新书推介:《语义网技术体系》
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    第十一十二课源码

    第十一课  

    按此在新窗口浏览图片飘动的旗帜:

    这一课从第六课的代码开始,创建一个飘动的旗帜。我相信在这课结束的时候,你可以掌握纹理映射和混合操作。

      
       
       
    大家好!对那些想知道我在这里作了些什么的朋友,您可以先按文章的末尾所列出的链接,下载我那毫无意义的演示(Demo)看看先!我是bosco,我将尽我所能教您来实现一个以正弦波方式运动的图象。这一课基于NeHe的教程第六课,当然您至少也应该学会了一至六课的知识。您需要下载源码压缩包,并将压缩包内带的data目录连其下的位图一起释放至您的代码目录下。或者使用您自己的位图,当然它的尺寸必须适合OpenGL纹理的要求。
      在我们开始之前,先打开Visual C++(译者:我可是用的C++ Builder…)并在其他的#inlude之后,添加如下的代码。这将引入我们在程序中将要用到的复杂(译者:复杂吗?)数学函数sine和cosine。
      
       

    #include <math.h>      // 引入数学函数库中的Sin

       
    我们将使用points数组来存放网格各顶点独立的x,y,z坐标。这里网格由45×45点形成,换句话说也就是由44格×44格的小方格子依次组成了。wiggle_count用来指定纹理波浪的运动速度。每3帧一次看起来很不错,变量hold将存放一个用来对旗形波浪进行光滑的浮点数。这几行添加在程序头部,位于最后一行#include之后、GLuint texture[1]之前的位置。
      
       

    float points[ 45 ][ 45 ][3];     // Points网格顶点数组
    int wiggle_count = 0;      // 指定旗形波浪的运动速度
    GLfloat hold;       // 临时变量

       
    然后下移至LoadGLTextures()子过程。本课中使用的纹理文件名是Tim.bmp。找到LoadBMP("Data/NeHe.bmp")这一句,并用LoadBMP ("Data/Tim.bmp")替换它。
      
       

     if (TextureImage[0]=LoadBMP("Data/Tim.bmp"))  // 载入位图

       
    接着在InitGL()函数的尾部return TRUE之前,添加如下的代码。  
       

     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
       
    上面的代码指定使用完全填充模式来填充多边形区域的背面(译者:或者叫做后表面吧)。相反,多边形的正面(译者:前表面)则使用轮廓线填充了。这些方式完全取决于您的个人喜好。并且与多边形的方位或者顶点的方向有关。详情请参考红宝书(Red Book)。这里我顺便推销一本推动我学习OpenGL的好书 — Addison-Wesley出版的《Programmer's Guide to OpenGL》。个人以为这是学习OpenGL的无价之宝。
    接着上面的代码并在return TRUE这一句之前,添加如下的几行。
      
       

     // 沿X平面循环
     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));
      }
     }

       
    这里感谢Graham Gibbons关于使用整数循环变量消除波浪间的脉冲锯齿的建议。
      

    上面的两个循环初始化网格上的点。使用整数循环可以消除由于浮点运算取整造成的脉冲锯齿的出现。我们将x和y变量都除以5,再减去4.5。这样使得我们的波浪可以“居中”(译者:这样计算所得结果将落在区间[-4.5,4.5]之间)。
      

    点[x][y][2]最后的值就是一个sine函数计算的结果。Sin()函数需要一个弧度参变量。将float_x乘以40.0f,得到角度值。然后除以360.0f再乘以PI,乘以2,就转换为弧度了。


    接着我将彻底重写DrawGLScene函数。

      
       

    int DrawGLScene(GLvoid)      // 绘制我们的GL场景
    {
     int x, y;      // 循环变量
     float float_x, float_y, float_xb, float_yb;  // 用来将旗形的波浪分割成很小的四边形

       
    我们使用不同的变量来控制循环。下面的代码中大多数变量除了用来控制循环和存储临时变量之外并没有什么别的用处。  
       

     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 清除屏幕和深度缓冲
     glLoadIdentity();     // 重置当前的模型观察矩阵

     glTranslatef(0.0f,0.0f,-12.0f);    // 移入屏幕12个单位

     glRotatef(xrot,1.0f,0.0f,0.0f);    // 绕 X 轴旋转
     glRotatef(yrot,0.0f,1.0f,0.0f);    // 绕 Y 轴旋转
     glRotatef(zrot,0.0f,0.0f,1.0f);    // 绕 Z 轴旋转

     glBindTexture(GL_TEXTURE_2D, texture[0]);  // 选择纹理

       
    正如您所见,上面的代码和第六课的很类似,唯一的区别就是我将场景挪的离镜头更远了一些。  
       

     glBegin(GL_QUADS);     // 四边形绘制开始
     for( x = 0; x < 44; x++ )    // 沿 X 平面 0-44 循环(45点)
     {
      for( y = 0; y < 44; y++ )   // 沿 Y 平面 0-44 循环(45点)
      {

       
    接着开始使用循环进行多边形绘制。这里使用整型可以避免我以前所用的int()强制类型转换。  
       

       float_x = float(x)/44.0f;  // 生成X浮点值
       float_y = float(y)/44.0f;  // 生成Y浮点值
       float_xb = float(x+1)/44.0f;  // X浮点值+0.0227f
       float_yb = float(y+1)/44.0f;  // Y浮点值+0.0227f

       
    上面我们使用4个变量来存放纹理坐标。每个多边形(网格之间的四边形)分别映射了纹理的1/44×1/44部分。循环首先确定左下顶点的值,然后我们据此得到其他三点的值。  
       

       glTexCoord2f( float_x, float_y); // 第一个纹理坐标 (左下角)
       glVertex3f( points[x][y][0], points[x][y][1], points[x][y][2] );

       glTexCoord2f( float_x, float_yb ); // 第二个纹理坐标 (左上角)
       glVertex3f( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2] );

       glTexCoord2f( float_xb, float_yb ); // 第三个纹理坐标 (右上角)
       glVertex3f( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2] );

       glTexCoord2f( float_xb, float_y ); // 第四个纹理坐标 (右下角)
       glVertex3f( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2] );
      }
     }
     glEnd();      // 四边形绘制结束

       
    上面几行使用glTexCoord2f()和glVertex3f()载入数据。提醒一点:四边形是逆时针绘制的。这就是说,您开始所见到的表面是背面。后表面完全填充了,前表面由线条组成。
      

    如果您按顺时针顺序绘制的话,您初始时见到的可能是前表面。也就是说您将看到网格型的纹理效果而不是完全填充的。

      
       

     if( wiggle_count == 2 )     // 用来降低波浪速度(每隔2帧一次)
     {

       
    每绘制两次场景,循环一次sine值,以产生运动效果。  
       

      for( y = 0; y < 45; y++ )   // 沿Y平面循环
      {
       hold=points[0][y][2];   // 存储当前左侧波浪值
       for( x = 0; x < 44; x++)  // 沿X平面循环
       {
        // 当前波浪值等于其右侧的波浪值
        points[x][y][2] = points[x+1][y][2];
       }
       points[44][y][2]=hold;   // 刚才的值成为最左侧的波浪值
      }
      wiggle_count = 0;    // 计数器清零
     }
     wiggle_count++;      // 计数器加一

       
    上面所作的事情是先存储每一行的第一个值,然后将波浪左移一下,是图象产生波浪。存储的数值挪到末端以产生一个永无尽头的波浪纹理效果。然后重置计数器wiggle_count以保持动画的进行。
      

    上面的代码由NeHe(2000年2月)修改过,以消除波浪间出现的细小锯齿。
      
       

     xrot+=0.3f;      // X 轴旋转
     yrot+=0.2f;      // Y 轴旋转
     zrot+=0.4f;      // Z 轴旋转

     return TRUE;      // 返回
    }

       
    标准的NeHe旋转增量。现在编译并运行程序,您将看到一个漂亮的位图波浪。除了嘘声一片之外,我不敢确信大家的反应。但我希望大家能从这一课中学到点什么。如果您有任何问题或者需要澄清的地方,请随便联络我。感谢大家。


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    Lesson 11
       
    Well greetings all. For those of you that want to see what we are doing here, you can check it out at the end of my demo/hack Worthless! I am bosco and I will do my best to teach you guys how to do the animated, sine-wave picture. This tutorial is based on NeHe's tutorial #6 and you should have at least that much knowledge. You should download the source package and place the bitmap I've included in a directory called data where your source code is. Or use your own texture if it's an appropriate size to be used as a texture with OpenGL.

    First things first. Open Tutorial #6 in Visual C++ and add the following include statement right after the other #include statements. The #include below allows us to work with complex math such as sine and cosine.   
       

    #include <math.h>      // For The Sin() Function

       
    We'll use the array points to store the individual x, y & z coordinates of our grid. The grid is 45 points by 45 points, which in turn makes 44 quads x 44 quads. wiggle_count will be used to keep track of how fast the texture waves. Every three frames looks pretty good, and the variable hold will store a floating point value to smooth out the waving of the flag. These lines can be added at the top of the program, somewhere under the last #include line, and before the GLuint texture[1] line.   
       

    float points[ 45 ][ 45 ][3];     // The Array For The Points On The Grid Of Our "Wave"
    int wiggle_count = 0;      // Counter Used To Control How Fast Flag Waves
    GLfloat hold;       // Temporarily Holds A Floating Point Value

       
    Move down the the LoadGLTextures() procedure. We want to use the texture called Tim.bmp. Find LoadBMP("Data/NeHe.bmp") and replace it with LoadBMP("Data/Tim.bmp").   
       

     if (TextureImage[0]=LoadBMP("Data/Tim.bmp"))  // Load The Bitmap

       
    Now add the following code to the bottom of the InitGL() function before return TRUE.   
       

     glPolygonMode( GL_BACK, GL_FILL );   // Back Face Is Filled In
     glPolygonMode( GL_FRONT, GL_LINE );   // Front Face Is Drawn With Lines

       
    These simply specify that we want back facing polygons to be filled completely and that we want front facing polygons to be outlined only. Mostly personal preference at this point. Has to do with the orientation of the polygon or the direction of the vertices. See the Red Book for more information on this. Incidentally, while I'm at it, let me plug the book by saying it's one of the driving forces behind me learning OpenGL, not to mention NeHe's site! Thanks NeHe. Buy The Programmer's Guide to OpenGL from Addison-Wesley. It's an invaluable resource as far as I'm concerned. Ok, back to the tutorial. Right below the code above, and above return TRUE, add the following lines.   
       

     // Loop Through The X Plane
     for(int x=0; x<45; x++)
     {
      // Loop Through The Y Plane
      for(int y=0; y<45; y++)
      {
       // Apply The Wave To Our Mesh
       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));
      }
     }

       
    Thanks to Graham Gibbons for suggesting an integer loop to get rid of the spike in the ripple.

    The two loops above initialize the points on our grid. I initialize variables in my loop to localize them in my mind as merely loop variables. Not sure it's kosher. We use integer loops to prevent odd graphical glitches that appear when floating point calculations are used. We divide the x and y variables by 5 ( i.e. 45 / 9 = 5 ) and subtract 4.5 from each of them to center the "wave". The same effect could be accomplished with a translate, but I prefer this method.

    The final value points[x][y][2] statement is our sine value. The sin() function requires radians. We take our degree value, which is our float_x multiplied by 40.0f. Once we have that, to convert to radians we take the degree, divide by 360.0f, multiply by pi, or an approximation and then multiply by 2.0f.

    I'm going to re-write the DrawGLScene function from scratch so clean it out and it replace with the following code.   
       

    int DrawGLScene(GLvoid)      // Draw Our GL Scene
    {
     int x, y;      // Loop Variables
     float float_x, float_y, float_xb, float_yb;  // Used To Break The Flag Into Tiny Quads

       
    Different variables used for controlling the loops. See the code below but most of these serve no "specific" purpose other than controlling loops and storing temporary values.   
       

     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And Depth Buffer 
     glLoadIdentity();     // Reset The Current Matrix

     glTranslatef(0.0f,0.0f,-12.0f);    // Translate 17 Units Into The Screen

     glRotatef(xrot,1.0f,0.0f,0.0f);    // Rotate On The X Axis
     glRotatef(yrot,0.0f,1.0f,0.0f);    // Rotate On The Y Axis  
     glRotatef(zrot,0.0f,0.0f,1.0f);    // Rotate On The Z Axis

     glBindTexture(GL_TEXTURE_2D, texture[0]);  // Select Our Texture

       
    You've seen all of this before as well. Same as in tutorial #6 except I merely push my scene back away from the camera a bit more.   
       

     glBegin(GL_QUADS);     // Start Drawing Our Quads
     for( x = 0; x < 44; x++ )    // Loop Through The X Plane 0-44 (45 Points)
     {
      for( y = 0; y < 44; y++ )   // Loop Through The Y Plane 0-44 (45 Points)
      {

       
    Merely starts the loop to draw our polygons. I use integers here to keep from having to use the int() function as I did earlier to get the array reference returned as an integer.   
       

       float_x = float(x)/44.0f;  // Create A Floating Point X Value
       float_y = float(y)/44.0f;  // Create A Floating Point Y Value
       float_xb = float(x+1)/44.0f;  // Create A Floating Point Y Value+0.0227f
       float_yb = float(y+1)/44.0f;  // Create A Floating Point Y Value+0.0227f

       
    We use the four variables above for the texture coordinates. Each of our polygons (square in the grid), has a 1/44 x 1/44 section of the texture mapped on it. The loops will specify the lower left vertex and then we just add to it accordingly to get the other three ( i.e. x+1 or y+1 ).   
       

       glTexCoord2f( float_x, float_y); // First Texture Coordinate (Bottom Left)
       glVertex3f( points[x][y][0], points[x][y][1], points[x][y][2] );

       glTexCoord2f( float_x, float_yb ); // Second Texture Coordinate (Top Left)
       glVertex3f( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2] );

       glTexCoord2f( float_xb, float_yb ); // Third Texture Coordinate (Top Right)
       glVertex3f( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2] );

       glTexCoord2f( float_xb, float_y ); // Fourth Texture Coordinate (Bottom Right)
       glVertex3f( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2] );
      }
     }
     glEnd();      // Done Drawing Our Quads

       
    The lines above merely make the OpenGL calls to pass all the data we talked about. Four separate calls to each glTexCoord2f() and glVertex3f(). Continue with the following. Notice the quads are drawn clockwise. This means the face you see initially will be the back. The back is filled in. The front is made up of lines.

    If you drew in a counter clockwise order the face you'd initially see would be the front face, meaning you would see the grid type texture instead of the filled in face.   
       

     if( wiggle_count == 2 )     // Used To Slow Down The Wave (Every 2nd Frame Only)
     {

       
    If we've drawn two scenes, then we want to cycle our sine values giving us "motion".   
       

      for( y = 0; y < 45; y++ )   // Loop Through The Y Plane
      {
       hold=points[0][y][2];   // Store Current Value One Left Side Of Wave
       for( x = 0; x < 44; x++)  // Loop Through The X Plane
       {
        // Current Wave Value Equals Value To The Right
        points[x][y][2] = points[x+1][y][2];
       }
       points[44][y][2]=hold;   // Last Value Becomes The Far Left Stored Value
      }
      wiggle_count = 0;    // Set Counter Back To Zero
     }
     wiggle_count++;      // Increase The Counter

       
    What we do here is store the first value of each line, we then move the wave to the left one, causing the image to wave. The value we stored is then added to the end to create a never ending wave across the face of the texture. Then we reset the counter wiggle_count to keep our animation going.

    The above code was modified by NeHe (Feb 2000), to fix a flaw in the ripple going across the surface of the texture. The ripple is now smooth.   
       

     xrot+=0.3f;      // Increase The X Rotation Variable
     yrot+=0.2f;      // Increase The Y Rotation Variable
     zrot+=0.4f;      // Increase The Z Rotation Variable

     return TRUE;      // Jump Back
    }

       
    Standard NeHe rotation values. :) And that's it folks. Compile and you should have a nice rotating bitmapped "wave". I'm not sure what else to say except, whew.. This was LONG! But I hope you guys can follow it/get something out of it. If you have any questions, want me to clear something up or tell me how god awful, lol, I code, then send me a note.

    This was a blast, but very energy/time consuming. It makes me appreciate the likes of NeHe ALOT more now. Thanks all.

    Bosco (bosco4@home.com)

    Jeff Molofee (NeHe)

    ----------------------------------------------
    越学越无知

    点击查看用户来源及管理<br>发贴IP:*.*.*.* 2007/10/15 16:59:00
     
     一分之千 帅哥哟,离线,有人找我吗?射手座1984-11-30
      
      
      威望:1
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      注册:2006/12/31

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    给一分之千发送一个短消息 把一分之千加入好友 查看一分之千的个人资料 搜索一分之千在『 C/C++编程思想 』的所有贴子 引用回复这个贴子 回复这个贴子 查看一分之千的博客3
    发贴心情 
    第十二课


    按此在新窗口浏览图片显示列表:

    想知道如何加速你的OpenGL程序么?这一课将告诉你如何使用OpenGL的显示列表,它通过预编译OpenGL命令来加速你的程序,并可以为你省去很多重复的代码。

      
       
       
    这次我将教你如何使用显示列表,显示列表将加快程序的速度,而且可以减少代码的长度。

    当你在制作游戏里的小行星场景时,每一层上至少需要两个行星,你可以用OpenGL中的多边形来构造每一个行星。聪明点的做法是做一个循环,每个循环画出行星的一个面,最终你用几十条语句画出了一个行星。每次把行星画到屏幕上都是很困难的。当你面临更复杂的物体时你就会明白了。

    那么,解决的办法是什么呢?用现实列表,你只需要一次性建立物体,你可以贴图,用颜色,想怎么弄就怎么弄。给现实列表一个名字,比如给小行星的显示列表命名为“asteroid”。现在,任何时候我想在屏幕上画出行星,我只需要调用glCallList(asteroid)。之前做好的小行星就会立刻显示在屏幕上了。因为小行星已经在显示列表里建造好了,OpenGL不会再计算如何构造它。它已经在内存中建造好了。这将大大降低CPU的使用,让你的程序跑的更快。

    那么,开始学习咯。我称这个DEMO为Q-Bert显示列表。最终这个DEMO将在屏幕上画出15个立方体。每个立方体都由一个盒子和一个顶部构成,顶部是一个单独的显示列表,盒子没有顶。

    这一课是建立在第六课的基础上的,我将重写大部分的代码,这样容易看懂。下面的这些代码在所有的课程中差不多都用到了。

      
       
       
    下面设置变量。首先是存储纹理的变量,然后两个新的变量用于显示列表。这些变量是指向内存中显示列表的指针。命名为box和top。

    然后用两个变量xloop,yloop表示屏幕上立方体的位置,两个变量xrot,yrot表示立方体的旋转。

      
       

    GLuint box;      // 保存盒子的显示列表
    GLuint top;      // 保存盒子顶部的显示列表
    GLuint xloop;      // X轴循环变量
    GLuint yloop;      // Y轴循环变量

       
    接下来建立两个颜色数组  
       

    static GLfloat boxcol[5][3]=    // 盒子的颜色数组
    {
     // 亮:红,橙,黄,绿,蓝
     {1.0f,0.0f,0.0f},{1.0f,0.5f,0.0f},{1.0f,1.0f,0.0f},{0.0f,1.0f,0.0f},{0.0f,1.0f,1.0f}
    };

    static GLfloat topcol[5][3]=    // 顶部的颜色数组
    {
     // 暗:红,橙,黄,绿,蓝
     {.5f,0.0f,0.0f},{0.5f,0.25f,0.0f},{0.5f,0.5f,0.0f},{0.0f,0.5f,0.0f},{0.0f,0.5f,0.5f}
    };

       
    现在正式开始建立显示列表。你可能注意到了,所有创造盒子的代码都在第一个显示列表里,所有创造顶部的代码都在另一个列表里。我会努力解释这些细节。
      
       

    GLvoid BuildLists()     // 创建盒子的显示列表
    {

       
    开始的时候我们告诉OpenGL我们要建立两个显示列表。glGenLists(2)建立了两个显示列表的空间,并返回第一个显示列表的指针。“box”指向第一个显示列表,任何时候调用“box”第一个显示列表就会显示出来。
      
       

     box=glGenLists(2);    // 创建两个显示列表的名称
       
    现在开始构造第一个显示列表。我们已经申请了两个显示列表的空间了,并且有box指针指向第一个显示列表。所以现在我们应该告诉OpenGL要建立什么类型的显示列表。

    我们用glNewList()命令来做这个事情。你一定注意到了box是第一个参数,这表示OpenGL将把列表存储到box所指向的内存空间。第二个参数GL_COMPILE告诉OpenGL我们想预先在内存中构造这个列表,这样每次画的时候就不必重新计算怎么构造物体了。

    GL_COMPILE类似于编程。在你写程序的时候,把它装载到编译器里,你每次运行程序都需要重新编译。而如果他已经编译成了.exe文件,那么每次你只需要点击那个.exe文件就可以运行它了,不需要编译。当OpenGL编译过显示列表后,就不需要再每次显示的时候重新编译它了。这就是为什么用显示列表可以加快速度。
      
       

     glNewList(box,GL_COMPILE);   // 创建第一个显示列表

       
    下面这部分的代码画出一个没有顶部的盒子,它不会出现在屏幕上,只会存储在显示列表里。

    你可以在glNewList()和glEngList()中间加上任何你想加上的代码。可以设置颜色,贴图等等。唯一不能加进去的代码就是会改变显示列表的代码。显示列表一旦建立,你就不能改变它。

    比如你想加上glColor3ub(rand()%255,rand()%255,rand()%255),使得每一次画物体时都会有不同的颜色。但因为显示列表只会建立一次,所以每次画物体的时候颜色都不会改变。物体将会保持第一次建立显示列表时的颜色。 如果你想改变显示列表的颜色,你只有在调用显示列表之前改变颜色。后面将详细解释这一点。
      
       

      glBegin(GL_QUADS);       // 开始绘制四边形
       // 底面
       glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); 
       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); 
       // 前面
       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); 
       glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f); 
       // 后面
       glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); 
       glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f); 
       glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f); 
       glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); 
       // 右面
       glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); 
       glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f); 
       glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f); 
       glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f); 
       // 左面
       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); 
       glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f); 
      glEnd();        // 四边形绘制结束

       
    用glEngList()命令,我们告诉OpenGL我们已经完成了一个显示列表。在glNewList()和glEngList()之间的任何东西就是显示列表的一部分。
      
       

     glEndList();         // 第一个显示列表结束

       
    现在我们来建立第二个显示列表。在上一个显示列表的指针上加1,就得到了第二个显示列表的指针。第二个显示列表的指针命名为“top”。
      
       

     top=box+1;         // 第二个显示列表的名称

       
    现在我们知道了第二个显示列表的指针,我们可以建立它了。
      
       

     glNewList(top,GL_COMPILE);       // 盒子顶部的显示列表

       
    下面的代码画出盒子的顶部。  
       

      glBegin(GL_QUADS);       // 开始绘制四边形
       // 上面
       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();        // 结束绘制四边形

       
    然后告诉OpenGL第二个显示列表建立完毕。  
       

     glEndList();         // 第二个显示列表创建完毕
    }

       
    贴图纹理的代码和之前教程里的代码是一样的。我们需要一个可以贴在立方体上的纹理。我决定使用mipmapping处理让纹理看上去光滑,因为我讨厌看见像素点。纹理的文件名是“cube.bmp”,存放在data目录下。
      
       

     if (TextureImage[0]=LoadBMP("Data/Cube.bmp")) 
       
    改变窗口大小的代码和第六课是一样的。

    初始化的代码只有一点改变,加入了一行BuildList()。请注意代码的顺序,先读入纹理,然后建立显示列表,这样当我们建立显示列表的时候就可以将纹理贴到立方体上了。

      
       

    BuildLists();      // 创建显示列表

       
    接下来的三行使灯光有效。Light0一般来说是在显卡中预先定义过的,如果Light0不工作,把下面那行注释掉好了。

    最后一行的GL_COLOR_MATERIAL使我们可以用颜色来贴纹理。如果没有这行代码,纹理将始终保持原来的颜色,glColor3f(r,g,b)就没有用了。总之这行代码是很有用的。
      
       

     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

       
    现在到了绘制代码的地方了,我们还是和以前一样,以清除背景颜色为开始。

    接着把纹理绑定到立方体,我可以把这些代码加入到显示列表中,但我还是把它留在了显示列表外边,这样我可以随便设置纹理。
      
       

    int DrawGLScene(GLvoid)      // 绘制操作开始
    {
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 清除背景颜色

     glBindTexture(GL_TEXTURE_2D, texture[0]);  // 选择纹理

       
    现在到了真正有趣的地方了。用一个循环,循环变量用于改变Y轴位置,在Y轴上画5个立方体,所以用从1到5的循环。
      
       

     for (yloop=1;yloop<6;yloop++)    // 沿Y轴循环
     {

       
    另外用一个循环,循环变量用于改变X轴位置。每行上的立方体数目取决于行数,所以循环方式如下。
      
       

      for (xloop=0;xloop<yloop;xloop++)  // 沿X轴循环
      {

       
    重置模型变化矩阵  
       

       glLoadIdentity();   // 重置模型变化矩阵

       
    边的代码是移动和旋转当前坐标系到需要画出立方体的位置。(原文有很罗嗦的一大段,相信大家的数学功底都不错,就不翻译了)
      
       

       // 设置盒子的位置
       glTranslatef(1.4f+(float(xloop)*2.8f)-(float(yloop)*1.4f),((6.0f-float(yloop))*2.4f)-7.0f,-20.0f);
       glRotatef(45.0f-(2.0f*yloop)+xrot,1.0f,0.0f,0.0f); 
       glRotatef(45.0f+yrot,0.0f,1.0f,0.0f); 
       
    然后在正式画盒子之前设置颜色。每个盒子用不同的颜色。  
       

       glColor3fv(boxcol[yloop-1]);  

       
    好了,颜色设置好了。现在需要做的就是画出盒子。不用写出画多边形的代码,只需要用glCallList(box)命令调用显示列表。盒子将会用glColor3fv()所设置的颜色画出来。  
       

       glCallList(box);   // 绘制盒子

       
    然后用另外的颜色画顶部。搞定。  
       

       glColor3fv(topcol[yloop-1]);  // 选择顶部颜色
       glCallList(top);   // 绘制顶部
      }
     }
     return TRUE;      // 成功返回
    }

       
    下面的代码是键盘控制的一些东西  
       

      SwapBuffers(hDC);    // 交换缓存
      if (keys[VK_LEFT])    // 左键是否按下
      {
       yrot-=0.2f;    // 如果是,向左旋转
      }
      if (keys[VK_RIGHT])    // 右键是否按下
      {
       yrot+=0.2f;    // 如果是向右旋转
      }
      if (keys[VK_UP])    // 上键是否按下
      {
       xrot-=0.2f;    // 如果是向上旋转
      }
      if (keys[VK_DOWN])    // 下键是否按下
      {
       xrot+=0.2f;    // 如果是向下旋转
      }

    =================以下原帖没有翻译,是我自己翻译的 不当之处,大家指教
    如同以前的教程一样,确保标题的正确。
    if (keys[VK_F1])   
     // Is F1 Being Pressed?
      {
       keys[VK_F1]=FALSE;   // If So Make Key FALSE
       KillGLWindow();    // Kill Our Current Window
       fullscreen=!fullscreen;   // Toggle Fullscreen / Windowed Mode
       // Recreate Our OpenGL Window
       if (!CreateGLWindow("NeHe's Display List Tutorial",640,480,16,fullscreen))
       {
        return 0;   // Quit If Window Was Not Created
       }
      }
     }
    }

    这节教程结束后想必你已经对显示列表是如何运行的、如何创建的以及如何把5它显示到屏幕上有了一个比较好的理解了,显示列表功能强大,不仅仅能够简化复杂工程的编码,还能提供一点额外的运行速度以保持较高的刷新率。

    希望你能喜欢这节教程,如果你有什么问题或者感到什么问题不清楚,请发邮件告诉我。

    ----------------------------------------------
    越学越无知

    点击查看用户来源及管理<br>发贴IP:*.*.*.* 2007/10/15 17:16:00
     
     一分之千 帅哥哟,离线,有人找我吗?射手座1984-11-30
      
      
      威望:1
      等级:研一(随老板参加了WWW大会还和Tim Berners-Lee合了影^_^)
      文章:632
      积分:4379
      门派:XML.ORG.CN
      注册:2006/12/31

    姓名:(无权查看)
    城市:(无权查看)
    院校:(无权查看)
    给一分之千发送一个短消息 把一分之千加入好友 查看一分之千的个人资料 搜索一分之千在『 C/C++编程思想 』的所有贴子 引用回复这个贴子 回复这个贴子 查看一分之千的博客4
    发贴心情 
    Lesson 12
       
    In this tutorial I'll teach you how to use Display Lists. Not only do display lists speed up your code, they also cut down on the number of lines of code you need to write when creating a simple GL scene.

    For example. Lets say you're making the game asteroids. Each level starts off with at least 2 asteroids. So you sit down with your graph paper (grin), and figure out how to make a 3D asteroid. Once you have everything figured out, you build the asteroid in OpenGL using Polygons or Quads. Lets say the asteroid is octagonal (8 sides). If you're smart you'll create a loop, and draw the asteroid once inside the loop. You'll end up with roughly 18 lines or more of code to make the asteroid. Creating the asteroid each time it's drawn to the screen is hard on your system. Once you get into more complex objects you'll see what I mean.

    So what's the solution? Display Lists!!! By using a display list, you create the object just once. You can texture map it, color it, whatever you want to do. You give the display list a name. Because it's an asteroid we'll call the display list 'asteroid'. Now any time I want to draw the textured / colored asteroid on the screen, all I have to do is call glCallList(asteroid). the premade asteroid will instantly appear on the screen. Because the asteroid has already built in the display list, OpenGL doesn't have to figure out how to build it. It's prebuilt in memory. This takes alot of strain off your processor and allows your programs to run alot faster!

    So are you ready to learn? :) We'll call this the Q-Bert Display List demo. What you'll end up with is a Q-Bert type screen made up of 15 cubes. Each cube is made up of a TOP, and a BOX. The top will be a seperate display list so that we can color it a darker shade. The box is a cube without the top :)

    This code is based around lesson 6. I'll rewrite most of the program so it's easier to see where I've made changes. The follow lines of code are standard code used in just about all the lessons.   
       

    #include <windows.h>    // Header File For Windows
    #include <stdio.h>    // Header File For Standard Input/Output
    #include <gl\gl.h>    // Header File For The OpenGL32 Library
    #include <gl\glu.h>    // Header File For The GLu32 Library
    #include <gl\glaux.h>    // Header File For The GLaux Library

    HDC  hDC=NULL;    // Private GDI Device Context
    HGLRC  hRC=NULL;    // Permanent Rendering Context
    HWND  hWnd=NULL;    // Holds Our Window Handle
    HINSTANCE hInstance;    // Holds The Instance Of The Application

    bool  keys[256];    // Array Used For The Keyboard Routine
    bool  active=TRUE;    // Window Active Flag Set To TRUE By Default
    bool  fullscreen=TRUE;   // Fullscreen Flag Set To Fullscreen Mode By Default

       
    Now we set up our variables. First we set up storage for one texture. Then we create two new variables for our 2 display lists. These variable will act as pointers to where the display list is stored in ram. They're called box and top.

    After that we have 2 variables called xloop and yloop which are used to position the cubes on the screen and 2 variables called xrot and yrot that are used to rotate the cubes on the x axis and y axis.   
       

    GLuint texture[1];     // Storage For One Texture
    GLuint box;      // Storage For The Display List
    GLuint top;      // Storage For The Second Display List
    GLuint xloop;      // Loop For X Axis
    GLuint yloop;      // Loop For Y Axis

    GLfloat xrot;      // Rotates Cube On The X Axis
    GLfloat yrot;      // Rotates Cube On The Y Axis

       
    Next we create two color arrays. The first one boxcol stores the color values for Bright Red, Orange, Yellow, Green and Blue. Each value inside the {}'s represent a red, green and blue value. Each group of {}'s is a specific color.

    The second color array we create is for Dark Red, Dark Orange, Dark Yellow, Dark Green and Dark Blue. The dark colors will be used to draw the top of the boxes. We want the lid to be darker than the rest of the box.   
       

    static GLfloat boxcol[5][3]=    // Array For Box Colors
    {
     // Bright:  Red, Orange, Yellow, Green, Blue
     {1.0f,0.0f,0.0f},{1.0f,0.5f,0.0f},{1.0f,1.0f,0.0f},{0.0f,1.0f,0.0f},{0.0f,1.0f,1.0f}
    };

    static GLfloat topcol[5][3]=    // Array For Top Colors
    {
     // Dark:  Red, Orange, Yellow, Green, Blue
     {.5f,0.0f,0.0f},{0.5f,0.25f,0.0f},{0.5f,0.5f,0.0f},{0.0f,0.5f,0.0f},{0.0f,0.5f,0.5f}
    };

    LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

       
    Now we build the actual Display List. If you notice, all the code to build the box is in the first list, and all the code to build the top is in the other list. I'll try to explain this section in alot of detail.   
       

    GLvoid BuildLists()     // Build Box Display List
    {

       
    We start off by telling OpenGL we want to build 2 lists. glGenLists(2) creates room for the two lists, and returns a pointer to the first list. 'box' will hold the location of the first list. Whenever we call box the first list will be drawn.   
       

     box=glGenLists(2);    // Building Two Lists

       
    Now we're going to build the first list. We've already freed up room for two lists, and we know that box points to the area we're going to store the first list. So now all we have to do is tell OpenGL where the list should go, and what type of list to make.

    We use the command glNewList() to do the job. You'll notice box is the first parameter. This tells OpenGL to store the list in the memory location that box points to. The second parameter GL_COMPILE tells OpenGL we want to prebuild the list in memory so that OpenGL doesn't have to figure out how to create the object ever time we draw it.

    GL_COMPILE is similar to programming. If you write a program, and load it into your compiler, you have to compile it every time you want to run it. If it's already compiled into an .EXE file, all you have to do is click on the .exe to run it. No compiling needed. Once GL has compiled the display list, it's ready to go, no more compiling required. This is where we get the speed boost from using display lists.   
       

     glNewList(box,GL_COMPILE);   // New Compiled box Display List

       
    The next section of code draws the box without the top. It wont appear on the screen. It will be stored in the display list.

    You can put just about any command you want between glNewList() and glEndList(). You can set colors, you can change textures, etc. The only type of code you CAN'T add is code that would change the display list on the fly. Once the display list is built, you CAN'T change it.

    If you added the line glColor3ub(rand()%255,rand()%255,rand()%255) into the code below, you might think that each time you draw the object to the screen it will be a different color. But because the list is only CREATED once, the color will not change each time you draw it to the screen. Whatever color the object was when it was first made is the color it will remain.

    If you want to change the color of the display list, you have to change it BEFORE you draw the display list to the screen. I'll explain more on this later.   
       

      glBegin(GL_QUADS);       // Start Drawing Quads
       // Bottom Face
       glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad
       glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad
       glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f); // Bottom Left Of The Texture and Quad
       glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f); // Bottom Right Of The Texture and Quad
       // Front Face
       glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f); // Bottom Left Of The Texture and Quad
       glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f); // Bottom Right Of The Texture and Quad
       glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f); // Top Right Of The Texture and Quad
       glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f); // Top Left Of The Texture and Quad
       // Back Face
       glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
       glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f); // Top Right Of The Texture and Quad
       glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f); // Top Left Of The Texture and Quad
       glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
       // Right face
       glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
       glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f); // Top Right Of The Texture and Quad
       glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f); // Top Left Of The Texture and Quad
       glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f); // Bottom Left Of The Texture and Quad
       // Left Face
       glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
       glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f); // Bottom Right Of The Texture and Quad
       glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f); // Top Right Of The Texture and Quad
       glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f); // Top Left Of The Texture and Quad
      glEnd();        // Done Drawing Quads

       
    We tell OpenGL we're done making out list with the command glEndList(). Anything between glNewList() and glEndList is part of the Display List, anything before glNewList() or after glEndList() is not part of the current display list.   
       

     glEndList();         // Done Building The box List

       
    Now we'll make our second display list. To find out where the second display list is stored in memory, we take the value of the old display list (box) and add one to it. The code below will make 'top' equal the location of the second display list.   
       

     top=box+1;         // top List Value Is box List Value +1

       
    Now that we know where to store the second display list, we can build it. We do this the same way we built the first display list, but this time we tell OpenGL to store the list at 'top' instead of 'box'.   
       

     glNewList(top,GL_COMPILE);       // New Compiled top Display List

       
    The following section of code just draws the top of the box. It's a simple quad drawn on the Z plane.   
       

      glBegin(GL_QUADS);       // Start Drawing Quad
       // Top Face
       glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f); // Top Left Of The Texture and Quad
       glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f); // Bottom Left Of The Texture and Quad
       glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f); // Bottom Right Of The Texture and Quad
       glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f); // Top Right Of The Texture and Quad
      glEnd();        // Done Drawing Quad

       
    Again we tell OpenGL we're done building our second list with the command glEndList(). That's it. We've successfully created 2 display lists.   
       

     glEndList();         // Done Building The top Display List
    }

       
    The bitmap/texture building code is the same code we used in previous tutorials to load and build a texture. We want a texture that we can map onto all 6 sides of each cube. I've decided to use mipmapping to make the texture look real smooth. I hate seeing pixels :) The name of the texture to load is called 'cube.bmp'. It's stored in a directory called data. Find LoadBMP and change that line to look like the line below.   
       

     if (TextureImage[0]=LoadBMP("Data/Cube.bmp"))  // Load The Bitmap

       
    Resizing code is exactly the same as the code in Lesson 6.

    The init code only has a few changes. I've added the line BuildList(). This will jump to the section of code that builds the display lists. Notice that BuildList() is after LoadGLTextures(). It's important to know the order things should go in. First we build the textures, so when we create our display lists, there's a texture already created that we can map onto the cube.   
       

    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
     }
     BuildLists();      // Jump To The Code That Creates Our Display Lists
     glEnable(GL_TEXTURE_2D);    // Enable Texture Mapping
     glShadeModel(GL_SMOOTH);    // Enable Smooth Shading
     glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black Background
     glClearDepth(1.0f);     // Depth Buffer Setup
     glEnable(GL_DEPTH_TEST);    // Enables Depth Testing
     glDepthFunc(GL_LEQUAL);     // The Type Of Depth Testing To Do

       
    The next three lines of code enable quick and dirty lighting. Light0 is predefined on most video cards, so it saves us the hassle of setting up lights. After we enable light0 we enable lighting. If light0 isn't working on your video card (you see blackness), just disable lighting.

    The last line GL_COLOR_MATERIAL lets us add color to texture maps. If we don't enable material coloring, the textures will always be their original color. glColor3f(r,g,b) will have no affect on the coloring. So it's important to enable this.   
       

     glEnable(GL_LIGHT0);     // Quick And Dirty Lighting (Assumes Light0 Is Set Up)
     glEnable(GL_LIGHTING);     // Enable Lighting
     glEnable(GL_COLOR_MATERIAL);    // Enable Material Coloring

       
    Finally we set the perspective correction to look nice, and we return TRUE letting our program know that initialization went OK.   
       

     glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Nice Perspective Correction
     return TRUE;      // Initialization Went OK

       
    Now for the drawing code. As usual, I got a little crazy with the math. No SIN, and COS, but it's still a little strange :) We start off as usual by clearing the screen and depth buffer.

    Then we bind a texture to the cube. I could have added this line inside the display list code, but by leaving it outside the display list, I can change the texture whenever I want. If I added the line glBindTexture(GL_TEXTURE_2D, texture[0]) inside the display list code, the display list would be built with whatever texture I selected permanently mapped onto it.   
       

    int DrawGLScene(GLvoid)      // Here's Where We Do All The Drawing
    {
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer

     glBindTexture(GL_TEXTURE_2D, texture[0]);  // Select The Texture

       
    Now for the fun stuff. We have a loop called yloop. This loop is used to position the cubes on the Y axis (up and down). We want 5 rows of cubes up and down, so we make a loop from 1 to less than 6 (which is 5).   
       

     for (yloop=1;yloop<6;yloop++)    // Loop Through The Y Plane
     {

       
    We have another loop called xloop. It's used to position the cubes on the X axis (left to right). The number of cubes drawn left to right depends on what row we're on. If we're on the top row, xloop will only go from 0 to 1 (drawing one cube). the next row xloop will go from 0 to 2 (drawing 2 cubes), etc.   
       

      for (xloop=0;xloop<yloop;xloop++)  // Loop Through The X Plane
      {

       
    We reset our view with glLoadIdentity().   
       

       glLoadIdentity();   // Reset The View

       
    The next line translates to a specific spot on the screen. It looks confussing, but it's actually not. On the X axis, the following happens:

    We move to the right 1.4 units so that the pyramid is in the center of the screen. Then we multiply xloop by 2.8 and add the 1.4 to it. (we multiply by 2.8 so that the cubes are not on top of eachother (2.8 is roughly the width of the cubes when they're rotated 45 degrees). Finally we subtract yloop*1.4. This moves the cubes left depending on what row we're on. If we didn't move to the left, the pyramid would line up on the left side (wouldn't really look a pyramid would it).

    On the Y axis we subtract yloop from 6 otherwise the pyramid would be built upside down. Then we multiply the result by 2.4. Otherwise the cubes would be on top of eachother on the y axis (2.4 is roughly the height of each cube). Then we subtract 7 so that the pyramid starts at the bottom of the screen and is built upwards.

    Finally, on the Z axis we move into the screen 20 units. That way the pyramid fits nicely on the screen.   
       

       // Position The Cubes On The Screen
       glTranslatef(1.4f+(float(xloop)*2.8f)-(float(yloop)*1.4f),((6.0f-float(yloop))*2.4f)-7.0f,-20.0f);

       
    Now we rotate on the x axis. We'll tilt the cube towards the view by 45 degrees minus 2 multiplied by yloop. Perspective mode tilts the cubes automatically, so I subtract to compensate for the tilt. Not the best way to do it, but it works :)

    Finally we add xrot. This gives us keyboard control over the angle. (fun to play around with).

    After we've rotated on the x axis, we rotate 45 degrees on the y axis, and add yrot so we have keyboard control on the y axis.   
       

       glRotatef(45.0f-(2.0f*yloop)+xrot,1.0f,0.0f,0.0f); // Tilt The Cubes Up And Down
       glRotatef(45.0f+yrot,0.0f,1.0f,0.0f);   // Spin Cubes Left And Right

       
    Next we select a box color (bright) before we actually draw the box portion of the cube. Notice we're using glColor3fv(). What this does is loads all three values (red, green, blue) from inside the {}'s at once and sets the color. 3fv stands for 3 values, floating point, v is a pointer to an array. The color we select is yloop-1 which gives us a different color for each row of the cubes. If we used xloop-1 we'd get a different color for each column.   
       

       glColor3fv(boxcol[yloop-1]);  // Select A Box Color

       
    Now that the color is set, all we have to do is draw our box. Instead of writing out all the code to draw a box, all we do is call our display list. We do this with the command glCallList(box). box tells OpenGL to select the box display list. The box display list is the cube without its top.

    The box will be drawn using the color we selected with glColor3fv(), at the position we translated to.   
       

       glCallList(box);   // Draw The Box

       
    Now we select a top color (darker) before we draw the top of the box. If you actually wanted to make Q-Bert, you'd change this color whenever Q-Bert jumped on the box. The color depends on the row (yloop-1).   
       

       glColor3fv(topcol[yloop-1]);  // Select The Top Color

       
    Finally, the only thing left to do is draw the top display list. This will add a darker colored lid to the box. That's it. Very easy!   
       

       glCallList(top);   // Draw The Top
      }
     }
     return TRUE;      // Jump Back
    }

       
    The remaining changes have all been made in WinMain(). The code has been added right after our SwapBuffers(hDC) line. It check to see if we are pressing left, right, up or down, and moves the cubes accordingly.   
       

      SwapBuffers(hDC);    // Swap Buffers (Double Buffering)
      if (keys[VK_LEFT])    // Left Arrow Being Pressed?
      {
       yrot-=0.2f;    // If So Spin Cubes Left
      }
      if (keys[VK_RIGHT])    // Right Arrow Being Pressed?
      {
       yrot+=0.2f;    // If So Spin Cubes Right
      }
      if (keys[VK_UP])    // Up Arrow Being Pressed?
      {
       xrot-=0.2f;    // If So Tilt Cubes Up
      }
      if (keys[VK_DOWN])    // Down Arrow Being Pressed?
      {
       xrot+=0.2f;    // If So Tilt Cubes Down
      }

       
    Like all the previous tutorials, make sure the title at the top of the window is correct.   
       

      if (keys[VK_F1])    // Is F1 Being Pressed?
      {
       keys[VK_F1]=FALSE;   // If So Make Key FALSE
       KillGLWindow();    // Kill Our Current Window
       fullscreen=!fullscreen;   // Toggle Fullscreen / Windowed Mode
       // Recreate Our OpenGL Window
       if (!CreateGLWindow("NeHe's Display List Tutorial",640,480,16,fullscreen))
       {
        return 0;   // Quit If Window Was Not Created
       }
      }
     }
    }

       
    By the end of this tutorial you should have a good understanding of how display lists work, how to create them, and how to display them on the screen. Display lists are great. Not only do they simplify coding complex projects, they also give you that little bit of extra speed required to maintain high framerates.

    I hope you've enjoy the tutorial. If you have any questions or feel somethings not clear, please email me and let me know.

    Jeff Molofee (NeHe)

    ----------------------------------------------
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