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273 lines (222 loc) · 8.59 KB
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Copy pathmain.cpp
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273 lines (222 loc) · 8.59 KB
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#include "main.h"
CLoad3DS g_Load3ds;
t3DModel g_3DModel;
int g_ViewMode= GL_TRIANGLES;
bool g_bLighting= true;
//全局变量
int mButton = -1;
int mOldY, mOldX;
//旋转、平移向量
float eye[3] = {0.0f, 0.0f, 7.0f};
float rot[3] = {45.0f, 45.0f, 0.0f};
UINT g_Texture[MAX_TEXTURES] = {0};
//是否启用线框模式
int wireframe = 0;
//创建纹理
void CreateTexture(UINT textureArray[], LPSTR strFileName, int textureID) {
AUX_RGBImageRec *pBitmap = NULL;
if(!strFileName) // 如果无此文件,则直接返回
return;
pBitmap = auxDIBImageLoad(strFileName); // 装入位图,并保存数据
if(pBitmap == NULL) // 如果装入位图失败,则退出
exit(0);
// 生成纹理
glGenTextures(1, &textureArray[textureID]);
// 设置像素对齐格式
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR);
if (pBitmap) { // 释放位图占用的资源
if (pBitmap->data)
free(pBitmap->data);
free(pBitmap);
}
}
//窗口调整
void glutResize(int width, int height) {
if (height==0) {// 防止被零除
height=1; // 将Height设为1
}
// 重置当前的视口。前两个参数定义了视口左下角(0,0表示最左下方),后两个参数分别是宽度和高度
glViewport(0,0,width,height);
//透视图设置
glMatrixMode(GL_PROJECTION);// 选择投影矩阵
glLoadIdentity(); // 重置投影矩阵
gluPerspective(10.0f,(GLfloat)width/(GLfloat)height, 0.5f ,150.0f);// 设置视口的大小
glMatrixMode(GL_MODELVIEW); // 选择模型观察矩阵
glLoadIdentity(); // 重置模型观察矩阵
}
//接收键盘输入:ESC-退出、W/w-线框模型转换
void glutKeyboard(unsigned char key, int x, int y) {
switch (key) {
case ESC:
exit(0);
case 'W':
case 'w':
wireframe = !wireframe;
}
}
//旋转角度超出-360°~360°,则置0
void clamp(float *v) {
int i;
for (i = 0; i <3; i ++)
if (v[i] > 360 || v[i]<-360)
v[i] = 0;
}
//根据鼠标按键,变换视角
void glutMotion(int x, int y) {
if (mButton == BUTTON_LEFT) {
//旋转:x、y值判断
rot[0] -= (mOldY - y)*0.5f;
rot[1] -= (mOldX - x)*0.5f;
clamp (rot);
}
else if (mButton == BUTTON_RIGHT) {
//缩放:y值判断
eye[2] -= (mOldY - y) * 0.2f; // 乘以一个系数来控制缩放速度
// clamp (rot);
}
else if (mButton == BUTTON_LEFT_TRANSLATE) {
//平移:x、y值判断
eye[0] += (mOldX - x) * 0.05f;
eye[1] -= (mOldY - y) * 0.05f;
// clamp (rot);
}
mOldX = x;
mOldY = y;
}
//接收鼠标动作
void glutMouse(int button, int state, int x, int y) {
if(state == GLUT_DOWN) {//鼠标按下
mOldX = x;
mOldY = y;
switch(button) {
case GLUT_LEFT_BUTTON: //左键按下
if (glutGetModifiers() == GLUT_ACTIVE_CTRL) { //是否修饰键CTRL同时按下
mButton = BUTTON_LEFT_TRANSLATE;
break;
} else {
mButton = BUTTON_LEFT;
break;
}
case GLUT_RIGHT_BUTTON://右键按下
mButton = BUTTON_RIGHT;
break;
}
} else if (state == GLUT_UP)
mButton = -1;
}
//绘制
void glutDisplay(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity(); // 重置当前的模型观察矩阵
gluLookAt(0, 1.5f, 80, 0, 0.5f, -80, 0, 1, 0);// 场景(0,0.5,0)的视点中心 (0,1.5,8)
if (wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glPushMatrix();
//将camera平移到得到的视角坐标
glTranslatef (-eye[0], -eye[1], -eye[2]);
//用得到的旋转向量旋转视角
glRotatef(rot[0], 1.0f, 0.0f, 0.0f);
glRotatef(rot[1], 0.0f, 1.0f, 0.0f);
glRotatef(rot[2], 0.0f, 0.0f, 1.0f);
// 遍历模型中所有的对象
for(int i = 0; i < g_3DModel.numOfObjects; i++) {
// 如果对象的大小小于0,则退出
if (g_3DModel.vctObject.size() <= 0)
break;
// 获得当前显示的对象
t3DObject *pObject = &g_3DModel.vctObject[i];
// 判断该对象是否有纹理映射
if (pObject->bHasTexture) {
glEnable(GL_TEXTURE_2D);// 打开纹理映射
glColor3ub(255, 255, 255);
glBindTexture(GL_TEXTURE_2D, g_Texture[pObject->materialID]);
} else {
glDisable(GL_TEXTURE_2D);// 关闭纹理映射
//glColor3ub(255, 255, 255);
}
// 开始以g_ViewMode模式绘制
glBegin(g_ViewMode);
// 遍历所有的面
for(int j = 0; j < pObject->numOfFaces; j++) {// 遍历三角形的所有点
for(int whichVertex = 0; whichVertex < 3; whichVertex++) {// 获得面对每个点的索引
int index = pObject->pFaces[j].vertIndex[whichVertex];
// 给出法向量
glNormal3f(pObject->pNormals[ index ].x, pObject->pNormals[ index ].y, pObject->pNormals[ index ].z);
// 如果对象具有纹理
if (pObject->bHasTexture) {
// 确定是否有UVW纹理坐标
if (pObject->pTexVerts) {
glTexCoord2f(pObject->pTexVerts[ index ].x, pObject->pTexVerts[ index ].y);
}
} else {
if (g_3DModel.vctMaterials.size() && pObject->materialID >= 0) {
BYTE *pColor = g_3DModel.vctMaterials[pObject->materialID].color;
glColor3ub(pColor[0], pColor[1], pColor[2]);
//printf("1=%uc,2=%uc,3=%uc",pColor[0],pColor[1],pColor[2]);
}
}
glVertex3f(pObject->pVerts[ index ].x, pObject->pVerts[ index ].y, pObject->pVerts[ index ].z);
}
}
glEnd();// 绘制结束
}
glFlush();
glutSwapBuffers();
}
//纹理与光照
void InitializeOGL() {
glClearColor(1.0,1.0,1.0,0.0);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
//打开纹理,并绑定到矩阵的第一个元素
glEnable(GL_TEXTURE_2D);
g_Load3ds.Import3DS(&g_3DModel, FILE_NAME); // 将3ds文件装入到模型结构体中
//printf("numOfMaterials=%d ",g_3DModel.numOfMaterials);
// 遍历所有的材质
for (int i = 0; i < g_3DModel.numOfMaterials; i++) {
//printf("strFile=%s ",g_3DModel.vctMaterials[i].strFile);
if(strlen(g_3DModel.vctMaterials[i].strFile) > 0) {
//使用纹理文件名称来装入位图
CreateTexture(g_Texture,g_3DModel.vctMaterials[i].strFile , i);
}
// 设置材质的纹理ID
g_3DModel.vctMaterials[i].texureId = i;
}
//设置灯光
//GL_COLOR_MATERIAL用颜色来映射纹理。否则纹理将始终保持原来的颜色,glColor3f(r,g,b)也不会起作用。
glEnable(GL_CULL_FACE);
GLfloat ambientLight[] = { 0.0f, 0.0f, 0.0f, 1.0f};
GLfloat diffuseLight[] = { 1.0f, 1.0f, 1.0f, 1.0f};
GLfloat lightPos[] = {0.0f, 0.0f, 0.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHT0); // 使用默认的0号灯
glEnable(GL_LIGHTING); // 使用灯光
glEnable(GL_COLOR_MATERIAL); // 使用颜色材质
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);
}
int main(int argc, char** argv)
{
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA | GLUT_MULTISAMPLE );
glutInitWindowPosition( GL_WIN_INITIAL_X, GL_WIN_INITIAL_Y );
glutInitWindowSize( GL_WIN_WIDTH, GL_WIN_HEIGHT );
glutInit( &argc, argv );
glutCreateWindow("左键控制旋转,右键上下控制缩放,CTRL+左键控制平移");
glutReshapeFunc(glutResize); // called every time the screen is resized
glutDisplayFunc(glutDisplay); // called when window needs to be redisplayed
glutIdleFunc(glutDisplay); // called whenever the application is idle
glutKeyboardFunc(glutKeyboard); // called when the application receives a input from the keyboard
glutMouseFunc(glutMouse); // called when the application receives a input from the mouse
glutMotionFunc(glutMotion); // called when the mouse moves over the screen with one of this button pressed
InitializeOGL();
glutMainLoop();
return 0;
}