Nehe教程第10课3D世界
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2024-03-24 11:42:16
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Nehe教程第10课4D世界源程序及资源
#include <stdlib.h>
#include <math.h>
#include <stdio.h>
#include <windows.h> // Windows的头文件
#include <gl/glew.h> // 包含最新的gl.h,glu.h库
#include <gl/glut.h> // 包含OpenGL实用库
#include <gl/glaux.h>
HGLRC hRC=NULL; //窗口着色描述表句柄
HDC hDC=NULL; //设备渲染描述表句柄
HWND hWND=NULL; //窗口句柄
HINSTANCE hInstance; //保存程序的实例
bool keys[256];
bool active=TRUE; //窗口的活动状态,缺省为true
bool fullscreen=TRUE; //全屏的缺省状态=true
bool blend; // Blending ON/OFF
bool bp; // B Pressed?
bool fp; // F Pressed?
const float piover180 = 0.0174532925f;
float heading;
float xpos;
float zpos;
GLfloat yrot; // Y Rotation
GLfloat walkbias = 0;
GLfloat walkbiasangle = 0;
GLfloat lookupdown = 0.0f;
GLfloat z=0.0f; // Depth Into The Screen
GLuint filter; // Which Filter To Use
GLuint texture[3]; // Storage For 3 Textures
typedef struct tagVERTEX
{
float x,y,z;
float u,v;
} VERTEX;
typedef struct tagTRIANGLE
{
VERTEX vertex[3];
}TRIANGLE;
typedef struct tagSECTOR
{
int numtriangles;
TRIANGLE *triangle;
} SECTOR;
SECTOR sector1;//our model goes here:
LRESULT CALLBACK WndProc(HWND, UINT,WPARAM, LPARAM); //Declaration for wndproc
void readstr(FILE*f,char*string)
{
do
{
fgets(string,255,f);
} while ((string[0]=='/')||(string[0]=='\n'));//考察是否有必要处理
return;
}
void SetupWorld()
{
float x,y,z,u,v;
int numtriangles;
FILE*filein;
char oneline[255];
filein = fopen("data/world.txt", "rt"); // File To Load World Data From
readstr(filein,oneline);
sscanf(oneline,"NUMPOLLIES %d\n",&numtriangles);
sector1.triangle=new TRIANGLE[numtriangles];
sector1.numtriangles=numtriangles;
for (int triloop=0; triloop<numtriangles; triloop++ )
{
for (int vertloop=0; vertloop<3;vertloop++)
{
readstr(filein,oneline);//读入一行数据
sscanf(oneline,"%f %f %f %f %f",&x,&y,&z,&u,&v);
sector1.triangle[triloop].vertex[vertloop].x=x;
sector1.triangle[triloop].vertex[vertloop].y=y;
sector1.triangle[triloop].vertex[vertloop].z=z;
sector1.triangle[triloop].vertex[vertloop].u=u;
sector1.triangle[triloop].vertex[vertloop].v=v;
}
}
fclose(filein);
return;
}
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
return NULL; // If Load Failed Return NULL
}
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("Data/Mud.bmp"))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(3, &texture[0]); // Create Three Textures
// Create Nearest Filtered Texture
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);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
// Create Linear Filtered Texture
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, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
// Create MipMapped Texture
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, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0]) // If Texture Exists
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}
free(TextureImage[0]); // Free The Image Structure
}
return Status; // Return The Status
}
GLvoid ReSizeGLScene(GLsizei width,GLsizei height)
{
if (height==0)
{
height=1;
}
glViewport(0,0,width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//设置视口的大小,设置透视投影矩阵
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine
{
return FALSE; // If Texture Didn't Load Return FALSE
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
SetupWorld();
return TRUE;
}
int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
GLfloat x_m,y_m,z_m,u_m,v_m;
GLfloat xtrans=-xpos;
GLfloat ztrans=-zpos;
GLfloat ytrans=-walkbias-0.25f;//用于头部上下摆动
GLfloat sceneroty=360.0f-yrot;//位于游戏者方向的360度角
int numtriangles;
glRotatef(lookupdown,1.0f,0,0);//上下旋转
glRotatef(sceneroty,0,1.0f,0);//根据游戏者正面所对方向做的旋转
glTranslatef(xtrans,ytrans,ztrans);//以游戏者为中心的平移场景
glBindTexture(GL_TEXTURE_2D,texture[filter]);
numtriangles=sector1.numtriangles;
//处理每条边
for (int loop_m=0;loop_m<numtriangles;loop_m++)
{
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd();
}
return TRUE;
}
GLvoid KillGLWindow(GLvoid)
{
if (fullscreen)
{
ChangeDisplaySettings(NULL,0); //Windows API 把缺省显示设备的设置改变为由第一个参数设定的图形模式
ShowCursor(TRUE); //Window32API 显示鼠标
}
if (hRC)
{
if (!wglMakeCurrent(NULL,NULL))
{
MessageBox(NULL,"释放DC或RC失败","Shutdown Error",MB_OK|MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC))
{
MessageBox(NULL,"释放RC失败","Shutdown Error",MB_OK|MB_ICONINFORMATION);
}
hRC=NULL; //setRC toNull
}
if (hDC&&!ReleaseDC(hWND,hDC))
{
MessageBox(NULL,"不能释放DC失败","Shutdown Error",MB_OK|MB_ICONINFORMATION);
hDC=NULL;
}
if (hWND&&!DestroyWindow(hWND))
{
MessageBox(NULL,"释放窗口句柄失败","Shutdown Error",MB_OK|MB_ICONINFORMATION);
hWND=NULL;
}
if (!UnregisterClass("OpenGL",hInstance))
{
MessageBox(NULL,"不能注销窗口类","Shutdown Error",MB_OK|MB_ICONINFORMATION);
hInstance=NULL;
}
}
//创建OpenGL窗口 窗口标题 宽 高 颜色位 全屏标志
BOOL CreateGLWindow(char* title,int width,int height,int bits,bool fullscreenflag)
{
GLuint PixelFormat;
WNDCLASS wc;
DWORD dwStyle;//窗口风格
DWORD dwExStyle;//扩展窗口风格
RECT WindowRect;
WindowRect.left=(long)0;
WindowRect.right=(long)width;
WindowRect.top=(long)0;
WindowRect.bottom=(long)height;
fullscreen=fullscreenflag;
hInstance=GetModuleHandle(NULL);//获取一个应用程序或动态链接库的模块句柄 ,NULL返回自身应用程序句柄
wc.style=CS_VREDRAW|CS_HREDRAW|CS_OWNDC;//移动时重画,并为窗口取得DC
wc.lpfnWndProc=(WNDPROC)WndProc; //WndProc处理消息
wc.cbClsExtra = 0; // 无额外窗口数据
wc.cbWndExtra = 0; // 无额外窗口数据
wc.hInstance=hInstance; //设置实例
wc.hIcon=LoadIcon(NULL,IDI_WINLOGO); //装入缺省图标
wc.hCursor=LoadCursor(NULL,IDC_ARROW); //装入鼠标指针
wc.hbrBackground=NULL; //GL不需要背景
wc.lpszMenuName=NULL; //不需要菜单
wc.lpszClassName="OpenGL"; //设定类名字
if (!RegisterClass(&wc))
{
MessageBox(NULL,"注册窗口失败"," Error",MB_OK|MB_ICONEXCLAMATION);//EXCLAMATION感叹号
return FALSE;
}
if (fullscreen)//全屏模式
{
DEVMODE dmScreenSettings; //设备模式
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); //确保内存清空为0
dmScreenSettings.dmSize=sizeof(dmScreenSettings); //DEVMODE结构的大小
dmScreenSettings.dmPelsWidth=width;
dmScreenSettings.dmPelsHeight=height; //所选屏幕高度
dmScreenSettings.dmBitsPerPel=bits; //每像素颜色数
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSHEIGHT|DM_PELSWIDTH;
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,"全屏模式在当前显示卡上设置失败!\n使用窗口模式","Nehe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=false;
}
else//用户选择退出
{
//
MessageBox(NULL,"程序将被关闭","Error",MB_OK|MB_ICONSTOP);
return FALSE;
}
}
}
if (fullscreen)
{
dwExStyle=WS_EX_APPWINDOW;
dwStyle=WS_POPUP;
ShowCursor(FALSE); //隐藏鼠标指针
}
else//不是全屏
{
dwExStyle=WS_EX_APPWINDOW|WS_EX_WINDOWEDGE;
dwStyle=WS_OVERLAPPEDWINDOW;
}
AdjustWindowRectEx(&WindowRect,dwStyle,FALSE,dwExStyle); //Windows API真正适合窗口
//Create thewindow
if (!(hWND=CreateWindowEx(dwExStyle,
"OpenGL",
title,
WS_CLIPSIBLINGS|WS_CLIPCHILDREN|dwStyle,//必须的窗体风格属性
0,0,
WindowRect.right-WindowRect.left,
WindowRect.bottom-WindowRect.top, //计算调整好的窗口高度
NULL, //无父窗口
NULL, //无子菜单
hInstance,
NULL))) //不向WM_CREATE传递消息
{
KillGLWindow();
MessageBox(NULL,"不能创建窗口","Error",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
static PIXELFORMATDESCRIPTOR pfd= // /pfd 告诉窗口我们所希望的东东,即窗口使用的像素格式
{
sizeof(PIXELFORMATDESCRIPTOR), // 上述格式描述符的大小
1, // 版本号
PFD_DRAW_TO_WINDOW | // 格式支持窗口
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, // 无累加缓存
0, 0, 0, 0, // 忽略聚集位
16, // 16位 Z-缓存 (深度缓存)
0, // 无蒙板缓存
0, // 无辅助缓存
PFD_MAIN_PLANE, // 主绘图层
0, // Reserved
0, 0, 0 // 忽略层遮罩
};
if (!(hDC=GetDC(hWND)))
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"不能创建一种相匹配的像素格式","错误",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))
{
KillGLWindow();
MessageBox(NULL,"不能创建像素格式","错误",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // 能够设置象素格式么?
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"不能设置像素格式","错误",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // 返回 FALSE
}
if (!(hRC=wglCreateContext(hDC)))
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"不能创建OpenGL渲染描述表","错误",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if (!wglMakeCurrent(hDC,hRC))
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"不能**当前的OpenGL渲然描述表","错误",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
ShowWindow(hWND,SW_SHOW);
SetForegroundWindow(hWND); //提高优先级
SetFocus(hWND); //设置焦点
ReSizeGLScene(width,height);
if (!InitGL()) // 初始化新建的GL窗口
{
KillGLWindow(); // 重置显示区
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // 返回 FALSE
}
return TRUE;
}
LRESULT CALLBACK WndProc( HWND hWnd, // 窗口的句柄
UINT uMsg, // 窗口的消息
WPARAM wParam, // 附加的消息内容
LPARAM lParam) // 附加的消息内容
{
switch (uMsg) // 检查Windows消息
{
case WM_ACTIVATE: // 监视窗口**消息
{
if (!HIWORD(wParam)) // 检查最小化状态
{
active=TRUE; // 程序处于**状态
}
else
{
active=FALSE; // 程序不再**
}
return 0; // 返回消息循环
}
case WM_SYSCOMMAND: // 系统中断命令
{
switch (wParam) // 检查系统调用
{
case SC_SCREENSAVE: // 屏保要运行?
case SC_MONITORPOWER: // 显示器要进入节电模式?
return 0; // 阻止发生
}
break; // 退出
}
case WM_CLOSE: // 收到Close消息?
{
PostQuitMessage(0); // 发出退出消息
return 0; // 返回
}
case WM_KEYDOWN: // 有键按下么?
{
keys[wParam] = TRUE; // 如果是,设为TRUE
return 0; // 返回
}
case WM_KEYUP: // 有键放开么?
{
keys[wParam] = FALSE; // 如果是,设为FALSE
return 0; // 返回
}
case WM_SIZE: // 调整OpenGL窗口大小
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width,HiWord=Height
return 0; // 返回
}
}
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE hInstance, // 当前窗口实例
HINSTANCE hPrevInstance, // 前一个窗口实例
LPSTR lpCmdLine, // 命令行参数
int nCmdShow) // 窗口显示状态
{
MSG msg; // Windowsx消息结构
BOOL done=FALSE; // 用来退出循环的Bool 变量
// 提示用户选择运行模式
if (MessageBox(NULL,"你想在全屏模式下运行么?", "设置全屏模式",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // FALSE为窗口模式
}
// 创建OpenGL窗口
if (!CreateGLWindow("NeHe's 加载3D世界",640,480,16,fullscreen))
{
return 0; // 失败退出
}
while(!done) // 保持循环直到 done=TRUE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // 有消息在等待吗?
{
if (msg.message==WM_QUIT) // 收到退出消息?
{
done=TRUE; // 是,则done=TRUE
}
else // 不是,处理窗口消息
{
TranslateMessage(&msg); // 翻译消息
DispatchMessage(&msg); // 发送消息
}
}
else // 如果没有消息
{
if (active) // 程序**的么?
{
if (keys[VK_ESCAPE]) // ESC 按下了么?
{
done=TRUE; // ESC 发出退出信号
}
else // 不是退出的时候,刷新屏幕
{
DrawGLScene(); // 绘制场景
SwapBuffers(hDC); // 交换缓存 (双缓存)
if (keys['B'] && !bp)
{
bp=TRUE;
blend=!blend;
if (!blend)
{
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
else
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
}
}
if (!keys['B'])
{
bp=FALSE;
}
if (keys['F'] && !fp)
{
fp=TRUE;
filter+=1;
if (filter>2)
{
filter=0;
}
}
if (!keys['F'])
{
fp=FALSE;
}
if(keys[VK_PRIOR])
{
z-=0.02f;
}
if(keys[VK_NEXT])
{
z+=0.02f;
}
if (keys[VK_UP])
{
xpos-=(float)sin(heading*piover180)*0.05f;
zpos-=(float)cos(heading*piover180)*0.05f;
if (walkbiasangle >= 359.0f)
{
walkbiasangle=0.0f;
}
else
{
walkbiasangle+=10;
}
walkbias=(float)sin(walkbiasangle*piover180)/20.0f;
}
if (keys[VK_DOWN])
{
xpos+=(float)sin(heading*piover180)*0.05f;
zpos+=(float)cos(heading*piover180)*0.05f;
if (walkbiasangle <=1.0f)
{
walkbiasangle=359.0f;
}
else
{
walkbiasangle-=10;
}
walkbias=(float)sin(walkbiasangle*piover180)/20.0f;
}
if(keys[VK_RIGHT])
{
heading-=1.0f;
yrot=heading;
//yrot-=1.5f;//向左旋转场景,产生向右旋转相机的错觉
}
if (keys[VK_LEFT])
{
heading+=1.0f;
yrot=heading;
// yrot+=1.5f;
}
if (keys[VK_PRIOR])
{
lookupdown-= 1.0f;
}
if (keys[VK_NEXT])
{
lookupdown+= 1.0f;
}
}
}
if (keys[VK_F1]) // F1键按下了么?
{
keys[VK_F1]=FALSE; // 若是,使对应的Key数组中的值为 FALSE
KillGLWindow(); // 销毁当前的窗口
fullscreen=!fullscreen; // 切换 全屏 / 窗口 模式
// 重建 OpenGL 窗口
if (!CreateGLWindow("NeHe's 加载3D世界",640,480,16,fullscreen))
{
return 0; // 如果窗口未能创建,程序退出
}
}
}
}
// 关闭程序
KillGLWindow();
return (msg.wParam);
}