(此节内容对应NEHE教程第11课)
目前为止我们做的例子都是平面的,这个例子是带有波动效果的,
2维图形包括X,Y两个坐标系。因此看到的是平面的。
3维图形由X,Y,Z三个坐标系构成,当Z坐标不为0时,可以产生3维的效果。一个图片或图形由许多个3维图形构成是,并且Z是变化的 就会产生波动的效果
for(int x=0; x<45; x++) { // 沿Y平面循环 for(int y=0; y<45; y++) { // 向表面添加波浪效果 points[x][y][0]=float((x/5.0f)-4.5f); points[x][y][1]=float((y/5.0f)-4.5f); points[x][y][2]=float(sin((((x/5.0f)*40.0f)/360.0f)*3.141592654*2.0f)); } }
多边形填充方式,glPolygonMode()
glPolygonMode( GL_BACK, GL_FILL ); // 后表面完全填充
glPolygonMode( GL_FRONT, GL_LINE ); // 前表面使用线条绘制
#include "header.h" float points[45][45][3]; int wiggle_count = 0; GLfloat xrot; GLfloat yrot; GLfloat zrot; GLfloat hold; GLuint texture[1]; AUX_RGBImageRec *LoadBMP(char *Filename) { FILE *File=NULL; if (!Filename) { return NULL; } File=fopen(Filename,"r"); if (File) { fclose(File); return auxDIBImageLoad(Filename); } return NULL; } int LoadGLTextures() { int Status=FALSE; AUX_RGBImageRec *TextureImage[1]; memset(TextureImage,0,sizeof(void *)*1); // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit if (TextureImage[0]=LoadBMP("Data/Tim.bmp")) { Status=TRUE; glGenTextures(1, &texture[0]); // Typical Texture Generation Using Data From The Bitmap glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); } if (TextureImage[0]) { if (TextureImage[0]->data) { free(TextureImage[0]->data); } free(TextureImage[0]); } return Status; } void ReSizeGLScene(GLsizei width, GLsizei height) { if (height==0) { height=1; } glViewport(0,0,width,height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } int InitGL(void) { if (!LoadGLTextures()) { return FALSE; } glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glPolygonMode( GL_BACK, GL_FILL ); glPolygonMode( GL_FRONT, GL_LINE ); for(int x=0; x<45; x++) { for(int y=0; y<45; y++) { points[x][y][0]=float((x/5.0f)-4.5f); points[x][y][1]=float((y/5.0f)-4.5f); points[x][y][2]=float(sin((((x/5.0f)*40.0f)/360.0f)*3.141592654*2.0f)); } } return TRUE; } void DrawGLScene(void) { int x, y; float float_x, float_y, float_xb, float_yb; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f,0.0f,-12.0f); glRotatef(xrot,1.0f,0.0f,0.0f); glRotatef(yrot,0.0f,1.0f,0.0f); glRotatef(zrot,0.0f,0.0f,1.0f); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); for( x = 0; x < 44; x++ ) { for( y = 0; y < 44; y++ ) { float_x = float(x)/44.0f; float_y = float(y)/44.0f; float_xb = float(x+1)/44.0f; float_yb = float(y+1)/44.0f; glTexCoord2f( float_x, float_y); glVertex3f( points[x][y][0], points[x][y][1], points[x][y][2] ); glTexCoord2f( float_x, float_yb ); glVertex3f( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2] ); glTexCoord2f( float_xb, float_yb ); glVertex3f( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2] ); glTexCoord2f( float_xb, float_y ); glVertex3f( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2] ); } } glEnd(); if( wiggle_count == 2 ) { for( y = 0; y < 45; y++ ) { hold=points[0][y][2]; for( x = 0; x < 44; x++) { points[x][y][2] = points[x+1][y][2]; } points[44][y][2]=hold; } wiggle_count = 0; } wiggle_count++; glFlush(); } void rotate() { xrot+=0.3f; yrot+=0.2f; zrot+=0.4f; glutPostRedisplay(); } void keyboard(unsigned char key,int x,int y) { switch (key) { case 'S': glutIdleFunc(rotate); break; case 'R': glutIdleFunc(NULL); break; } } int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH); glutInitWindowSize(800,600); glutInitWindowPosition(100,100); glutCreateWindow("飘动的旗帜"); InitGL(); glutDisplayFunc(DrawGLScene); glutKeyboardFunc(keyboard); glutReshapeFunc(ReSizeGLScene); glutMainLoop(); }