // 控制左右平移
GLfloat zMove = -6.0f; // 屏幕距离坐标中心的深度
GLuint texture[3]; // 存储3个的纹理
GLuint filter = 1; // 用于选择纹理的滤波方式
GLfloat LightAmbient[] = {0.5f,0.5f,0.5f,1.0f};
GLfloat LightDiffuse[] = {1.0f,1.0f,1.0f,1.0f};
GLfloat LightPosition[] = {0.0f,0.0f,2.0f,1.0f};void DrawGLPyramid(); //金字塔pyramid绘制函数
void DrawGLCube(); //立方体cube绘制函数
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);//载入位图并转换成纹理
int LoadGLTextures()
{
BOOL status = FALSE;
AUX_RGBImageRec* TextImage[1];
memset(TextImage,0,sizeof(void*)*1);
if(TextImage[0] = auxDIBImageLoadA((LPCSTR)ImageFilename))
{
status = TRUE;
glGenTextures(3,texture); //创建纹理
// 设置GL_NEAREST滤波方式
glBindTexture(GL_TEXTURE_2D,texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
// 生成纹理
glTexImage2D(GL_TEXTURE_2D,0,3,TextImage[0]->sizeX,TextImage[0]->sizeY,0,
GL_RGB,GL_UNSIGNED_BYTE,TextImage[0]->data);
// 设置GL_LINEAR滤波方式
glBindTexture(GL_TEXTURE_2D,texture[1]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,3,TextImage[0]->sizeX,TextImage[0]->sizeY,0,
GL_RGB,GL_UNSIGNED_BYTE,TextImage[0]->data);
// 设置MIPMAP滤波方式
glBindTexture(GL_TEXTURE_2D,texture[2]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D,3,TextImage[0]->sizeX,TextImage[0]->sizeY,
GL_RGB,GL_UNSIGNED_BYTE,TextImage[0]->data);
}
if(TextImage[0])
{
if(TextImage[0]->data)
free(TextImage[0]->data);
free(TextImage);
}
return status;
}// 重置并初始化GL窗口大小函数
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height==0)
{
height=1;
}
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION); // 选择投影矩阵
glLoadIdentity(); // 重置投影矩阵
// 计算窗口的外观比例
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // 选择模型观察矩阵
glLoadIdentity(); // 重置模型观察矩阵
} //OpenGL初始化设置
int InitGL(GLvoid)
{
glShadeModel(GL_SMOOTH); //启用阴影平滑
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //设置黑色背景
glClearDepth(1.0f); //设置深度缓存
glEnable(GL_DEPTH_TEST); //启用深度测试
glDepthFunc(GL_LEQUAL); //深度测试类型
//设置高精度透视
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
// 纹理
LoadGLTextures(); //载入位图并转换成纹理
glEnable(GL_TEXTURE_2D); //启用纹理映射
// 设置光源
glLightfv(GL_LIGHT1,GL_AMBIENT,LightAmbient); //环境光
glLightfv(GL_LIGHT1,GL_DIFFUSE,LightDiffuse); //漫射光
glLightfv(GL_LIGHT1,GL_POSITION,LightPosition); //光源位置
glEnable(GL_LIGHT1); //启用光源GL_LIGHT1
glEnable(GL_LIGHTING);
// 混合BLEND
glColor4f(1.0f,1.0f,1.0f,0.5f); // 全亮度, 50% Alpha 混合
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // 基于源象素alpha通道值的半透明混合函数
return TRUE;
}// 从这里开始进行所有的绘制
int DrawGLScene(GLvoid)
{
//清除屏幕和深度缓存
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity(); //重置当前的模型观察矩阵
//画金字塔pyramid
glTranslatef(-1.5f+xMove, 0.0f, zMove);
glRotatef(xrot,0.0f,-1.0f,0.0f);
DrawGLPyramid(); //画立方体cube
glLoadIdentity();
glTranslatef(1.5f+xMove, 0.0f, zMove);
glRotatef(yrot,1.0f,1.0f,0.0f);
DrawGLCube(); xrot +=xspeed;
yrot -=yspeed;
return TRUE;
}//正常销毁窗口
GLvoid KillGLWindow(GLvoid)
{
if (fullscreen)
{
ChangeDisplaySettings(NULL,0); //切换回桌面
ShowCursor(TRUE); //显示鼠标
}
if (hRC)
{
if (!wglMakeCurrent(NULL,NULL)) // 释放RC和DC
{
MessageBox(NULL,"Release Of DC And RC Failed.",
"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC))
{
MessageBox(NULL,"Release Rendering Context Failed.",
"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC = NULL;
}
if (hDC && !ReleaseDC(hWnd,hDC)) // 释放 DC
{
MessageBox(NULL,"Release Device Context Failed.",
"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL;
}
if (hWnd && !DestroyWindow(hWnd)) // 销毁窗口
{
MessageBox(NULL,"Could Not Release hWnd.",
"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL;
}
if (!UnregisterClass("OpenGL",hInstance)) // 注销类
{
MessageBox(NULL,"Could Not Unregister Class.",
"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL;
}
}
{
GLuint PixelFormat; // 保存查找匹配的结果
WNDCLASS wc; // 窗口类结构
DWORD dwStyle; // 窗口风格
DWORD dwExStyle; // 扩展窗口风格
RECT WindowRect; // 取得矩形的左上角和右下角的坐标值
WindowRect.left=(long)0;
WindowRect.right=(long)width;
WindowRect.top=(long)0;
WindowRect.bottom=(long)height;
fullscreen=fullscreenflag; // 设置全局全屏标志 hInstance = GetModuleHandle(NULL); // 取得窗口实例
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL; // 菜单不需要
wc.lpszClassName = "OpenGL"; // 窗口类名 if (!RegisterClass(&wc)) // 注册窗口类
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if (fullscreen)
{
DEVMODE dmScreenSettings; // 设备模式
//分配内存
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettings.dmSize=sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = width; // 所选屏幕宽度
dmScreenSettings.dmPelsHeight = height; // 所选屏幕高度
dmScreenSettings.dmBitsPerPel = bits; // 每像素所选颜色深度
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // 尝试设置显示模式并返回结果。注: CDS_FULLSCREEN 移去了状态条。
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// 若模式失败,提供两个选项:退出或在窗口内运行。
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
//如果用户选择窗口模式,变量fullscreen 的值变为FALSE,程序继续运行
fullscreen=FALSE;
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; //退出并返回 FALSE
}
}
}
if(fullscreen)
{
dwExStyle=WS_EX_APPWINDOW; // 扩展风格窗口置顶
dwStyle=WS_POPUP; // 窗口无边框
ShowCursor(FALSE); // 隐藏鼠标
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
dwStyle=WS_OVERLAPPEDWINDOW;
} // 调整窗口达到真正要求的大小
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);
//创建窗体
if (!(hWnd = CreateWindowEx( dwExStyle,
"OpenGL",
title,
WS_CLIPSIBLINGS |
WS_CLIPCHILDREN |
dwStyle,
0, 0,
WindowRect.right-WindowRect.left,
WindowRect.bottom-WindowRect.top,
NULL,
NULL,
hInstance,
NULL)))
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
static PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),
1, // 版本号
PFD_DRAW_TO_WINDOW | // 格式必须支持窗口
PFD_SUPPORT_OPENGL | // 格式必须支持OpenGL
PFD_DOUBLEBUFFER, // 必须支持双缓冲
PFD_TYPE_RGBA, // 申请 RGBA 格式
bits, // 选定色彩深度
0, 0, 0, 0, 0, 0, // 忽略的色彩位
0, // 无Alpha缓存
0, // 忽略Shift Bit
0, // 无聚集缓存
0, 0, 0, 0, // 忽略聚集位
32, // 16位 Z-缓存 (深度缓存)
0, // 无模板缓存
0, // 无辅助缓存
PFD_MAIN_PLANE, // 主绘图层
0, // 保留
0, 0, 0 // 忽略层遮罩
}; if (!(hDC=GetDC(hWnd))) //取设备描述表
{
KillGLWindow();
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // 寻找相应的象素格式
{
KillGLWindow();
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // 设置象素格式
{
KillGLWindow();
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if (!(hRC=wglCreateContext(hDC))) // 取着色描述表
{
KillGLWindow();
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if(!wglMakeCurrent(hDC,hRC)) // 激活着色描述表
{
KillGLWindow();
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
} ShowWindow(hWnd,SW_SHOW);
SetForegroundWindow(hWnd); // 略略提高优先级
SetFocus(hWnd);
ReSizeGLScene(width, height); // 设置透视GL屏幕
if (!InitGL()) // 初始化新建的GL窗口
{
KillGLWindow();
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
} return TRUE;
}LRESULT CALLBACK WndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_ACTIVATE:
if (!HIWORD(wParam))
{
active = TRUE;
}
else
{
active = FALSE;
}
return 0;
case WM_SYSCOMMAND:
{
switch (wParam)
{
case SC_SCREENSAVE: //屏保要运行
case SC_MONITORPOWER: //省电模式
return 0;
}
break;
}
case WM_CLOSE:
PostQuitMessage(0);
return 0;/*******如果键盘有键释放,通过读取wParam的信息可以找出键值。
然后将键盘数组keys[ ]相应的数组组成员的值设为FALSE。这样
查找key[ ]来得知什么键被按下,什么键被释放了。键盘上的每
个键都可以用0-255之间的一个数来代表。举例来说,当我们
按下40所代表的键时,keys[40]的值将被设为TRUE。放开的话,
它就被设为FALSE。这也是key数组的原理。********************/
case WM_KEYDOWN:
keys[wParam] = TRUE;
return 0;
case WM_KEYUP:
keys[wParam] = FALSE;
return 0;
case WM_SIZE:
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));
return 0;
// case WM_LBUTTONDOWN:
// glEnable(GL_LIGHTING);
// case WM_RBUTTONDOWN:
// glDisable(GL_LIGHTING);
} return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE hInstance,HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
MSG msg;
BOOL done=TRUE; //用来退出循环的变量 if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; //窗口模式
} // 创建OpenGL窗口
if (!CreateGLWindow("OpenGL Framework",800,600,16,fullscreen))
{
return 0; // 失败退出
} while(done) // 保持循环直到 done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) //取消息
{
if (msg.message==WM_QUIT)
done = FALSE;
else
{
TranslateMessage(&msg); //翻译消息
DispatchMessage(&msg); //发送消息到处理函数
}
}
else //无消息则绘制OPENGL场景
{
if (active)
{
if (keys[VK_ESCAPE])
done = FALSE;
else
{
DrawGLScene(); // 绘制
SwapBuffers(hDC); // 交换缓存
} // F1键在全屏模式和窗口模式间切换
if(keys[VK_F1])
{
keys[VK_F1]=FALSE;
KillGLWindow();
fullscreen=!fullscreen;
if (!CreateGLWindow("OpenGL Framework",800,600,16,fullscreen))
{return 0;}
}
// 滤波方式选择
if(keys[VK_F5])
filter = 0;
if(keys[VK_F6])
filter = 1;
if(keys[VK_F7])
filter = 2;
// 屏幕深度
if(keys['W'])
zMove+=0.01f;
if(keys['S'])
zMove-=0.01f;
if(keys['A'])
xMove+=0.01f;
if(keys['D'])
xMove-=0.01f;
// 旋转速度
if(keys[VK_SUBTRACT])
{ xspeed -=0.01f; yspeed -=0.01f; }
if(keys[VK_ADD])
{ xspeed +=0.01f; yspeed +=0.01f; }
// 打开关闭混合GL_BLEND
if(keys['B'] && !bPut)
{
bPut = TRUE;
if(!IsBlend)
{
IsBlend = TRUE;
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
}
else
{
IsBlend = FALSE;
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
}
else if(!keys['B'])
bPut = FALSE;
// 打开关闭光照GL_LIGHTING
if(keys['L'] && !lPut)
{
lPut = TRUE;
if(!IsLight)
{
IsLight = TRUE;
glEnable(GL_LIGHTING);
}
else
{
IsLight = FALSE;
glDisable(GL_LIGHTING);
}
}
else if(!keys['L'])
lPut = FALSE;
}
}
}
KillGLWindow();
return (msg.wParam);
}void DrawGLPyramid()
{
glBegin(GL_TRIANGLES);
//前侧面
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
//右侧面
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
//后侧面
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
//左侧面
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glEnd();
}void DrawGLCube()
{
glBindTexture(GL_TEXTURE_2D, texture[filter]);
glBegin(GL_QUADS);
//前面
glNormal3f(0.0f,0.0f,1.0f); //法线
glTexCoord2f(0.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f); //左上点
glTexCoord2f(1.0,1.0f);
glVertex3f(1.0f,1.0f,1.0f); //右上点
glTexCoord2f(1.0f,0.0f);
glVertex3f(1.0f,-1.0f,1.0f); //右下点
glTexCoord2f(0.0f,0.0f);
glVertex3f(-1.0f,-1.0f,1.0f); //左下点
//后面
glNormal3f(0.0f,0.0f,-1.0f); //法线
glTexCoord2f(0.0f,0.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glTexCoord2f(1.0f,0.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glTexCoord2f(1.0,1.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glTexCoord2f(0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
//上面
glNormal3f(0.0f,1.0f,0.0f);
glTexCoord2f(0.0f,1.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glTexCoord2f(1.0,1.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glTexCoord2f(1.0f,0.0f);
glVertex3f(1.0f,1.0f,1.0f);
glTexCoord2f(0.0f,0.0f);
glVertex3f(-1.0f,1.0f,1.0f);
//下面
glNormal3f(0.0f,-1.0f,0.0f);
glTexCoord2f(1.0,1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glTexCoord2f(1.0f,0.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glTexCoord2f(0.0f,0.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glTexCoord2f(0.0f,1.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
//左面
glNormal3f(-1.0f,0.0f,0.0f);
glTexCoord2f(0.0f,1.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glTexCoord2f(0.0f,0.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glTexCoord2f(1.0f,0.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glTexCoord2f(1.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
//右面
glNormal3f(1.0f,0.0f,0.0f);
glTexCoord2f(0.0f,1.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glTexCoord2f(0.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glTexCoord2f(1.0f,0.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glTexCoord2f(1.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glEnd();
}