首页 > 代码库 > outdated: 38.Loading Textures From A Resource File & Texturing Triangles
outdated: 38.Loading Textures From A Resource File & Texturing Triangles
未贴图前,每个蝴蝶都是由两个三角形组成,于对角线折叠,相当于翅膀扇动,每次变换对角顶点的坐标就可以。
这次是加载资源文件,加载过后,
下面为代码,
#ifndef GL_FRAMEWORK_INCLUDED#define GL_FRAMEWORK_INCLUDED#include <windows.h>typedef struct { // Structure for keyboard stuff BOOL keyDown[256];} Keys;typedef struct { // Contains information vital to applications HMODULE hInstance; // Application Instance const char* className;} Application;typedef struct { // Window creation info Application* application; char* title; int width; int height; int bitsPerPixel; BOOL isFullScreen;} GL_WindowInit;typedef struct { // Contains information vital to a window Keys* keys; HWND hWnd; // Windows handle HDC hDC; // Device context HGLRC hRC; // Rendering context GL_WindowInit init; BOOL isVisible; // Window visiable? DWORD lastTickCount; // Tick counter} GL_Window;void TerminateApplication(GL_Window* window); // Terminate the applicationvoid ToggleFullscreen(GL_Window* window); // Toggle fullscreen / Windowed modeBOOL Initialize(GL_Window* window, Keys* keys);void Deinitialize(void);void Update(DWORD milliseconds);void Draw(void);#endif
#include <Windows.h>#include <GL\glew.h>#include <GL\glut.h>#include "Previous.h"#define WM_TOGGLEFULLSCREEN (WM_USER+1) // Application define message for toggling // between fulscreen / windowed modestatic BOOL g_isProgramLooping; // Window creation loop, for fullscreen / windowed modestatic BOOL g_createFullScreen; // If true, then create windowvoid TerminateApplication(GL_Window* window) // Terminate the application{ PostMessage(window->hWnd, WM_QUIT, 0, 0); // Send a WM_QUIT message g_isProgramLooping = FALSE; // Stop looping of the program}void ToggleFullscreen(GL_Window* window) // Toggle fullscreen /windowed mode{ PostMessage(window->hWnd, WM_TOGGLEFULLSCREEN, 0, 0); // Send a WM_TOGGLEFULLSCREEN message}void ReshapeGL(int width, int height) // Reshape the window when it‘s moved or resized{ glViewport(0, 0, (GLsizei)(width), (GLsizei)(height)); // Reset the current viewport glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Calcutate the aspect ratio of the window gluPerspective(45.0f, (GLfloat)(width) / (GLfloat)(height), 1.0, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity();}BOOL ChangeScreenResolution(int width, int height, int bitsPerPixel) // Change the screen resolution{ DEVMODE dmScreenSettings; // Device mode ZeroMemory(&dmScreenSettings, sizeof(DEVMODE)); // Make sure memory is cleared dmScreenSettings.dmSize = sizeof(DEVMODE); // Size of the devmode structure dmScreenSettings.dmPelsWidth = width; dmScreenSettings.dmPelsHeight = height; dmScreenSettings.dmBitsPerPel = bitsPerPixel; dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { return FALSE; // Display change failed } return TRUE;}BOOL CreateWindowGL(GL_Window* window){ DWORD windowStyle = WS_OVERLAPPEDWINDOW; // Define window style DWORD windowExtendedStyle = WS_EX_APPWINDOW; // Define the window‘s extended style PIXELFORMATDESCRIPTOR pdf = { sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format must support window PFD_SUPPORT_OPENGL | // Format must support openGL PFD_DOUBLEBUFFER, // Must support double buffering PFD_TYPE_RGBA, // Request an RGBA format window->init.bitsPerPixel, // Select color depth 0, 0, 0, 0, 0, 0, // Color bits ignored 0, // No alpha buffer 0, // Shift bit ignored 0, // No accumulation buffer 0, 0, 0, 0, // Accumulation bits ignored 16, // 16bits Z-buffer (depth buffer) 0, // No stencil buffer 0, // No auxiliary buffer PFD_MAIN_PLANE, // Main drawing layer 0, // Reserved 0, 0, 0 // Layer masks ignored }; RECT windowRect = { 0, 0, window->init.width, window->init.height }; // Window coordiantes GLuint PixelFormat; if (window->init.isFullScreen == TRUE) { if (ChangeScreenResolution(window->init.width, window->init.height, window->init.bitsPerPixel) == FALSE) { // Fullscreen mode failed, run in windowed mode instead MessageBox(HWND_DESKTOP, "Mode Switch Failed.\nRuning In Windowed Mode.", "Error", MB_OK | MB_ICONEXCLAMATION); window->init.isFullScreen = FALSE; } else { ShowCursor(FALSE); windowStyle = WS_POPUP; // Popup window windowExtendedStyle |= WS_EX_TOPMOST; } } else { // Adjust window, account for window borders AdjustWindowRectEx(&windowRect, windowStyle, 0, windowExtendedStyle); } // Create Opengl window window->hWnd = CreateWindowEx(windowExtendedStyle, // Extended style window->init.application->className, // Class name window->init.title, // Window title windowStyle, // Window style 0, 0, // Window X,Y position windowRect.right - windowRect.left, // Window width windowRect.bottom - windowRect.top, // Window height HWND_DESKTOP, // Desktop is window‘s parent 0, // No menu window->init.application->hInstance, // Pass the window instance window); if (window->hWnd == 0) { // Was window creation a success? return FALSE; } window->hDC = GetDC(window->hWnd); if (window->hDC == 0) { DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } PixelFormat = ChoosePixelFormat(window->hDC, &pdf); // Find a compatible pixel format if (PixelFormat == 0) { ReleaseDC(window->hWnd, window->hDC); // Release device context window->hDC = 0; DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } if (SetPixelFormat(window->hDC, PixelFormat, &pdf) == FALSE) { // Try to set the pixel format ReleaseDC(window->hWnd, window->hDC); window->hDC = 0; DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } window->hRC = wglCreateContext(window->hDC); // Try to get a rendering context if (window->hRC == 0) { ReleaseDC(window->hWnd, window->hDC); window->hDC = 0; DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } // Make the rendering context our current rendering context if (wglMakeCurrent(window->hDC, window->hRC) == FALSE) { wglDeleteContext(window->hRC); // Delete the rendering context window->hRC = 0; ReleaseDC(window->hWnd, window->hDC); window->hDC = 0; DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } ShowWindow(window->hWnd, SW_NORMAL); // Make the window visiable window->isVisible = TRUE; ReshapeGL(window->init.width, window->init.height); // Reshape our GL window ZeroMemory(window->keys, sizeof(Keys)); // Clear all keys window->lastTickCount = GetTickCount(); return TRUE;}BOOL DestoryWindowGL(GL_Window* window){ if (window->hWnd != 0) { if (window->hDC != 0) { wglMakeCurrent(window->hDC, 0); // Setting current active rendering context to zero if (window->hRC != 0) { wglDeleteContext(window->hRC); window->hRC = 0; } ReleaseDC(window->hWnd, window->hDC); window->hDC = 0; } DestroyWindow(window->hWnd); window->hWnd = 0; } if (window->init.isFullScreen) { ChangeDisplaySettings(NULL, 0); // Switch back to desktop resolution ShowCursor(TRUE); } return TRUE;}// Process window message callbackLRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam){ // Get the window context GL_Window* window = (GL_Window*)(GetWindowLong(hWnd, GWL_USERDATA)); switch (uMsg) { // Evaluate window message case WM_SYSCOMMAND: // Intercept system commands { switch (wParam) { // Check system calls case SC_SCREENSAVE: // Screensaver trying to start? case SC_MONITORPOWER: // Mointer trying to enter powersave? return 0; // Prevent form happening } break; } return 0; case WM_CREATE: { CREATESTRUCT* creation = (CREATESTRUCT*)(lParam); // Store window structure pointer window = (GL_Window*)(creation->lpCreateParams); SetWindowLong(hWnd, GWL_USERDATA, (LONG)(window)); } return 0; case WM_CLOSE: TerminateApplication(window); return 0; case WM_SIZE: switch (wParam) { case SIZE_MINIMIZED: // Was window minimized? window->isVisible = FALSE; return 0; case SIZE_MAXIMIZED: window->isVisible = TRUE; ReshapeGL(LOWORD(lParam), HIWORD(lParam)); return 0; case SIZE_RESTORED: window->isVisible = TRUE; ReshapeGL(LOWORD(lParam), HIWORD(lParam)); return 0; } break; case WM_KEYDOWN: if ((wParam >= 0) && (wParam <= 255)) { window->keys->keyDown[wParam] = TRUE; // Set the selected key(wParam) to true return 0; } break; case WM_KEYUP: if ((wParam >= 0) && (wParam <= 255)) { window->keys->keyDown[wParam] = FALSE; return 0; } break; case WM_TOGGLEFULLSCREEN: g_createFullScreen = (g_createFullScreen == TRUE) ? FALSE : TRUE; PostMessage(hWnd, WM_QUIT, 0, 0); break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); // Pass unhandle message to DefWindowProc}BOOL RegisterWindowClass(Application* application){ WNDCLASSEX windowClass; ZeroMemory(&windowClass, sizeof(WNDCLASSEX)); // Make sure memory is cleared windowClass.cbSize = sizeof(WNDCLASSEX); // Size of the windowClass structure windowClass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraws the window for any movement / resizing windowClass.lpfnWndProc = (WNDPROC)(WindowProc); // WindowProc handles message windowClass.hInstance = application->hInstance; // Set the instance windowClass.hbrBackground = (HBRUSH)(COLOR_APPWORKSPACE);// Class background brush color windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer windowClass.lpszClassName = application->className; // Sets the application className if (RegisterClassEx(&windowClass) == 0) { MessageBox(HWND_DESKTOP, "RegisterClassEx Failed!", "Error", MB_OK | MB_ICONEXCLAMATION); return FALSE; } return TRUE;}int WINAPI WinMain(HINSTANCE hIstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow){ Application application; GL_Window window; Keys keys; BOOL isMessagePumpActive; MSG msg; DWORD tickCount; application.className = "OpenGL"; application.hInstance = hIstance; ZeroMemory(&window, sizeof(GL_Window)); window.keys = &keys; // Window key structure window.init.application = &application; // Window application window.init.title = "Resource File"; // Window title window.init.width = 640; // Window width window.init.height = 480; // Window height window.init.bitsPerPixel = 16; // Bits per pixel window.init.isFullScreen = TRUE; // Fullscreen? (set to TRUE) ZeroMemory(&keys, sizeof(Keys)); if (MessageBox(HWND_DESKTOP, "Would You Like To Run In Fullscreen Mode?", "Start FullScreen?", MB_YESNO | MB_ICONQUESTION) == IDNO) { window.init.isFullScreen = FALSE; } if (RegisterWindowClass(&application) == FALSE) { MessageBox(HWND_DESKTOP, "Error Registering Window Class!", "Error", MB_OK | MB_ICONEXCLAMATION); return -1; } g_isProgramLooping = TRUE; g_createFullScreen = window.init.isFullScreen; while (g_isProgramLooping) { // Loop until WM_QUIT is received window.init.isFullScreen = g_createFullScreen; // Set init param of window creation to fullscreen? if (CreateWindowGL(&window) == TRUE) { // Was window creation successful? // At this point we should have a window that is setup to render OpenGL if (Initialize(&window, &keys) == FALSE) { TerminateApplication(&window); // Close window, this will handle the shutdown } else { isMessagePumpActive = TRUE; while (isMessagePumpActive == TRUE) { // Success creating window. Check for window messages if (PeekMessage(&msg, window.hWnd, 0, 0, PM_REMOVE) != 0) { if (msg.message != WM_QUIT) { DispatchMessage(&msg); } else { isMessagePumpActive = FALSE; // Terminate the message pump } } else { if (window.isVisible == FALSE) { WaitMessage(); // Application is minimized wait for a message } else { // Process application loop tickCount = GetTickCount(); // Get the tick count Update(tickCount - window.lastTickCount); // Update the counter window.lastTickCount = tickCount;// Set last count to current count Draw(); // Draw screen SwapBuffers(window.hDC); } } } } // Application is finished Deinitialize(); DestoryWindowGL(&window); } else { MessageBox(HWND_DESKTOP, "Error Creating OpenGL Window", "Error", MB_OK | MB_ICONEXCLAMATION); g_isProgramLooping = FALSE; } } UnregisterClass(application.className, application.hInstance); // UnRegister window class return 0;}
#include <Windows.h>#include <GL/glew.h>#include <GL/glut.h>#include <GL/GLUAX.H>#include <math.h>#include <stdio.h>#include "Previous.h"#include "Resource.h"#pragma comment(lib, "legacy_stdio_definitions.lib")#ifndef CDS_FULLSCREEN#define CDS_FULLSCREEN 4#endifGL_Window* g_window;Keys* g_keys;GLuint texture[3];struct object { int tex; // Integer used to select texture float x, y, z; // Position float yi; // Y axis increase speed float spinz; // Z axis spin float spinzi; // Z axis spin speed float flap; // Flapping triangle float fi; // Flap direction (increase value)};object obj[50];void SetObject(int loop) // Initialize{ obj[loop].tex = rand() % 3; obj[loop].x = rand() % 34 - 17.0f; obj[loop].y = 18.0f; obj[loop].z = -((rand() % 30000 / 1000.0f) + 10.0f); obj[loop].spinzi = (rand() % 10000) / 5000.0f - 1.0f; obj[loop].flap = 0.0f; obj[loop].fi = 0.05f + (rand() % 100) / 1000.0f; obj[loop].yi = 0.001f + (rand() % 1000) / 10000.0f;}void LoadGLTexture(){ HBITMAP hBMP; // Handle of the bitmap BITMAP BMP; // Bitmap structure // The ID of the 3 bitmap images byte Texture[] = { IDB_BUTTERFLY1, IDB_BUTTERFLY2, IDB_BUTTERFLY3 }; glGenTextures(sizeof(Texture), &texture[0]); for (int loop = 0; loop < sizeof(Texture); ++loop) { // GetModuleHandle(NULL) - A handle to an instance /* MAKEINTRESOURCE(Texture[loop]) - Converts an Integer Value (Texture[loop]) * to a resource value (this is the image to load). */ // IMAGE_BITMAP - Tells our program that the resource to load is a bitmap image // 0, 0 are the desired height and width of the image in pixels // LR_CREATEDIBSECTION returns a DIB section bitmap, hBMP = (HBITMAP)LoadImage(GetModuleHandle(NULL), MAKEINTRESOURCE(Texture[loop]), IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION); if (hBMP) { GetObject(hBMP, sizeof(BMP), &BMP); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // Pixel storage mode (word alignment / 4 bytes) glBindTexture(GL_TEXTURE_2D, texture[loop]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Generate mipmapped texture gluBuild2DMipmaps(GL_TEXTURE_2D, 3, BMP.bmWidth, BMP.bmHeight, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits); DeleteObject(hBMP); } }}BOOL Initialize(GL_Window* window, Keys* keys){ g_window = window; g_keys = keys; LoadGLTexture(); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); // Less or equal glDisable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_ONE, GL_SRC_ALPHA); glEnable(GL_BLEND); for (int loop = 0; loop < 50; ++loop) { SetObject(loop); } return TRUE;}void Deinitialize(void) {}void Update(DWORD milliseconds){ if (g_keys->keyDown[VK_ESCAPE] == TRUE) { TerminateApplication(g_window); } if (g_keys->keyDown[VK_F1] == TRUE) { ToggleFullscreen(g_window); }}void Draw(void){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); for (int loop = 0; loop < 50; ++loop) { glLoadIdentity(); glBindTexture(GL_TEXTURE_2D, texture[obj[loop].tex]); glTranslatef(obj[loop].x, obj[loop].y, obj[loop].z); glRotatef(45.0f, 1.0f, 0.0f, 0.0f); glRotatef(obj[loop].spinz, 0.0f, 0.0f, 1.0f); glBegin(GL_TRIANGLES); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, obj[loop].flap); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, obj[loop].flap); glEnd(); obj[loop].y -= obj[loop].yi; obj[loop].spinz += obj[loop].spinzi; obj[loop].flap += obj[loop].fi; if (obj[loop].y < -18.0f) { SetObject(loop); } if ((obj[loop].flap > 1.0f) || (obj[loop].flap < -1.0f)) { obj[loop].fi = -obj[loop].fi; } } Sleep(15); glFlush();}
Thanks for Nehe‘s tutorials, this is his home.
outdated: 38.Loading Textures From A Resource File & Texturing Triangles
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