openGL三维网格坐标,旋转,缩放,灯光设置,纹理读取,模型读取(MFC单文档)

最近学习计算机图形学写的基于opengGL的作业

源码下载链接:链接:http://pan.baidu.com/s/1slANShZ 密码:hbwj



1.三维网格坐标建立

2.基本3维图形创建

3.鼠标相应旋转缩放

4.键盘相应旋转缩放

5.灯光设置

6.纹理载入映射

7.读取模型



关于MFC配置编写openGL网上有很多教程

需要的函数创建一般是:



OnCreat()

OnDestroy()

Onsize()

PreCreateWindow()

OnDraw()





在我的MFC单文档项目中enableview.h和enableview.cpp负责上面的窗口建立,myopenglview.h和myopenglView.cpp主要是功能的实现



1.三维网格建立:

void GLGrid(float pt1x, float pt1y, float pt1z, float pt2x, float pt2y, float pt2z, int num)

{

    const float _xLen = (pt2x - pt1x) / num;
    const float _yLen = (pt2y - pt1y) / num;
    const float _zLen = (pt2z - pt1z) / num;
    glLineWidth(2.f);
    glLineStipple(1, 0x0303);//线条样式

    glBegin(GL_LINES);
    glEnable(GL_LINE_SMOOTH);

    int xi = 0;
    int yi = 0;
    int zi = 0;

    //绘制平行于X的直线
    for (zi = 0; zi <= num; zi++)
    {
        float z = _zLen * zi + pt1z;
        for (yi = 0; yi <= num; yi++)
        {
            float y = _yLen * yi + pt1y;
            glVertex3f(pt1x, y, z);
            glVertex3f(pt2x, y, z);
        }
    }
    //绘制平行于Y的直线
    for (zi = 0; zi <= num; zi++)
    {
        float z = _zLen * zi + pt1z;
        for (xi = 0; xi <= num; xi++)
        {
            float x = _xLen * xi + pt1x;
            glVertex3f(x, pt1y, z);
            glVertex3f(x, pt2y, z);
        }
    }
    //绘制平行于Z的直线
    for (yi = 0; yi <= num; yi++)
    {
        float y = _yLen * yi + pt1y;
        for (xi = 0; xi <= num; xi++)
        {
            float x = _xLen * xi + pt1x;
            glVertex3f(x, y, pt1z);
            glVertex3f(x, y, pt2z);
        }
    }
    glEnd();
}
void CmyopenglView::ordination() {

    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glEnable(GL_POINT_SMOOTH);                   //设置反走样
    glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);       //设置反走样
    glEnable(GL_LINE_SMOOTH);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
    glEnable(GL_POLYGON_SMOOTH);
    glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
    glRotatef(-45, 0.0, 1.0, 0.0);
    //网格
    glPushMatrix();
    glColor3f(0.9f, 0.9f, 0.9f);
    glTranslatef(-4, -4, -4);
    GLGrid(0,0,0,8,0,8,20);
    glPopMatrix();

    glPushMatrix();
    glTranslated(-4,4, -4);
    glRotatef(90, 1.0, 0.0, 0.0);
    glColor3f(0.9f, 0.9f, 0.0f);
    GLGrid(0, 0, 0, 8, 0, 8, 20);
    glPopMatrix();

    glPushMatrix();
    glTranslatef(-4, -4, -4);
    glRotatef(90, 0.0, 0.0, 1.0);
    glColor3f(0.0f, 0.9f, 0.0f);
    GLGrid(0, 0, 0, 8, 0, 8, 20);
    glPopMatrix();

    glDisable(GL_BLEND);
    glDisable(GL_LINE_SMOOTH);
    glDisable(GL_POINT_SMOOTH);
    glDisable(GL_POLYGON_SMOOTH);

}



我们在ordination()函数中增加绘制x,y,z坐标的代码

void CmyopenglView::ordination() {

    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glEnable(GL_POINT_SMOOTH);                   //设置反走样
    glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);       //设置反走样
    glEnable(GL_LINE_SMOOTH);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
    glEnable(GL_POLYGON_SMOOTH);
    glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
    glRotatef(-45, 0.0, 1.0, 0.0);
    //网格
    glPushMatrix();
    glColor3f(0.9f, 0.9f, 0.9f);
    glTranslatef(-4, -4, -4);
    GLGrid(0,0,0,8,0,8,20);
    glPopMatrix();

    glPushMatrix();
    glTranslated(-4,4, -4);
    glRotatef(90, 1.0, 0.0, 0.0);
    glColor3f(0.9f, 0.9f, 0.0f);
    GLGrid(0, 0, 0, 8, 0, 8, 20);
    glPopMatrix();

    glPushMatrix();
    glTranslatef(-4, -4, -4);
    glRotatef(90, 0.0, 0.0, 1.0);
    glColor3f(0.0f, 0.9f, 0.0f);
    GLGrid(0, 0, 0, 8, 0, 8, 20);
    glPopMatrix();

    //x
    //glTranslatef(-2, -2, -2);
    glColor3f(1.0f, 0.0f, 0.0f);
    glBegin(GL_LINES);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(3.5, 0.0f, 0.0f);
    glEnd();
    glPushMatrix();
    glTranslatef(3.5, 0.0f, 0.0f);
    glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
    glutWireCone(0.027, 0.09, 10, 10);
    glPopMatrix();

    //y
    glColor3f(0.0f, 1.0f, 0.0f);
    glBegin(GL_LINES);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(0.0, 3.5, 0.0f);
    glEnd();
    glPushMatrix();
    glTranslatef(0.0, 3.5, 0.0f);
    glRotatef(90.0f, -1.0f, 0.0f, 0.0f);
    glutWireCone(0.027, 0.09, 10, 10);
    glPopMatrix();

    //z
    glColor3f(0.0f, 0.0f, 1.0f);
    glBegin(GL_LINES);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(0.0, 0.0f, 3.5);
    glEnd();
    glPushMatrix();
    glTranslatef(0.0, 0.0f, 3.5);
    glRotatef(90.0f, 0.0f, 0.0f, 1.0f);
    glutWireCone(0.027, 0.09, 10, 10);
    glPopMatrix();

    glDisable(GL_BLEND);
    glDisable(GL_LINE_SMOOTH);
    glDisable(GL_POINT_SMOOTH);
    glDisable(GL_POLYGON_SMOOTH);

}



2.基本三维图形创建

点模型/线模型/面模型

glColor3f(1.0f, 1.0f, 1.0f);
    if (model == 1)
    {
        if (type == 1)
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        if (type == 2)
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        if (type == 3)
            glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
        auxSolidCube(4);

    }
    if (model == 2)
    {
        if (type == 1)
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        if (type == 2)
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        if(type == 3)
            glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
        auxSolidSphere(3.0);
    }

    if (model == 3)
    {
        glPushMatrix();
        glRotatef(90, -1.0, 0.0, 0.0);
        if (type == 1)
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        if (type == 2)
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        if (type == 3)
            glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
        glutSolidCone(3, 3, 100, 100);
        glPopMatrix();

    }

    if (model == 4)
    {
        if (type == 1)
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        if (type == 2)
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        if (type == 3)
            glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
        glutSolidTeapot(2.5);
    }



3.鼠标相应旋转缩放


BOOL enableview::OnMouseWheel(UINT nFlags, short zDelta, CPoint pt)
{
    // TODO: 在此添加消息处理程序代码和/或调用默认值
    double a = zDelta / 120;
    if ((scale + a * 0.1)  <  10)
        scale += a * 0.1;

    this->InvalidateRect(NULL, FALSE);
    return CView::OnMouseWheel(nFlags, zDelta, pt);
}

void enableview::OnMouseMove(UINT nFlags, CPoint point)
{
    // TODO: 在此添加消息处理程序代码和/或调用默认值
    if (nFlags & MK_LBUTTON == TRUE) {

        //MessageBox("mouse move function triggered!", "attentino", MB_OK);
        du += point.x - oldmx;              //鼠标在窗口x轴方向上的增量加到视点绕y轴的角度上,这样就左右转了
        h += 0.03f*(point.y - oldmy);       //鼠标在窗口y轴方向上的改变加到视点的y坐标上,就上下转了
        if (h>15.0f) h = 15.0f;             //视点y坐标作一些限制,不会使视点太奇怪
        else if (h<-5.0f) h = -5.0f;
        oldmx = point.x, oldmy = point.y;   //把此时的鼠标坐标作为旧值,为下一次计算增量做准备
                                            /*CString debug;
                                            debug.Format(_T("h,du= %0.3f %3d\n"), h, du);
                                            OutputDebugString(debug);*/
                                            //OnPaint();
        this->OnDraw(this->GetDC());    //重绘界面
    }
    else if (nFlags & MK_RBUTTON == TRUE)
    {
        oldmx += point.x - oldmx;
        oldmy += point.y - oldmy;
        glTranslatef(oldmx, oldmy, -0.1f);
        this->OnDraw(this->GetDC());
        oldmx = point.x, oldmy = point.y;
    }
    else {
        oldmx = point.x, oldmy = point.y;
        //OutputDebugString(_T("mouse up\n"));
    }
    //CView::OnMouseMove(nFlags, point);
}


4.键盘相应旋转缩放


BOOL CmyopenglView::PreTranslateMessage(MSG* pMsg)
{
    if (pMsg->message == WM_KEYDOWN)  // If a keydown message
    {

        if (pMsg->wParam == _T(‘W‘))
        {

            this->rotate_x += 6.0;
            if (this->rotate_x > 360)this->rotate_x = -360;
            this->InvalidateRect(NULL, FALSE);
        }
        if (pMsg->wParam == _T(‘X‘))
        {

            this->rotate_x += 6.0;
            if (this->rotate_x < -360)this->rotate_x = 360;
            this->InvalidateRect(NULL, FALSE);
        }
        if (pMsg->wParam == _T(‘A‘))
        {

            this->rotate_y -= 6.0;
            if (this->rotate_y < -360)this->rotate_y = 360;
            this->InvalidateRect(NULL, FALSE);
        }
        if (pMsg->wParam == _T(‘D‘))
        {

            this->rotate_y += 6.0;
            if (this->rotate_y > 360)this->rotate_y = -360;
            this->InvalidateRect(NULL, FALSE);
        }
        if (pMsg->wParam == _T(‘Z‘))
        {

            this->rotate_z -= 6.0;
            if (this->rotate_z < -360)this->rotate_z = 360;
            this->InvalidateRect(NULL, FALSE);
        }
        if (pMsg->wParam == _T(‘E‘))
        {

            this->rotate_z += 6.0;
            if (this->rotate_z > 360)this->rotate_z = -360;
            this->InvalidateRect(NULL, FALSE);
        }
        if (pMsg->wParam == _T(‘Q‘))
        {
            if ((scale + 2)  <  10)
                scale += 2;

            this->InvalidateRect(NULL, FALSE);
        }
        if (pMsg->wParam == _T(‘R‘))
        {
                scale -= 2;

            this->InvalidateRect(NULL, FALSE);
        }

    }

    return CView::PreTranslateMessage(pMsg);
}



5.灯光设置:

单方位灯光/多方位光/多种类型光效果

// 设置材质颜色
GLfloat mat_ambient[] = { 0.6f, 0.6f, 0.6f, 1.0f };                     // 蓝色的材质环境光
GLfloat mat_diffuse[] = { 0.6f, 0.6f, 0.9f, 1.0f };                     // 蓝色的材质漫反射光
GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };                    // 全白色的材质镜面反射光
GLfloat mat_emission[] = { 0.5f, 0.5f, 0.5f, 1.0f };                    // 淡白色的材质辐射光

GLfloat no_mat[] = { 0.0f, 0.0f, 0.0f, 1.0f };                          // 无光(黑色光),用于关闭某种属性光时应用
GLfloat no_shininess[] = { 0.0f };                                      // 无镜面反射
GLfloat low_shininess[] = { 5.0f };                                     // 低镜面反射指数
GLfloat high_shininess[] = { 70.0f };                                   // 高镜面反射指数

void CmyopenglView::InitalLigt()
{
    GLfloat light_position1[4] = { -52, -16, -50, 0 };
    GLfloat light_position2[4] = { -26, -48, -50, 0 };
    GLfloat light_position3[4] = { 16, -52, -50, 0 };

    GLfloat direction1[3] = { 52, 16, 50 };
    GLfloat direction2[3] = { 26, 48, 50 };
    GLfloat direction3[3] = { -16, 52, 50 };

    GLfloat light_position4[4] = { 52, 16, 50, 0 };
    GLfloat light_position5[4] = { 26, 48, 50, 0 };
    GLfloat light_position6[4] = { -16, 52, 50, 0 };

    GLfloat direction4[3] = { -52, -16, -50 };
    GLfloat direction5[3] = { -26, -48, -50 };
    GLfloat direction6[3] = { 16, -52, -50 };

    GLfloat color1[4], color2[4], color3[4], color4[4], color5[4], color6[4];

    glClearColor(1, 1, 1, 0);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    if (color_type == 0) {  //彩色灯光
        color1[0] = 1; color1[1] = 0; color1[2] = 0; color1[3] = 1;
        color2[0] = 0.5; color2[1] = 1; color2[2] = 0; color2[3] = 1;
        color3[0] = 0; color3[1] = 0; color3[2] = 1; color3[3] = 1;

        color4[0] = 1; color4[1] = 0; color4[2] = 0; color4[3] = 1;
        color5[0] = 0.5; color5[1] = 1; color5[2] = 0; color5[3] = 1;
        color6[0] = 0; color6[1] = 0; color6[2] = 1; color6[3] = 1;

        GLfloat ambient[4] = { 0.3f, 0.3f, 0.3f, 1.0f };

        GLfloat material_color[4] = { 1, 1, 1, 0.5f };
        GLfloat material_specular[4] = { 0.5f, 0.5f, 0.5f, 0.5f };
        GLfloat material_ambient[4] = { 0.0, 0.0, 0.0, 0.0 };

        glLightfv(GL_LIGHT3, GL_POSITION, light_position4);
        glLightfv(GL_LIGHT3, GL_SPOT_DIRECTION, direction4);
        glLightfv(GL_LIGHT3, GL_DIFFUSE, color4);
        glLightfv(GL_LIGHT3, GL_SPECULAR, color4);

        glLightfv(GL_LIGHT4, GL_POSITION, light_position5);
        glLightfv(GL_LIGHT4, GL_SPOT_DIRECTION, direction5);
        glLightfv(GL_LIGHT4, GL_DIFFUSE, color5);
        glLightfv(GL_LIGHT4, GL_SPECULAR, color5);

        glLightfv(GL_LIGHT5, GL_POSITION, light_position6);
        glLightfv(GL_LIGHT5, GL_SPOT_DIRECTION, direction6);
        glLightfv(GL_LIGHT5, GL_DIFFUSE, color6);
        glLightfv(GL_LIGHT5, GL_SPECULAR, color6);

        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);

        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material_specular);
        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material_color);
        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material_ambient);
        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128);

        glDisable(GL_LIGHT0);
        glDisable(GL_LIGHTING);
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT3);
        glEnable(GL_LIGHT4);
        glEnable(GL_LIGHT5);

        glDisable(GL_COLOR_MATERIAL);
        return;
    }

    if (color_type == 1)
    {
        //白色灯光
        glDisable(GL_LIGHT3);
        glDisable(GL_LIGHT4);
        glDisable(GL_LIGHT5);
        glDisable(GL_LIGHTING);
        GLfloat m_LightPostion[4] = { 0.0f, 10.0f, 10.0f, 1.0f };

        GLfloat ambientLight[] = { 0.25f, 0.25f, 0.25f, 1.0f };
        GLfloat diffuseLight[] = { 0.5, 0.5f, 0.5f, 1.0f };
        GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };

        glEnable(GL_LIGHTING);
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);
        glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
        glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
        glLightfv(GL_LIGHT0, GL_POSITION, m_LightPostion);
        glEnable(GL_LIGHT0);

        glEnable(GL_COLOR_MATERIAL);
        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
    }
    else {

        glDisable(GL_LIGHT3);
        glDisable(GL_LIGHT4);
        glDisable(GL_LIGHT5);
        glDisable(GL_LIGHTING);
        glDisable(GL_COLOR_MATERIAL);
        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
        //glDisable(GL_LIGHTING);
        GLfloat no_ambientLight[] = { 0.0f, 0.0f, 0.0f, 1.0f };                 // 用于关掉默认的全局环境光
                                                                                // 设置光源的颜色
        GLfloat ambientLight[] = { 0.8f, 0.8f, 0.8f, 1.0f };                    // 白色环境光
        GLfloat diffuseLight[] = { 0.8f, 0.8f, 0.8f, 1.0f };                    // 白色漫射光
        GLfloat specularLight[] = { 0.8f, 0.8f, 0.8f, 1.0f };                   // 白色镜面反射光
        GLfloat m_LightPostion[] = { 0.0f, 0.0f, 1.0f, 0.0f };                  // 光源起始位置

        // 1.仅漫射光
        if (color_type == 12) {
            glEnable(GL_LIGHTING);
            //glLightModelfv(GL_LIGHT_MODEL_AMBIENT, no_ambientLight);          // 关掉默认的全局环境光
            glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);
            glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
            glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
            glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
            glLightfv(GL_LIGHT0, GL_POSITION, m_LightPostion);

            glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);                 // 关闭材质的环境反射光颜色
            glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);            // 设置mat_diffuse的材质漫反射光
            glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);                // 关闭材质的镜面反射光颜色
            glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);         // 设置材质的镜面反射指数为0
            glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);                // 关闭材质的辐射光
            glEnable(GL_LIGHT0);
        }
        // 2.仅镜面光
        if (color_type == 13) {
            glEnable(GL_LIGHTING);
            //glLightModelfv(GL_LIGHT_MODEL_AMBIENT, no_ambientLight);          // 关掉默认的全局环境光
            glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);
            glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
            glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
            glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
            glLightfv(GL_LIGHT0, GL_POSITION, m_LightPostion);

            glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
            glMaterialfv(GL_FRONT, GL_DIFFUSE, no_mat);
            glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
            glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
            glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
            glEnable(GL_LIGHT0);
        }

        // 3.漫射光与低镜面光
        if (color_type == 16) {
            glEnable(GL_LIGHTING);
            glLightModelfv(GL_LIGHT_MODEL_AMBIENT, no_ambientLight);            // 关掉默认的全局环境光
            glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);
            glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
            glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
            glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
            glLightfv(GL_LIGHT0, GL_POSITION, m_LightPostion);

            glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
            glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
            glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
            glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
            glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
            glEnable(GL_LIGHT0);
        }

        // 4.辐射光与低镜面光
        if (color_type == 18) {
            glEnable(GL_LIGHTING);
            glLightModelfv(GL_LIGHT_MODEL_AMBIENT, no_ambientLight);            // 关掉默认的全局环境光
            glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);
            glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
            glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
            glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
            glLightfv(GL_LIGHT0, GL_POSITION, m_LightPostion);

            glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
            glMaterialfv(GL_FRONT, GL_DIFFUSE, no_mat);
            glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
            glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
            glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
            glEnable(GL_LIGHT0);
        }
    }
}





6.纹理载入映射

BOOL CmyopenglView::LoadImageResources()
{
    FILE *File = NULL;
    AUX_RGBImageRec* textrue_Resource[6];
    if (model == 5 && type == 51)
        resource_path[0] = "shuijing.bmp";
    if(model == 5 && type == 52 )
        resource_path[0] = "earth.bmp";
    if (model == 5 && type == 53)
        resource_path[0] = "painting1.bmp";
    if (model == 5 && type == 54)
        resource_path[0] = "5.bmp";

    /*resource_path[1] = "image/2.bmp";
    resource_path[2] = "image/3.bmp";
    resource_path[3] = "image/4.bmp";
    resource_path[4] = "image/5.bmp";
    resource_path[5] = "image/6.bmp";*/

    //装载图像文件资源
    for (int i = 0; i < 6; i++)//如果只需要一张贴图其实resource_path数组只需要一个元素就可以了
    {
        File = fopen(resource_path[0], "r");
        if (!File)
        {
            //MessageBox(NULL, "加载图像资源文件失败 !", "Fail", MB_OK);
            return FALSE;
        }
        fclose(File);
        CString str = CString(resource_path[0]);
        USES_CONVERSION;
        LPCWSTR wszClassName = A2CW(W2A(str));
        textrue_Resource[i] = auxDIBImageLoad(wszClassName);
        File = NULL;
    }

    //生成纹理
    glGenTextures(6, texture);
    for (int i = 0; i < 6; i++)
    {
        glBindTexture(GL_TEXTURE_2D, texture[i]);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        //Use the mipmap texture
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB,             textrue_Resource[i]->sizeX, textrue_Resource[i]->sizeY,             GL_RGB, GL_UNSIGNED_BYTE, textrue_Resource[i]->data);

        //删除堆上的临时图像
        delete textrue_Resource[i]->data;
        delete textrue_Resource[i];
    }

    return TRUE;
}
void CmyopenglView::Draw_textrue() {
    GLUquadricObj* qobj;
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glShadeModel(GL_FLAT);
    glEnable(GL_DEPTH_TEST);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    InitalLigt();       ///初始化光照信息
    glEnable(GL_TEXTURE_2D);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);

    glPushMatrix();
    glTranslatef(0.0f, 0.0f, scale);        //滚轮缩放
    gluLookAt(r*cos(c*du), h, r*sin(c*du), 0, 0, 0, 0, 1, 0); //从视点看远点,y轴方向(0,1,0)是上方向,鼠标拖动
    glRotatef(this->rotate_x, 1.0, 0.0, 0.0);
    glRotatef(this->rotate_y, 0.0, 1.0, 0.0);
    glRotatef(this->rotate_z, 0.0, 0.0, 1.0);
    if (zuobiao)
        ordination();
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

    qobj = gluNewQuadric();
    //画球体

    glBindTexture(GL_TEXTURE_2D, texture[0]);
    glEnable(GL_TEXTURE_2D);
    gluQuadricTexture(qobj, GL_TRUE);//纹理函数
    if (type == 51)
    {
        glBegin(GL_QUADS);
        // Front Face
        glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.0f, -3.0f, 3.0f);
        glTexCoord2f(1.0f, 0.0f); glVertex3f(3.0f, -3.0f, 3.0f);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(3.0f, 3.0f, 3.0f);
        glTexCoord2f(0.0f, 1.0f); glVertex3f(-3.0f, 3.0f, 3.0f);

        // Back Face
        glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.0f, -3.0f, -3.0f);
        glTexCoord2f(1.0f, 0.0f); glVertex3f(-3.0f, 3.0f, -3.0f);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(3.0f, 3.0f, -3.0f);
        glTexCoord2f(0.0f, 1.0f); glVertex3f(3.0f, -3.0f, -3.0f);

        // Top Face
        glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.0f, 3.0f, -3.0f);
        glTexCoord2f(1.0f, 0.0f); glVertex3f(-3.0f, 3.0f, 3.0f);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(3.0f, 3.0f, 3.0f);
        glTexCoord2f(0.0f, 1.0f); glVertex3f(3.0f, 3.0f, -3.0f);

        // Bottom Face
        glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.0f, -3.0f, -3.0f);
        glTexCoord2f(1.0f, 0.0f); glVertex3f(3.0f, -3.0f, -3.0f);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(3.0f, -3.0f, 3.0f);
        glTexCoord2f(0.0f, 1.0f); glVertex3f(-3.0f, -3.0f, 3.0f);

        // Right face
        glTexCoord2f(0.0f, 0.0f); glVertex3f(3.0f, -3.0f, -3.0f);
        glTexCoord2f(1.0f, 0.0f); glVertex3f(3.0f, 3.0f, -3.0f);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(3.0f, 3.0f, 3.0f);
        glTexCoord2f(0.0f, 1.0f); glVertex3f(3.0f, -3.0f, 3.0f);

        // Left Face
        glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.0f, -3.0f, -3.0f);
        glTexCoord2f(1.0f, 0.0f); glVertex3f(-3.0f, -3.0f, 3.0f);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(-3.0f, 3.0f, 3.0f);
        glTexCoord2f(0.0f, 1.0f); glVertex3f(-3.0f, 3.0f, -3.0f);
        glEnd();
    }
    if( type == 52 )
    gluSphere(qobj, 4, 60, 60);//二次曲面qobj
    if( type == 53 )
    gluCylinder(qobj, 3.5, 3.5, 6, 26, 23);
    if( type == 54 )
    gluCylinder(qobj, 3.5, 0.0, 6, 26, 23);

    glPopMatrix();
    glDisable(GL_TEXTURE_2D);

}



6.读取obj模型

我只是简单的读取vt,vn,f等基本参数

void CmyopenglView::ReadObj(char* Filename)
{
    VN.clear();
    V.clear();
    VT.clear();
    F.clear();
    FQ.clear();
    ifstream in(Filename);
    string aline; //逐行读入
    string erase;
    while (getline(in, aline))
    {
        if (aline[0] == ‘v‘)
        {
            if (aline[1] == ‘n‘) //vn
            {
                istringstream sin(aline);
                Vertex v;
                sin >> erase >> v.x >> v.y >> v.z;
                VN.push_back(v);
            }

            else if (aline[1] == ‘t‘)//vt
            {
                istringstream sin(aline);
                Texture v;
                sin >> erase >> v.s >> v.t;
                VT.push_back(v);
            }

            else //v
            {
                istringstream sin(aline);
                Vertex v;
                sin >> erase >> v.x >> v.y >> v.z;
                V.push_back(v);
            }
        }

        else if (aline[0] == ‘f‘)
        {
            istringstream sin(aline);
            sin >> erase;
            vector<string> strvector;
            string temp;

            while (sin >> temp) {
                strvector.push_back(temp);
            }

            if (strvector.size() == 3) {//三角面片
                Face fff;
                for (int count = 0; count < 3; count++) {
                    string kkk = strvector[count];
                    int i = 0;
                    int num = 0;
                    //顶点索引
                    for (; i < kkk.size() && kkk[i] != ‘/‘; i++)
                        num = num * 10 + kkk[i] - ‘0‘;
                    fff.v[count] = num;
                    i++;
                    num = 0;
                    //vt
                    num = 0;
                    for (; i < kkk.size() && kkk[i] != ‘/‘; i++)
                        num = num * 10 + kkk[i] - ‘0‘;
                    fff.vt[0] = num;
                    i++;
                    num = 0;
                    //法向量索引
                    for (; i < kkk.size() && kkk[i] != ‘/‘; i++)
                        num = num * 10 + kkk[i] - ‘0‘;
                    fff.vn[count] = num;

                }
                F.push_back(fff);
            }

            else if (strvector.size() == 4)
            {

                FaceQ fff;
                for (int count = 0; count < strvector.size(); count++) {
                    string kkk = strvector[count];
                    int i = 0;
                    int num = 0;
                    //顶点索引
                    for (; i < kkk.size() && kkk[i] != ‘/‘; i++)
                        num = num * 10 + kkk[i] - ‘0‘;
                    fff.v[count] = num;
                    i++;
                    num = 0;
                    //vt
                    num = 0;
                    for (; i < kkk.size() && kkk[i] != ‘/‘; i++)
                        num = num * 10 + kkk[i] - ‘0‘;
                    fff.vt[0] = num;
                    i++;
                    num = 0;
                    //法向量索引
                    for (; i < kkk.size() && kkk[i] != ‘/‘; i++)
                        num = num * 10 + kkk[i] - ‘0‘;
                    fff.vn[count] = num;

                }

                FQ.push_back(fff);
            }

        }
    }

}


绘制obj模型:


void CmyopenglView::OnReadobj()
{
    model = 6;

    wchar_t filters[] =
        L"3D模型文件(*.obj)|*.obj|所有文件(*.*)|*.*||";
    CFileDialog fileDlg(TRUE, NULL, NULL,
        OFN_HIDEREADONLY, filters);
    if (fileDlg.DoModal() == IDOK)
    {

        CString strBuf = fileDlg.GetPathName();
        USES_CONVERSION;
        char *Filename = T2A(strBuf.GetBuffer(0));
        ReadObj(Filename);
    }
    stringstream ss;
    ss <<"OK!";
    string str;
    ss >> str;
    CString s;
    s = str.c_str();
    MessageBox(s);

    float min_x, min_y, min_z, max_x, max_y, max_z;
    min_x = min_y = min_z = 10000000;
    max_x = max_y = max_z = -1000000;
    for (int i = 0; i < V.size(); i++)
    {
        min_x = min(min_x, V[i].x);
        min_y = min(min_y, V[i].y);
        min_z = min(min_z, V[i].z);
        max_x = max(max_x, V[i].x);
        max_y = max(max_y, V[i].y);
        max_z = max(max_z, V[i].z);
    }
    worldx = (min_x + max_x) / 2;
    worldy = (min_y + max_y) / 2;
    worldz = (min_z + max_z) / 2;
    type = 1;
    Invalidate();
    CDC* ppDC = GetWindowDC();
    OnDrawGL(ppDC);
    // TODO: 在此添加命令处理程序代码
}

void CmyopenglView::Draw_obj()
{
    if (type == 1) {
        if (!VN.empty()) {
            for (int i = 0; i < F.size(); i++) {
                glBegin(GL_LINE_LOOP);
                for (int j = 0; j < 3; j++) {
                    glVertex3f(V[F[i].v[j] - 1].x, V[F[i].v[j] - 1].y, V[F[i].v[j] - 1].z);
                }
                glEnd();
            }

            for (int i = 0; i < FQ.size(); i++) {
                glBegin(GL_LINE_LOOP);
                for (int j = 0; j < 4; j++) {

                    glVertex3f(V[FQ[i].v[j] - 1].x, V[FQ[i].v[j] - 1].y, V[FQ[i].v[j] - 1].z);
                }
                glEnd();
            }

        }
        else {
            for (int i = 0; i < F.size(); i++) {
                glBegin(GL_LINE_LOOP);
                for (int j = 0; j < 3; j++) {
                    glVertex3f(V[F[i].v[j] - 1].x, V[F[i].v[j] - 1].y, V[F[i].v[j] - 1].z);

                }
                glEnd();
            }

            for (int i = 0; i < FQ.size(); i++) {
                glBegin(GL_LINE_LOOP);
                for (int j = 0; j < 4; j++) {
                    glVertex3f(V[FQ[i].v[j] - 1].x, V[FQ[i].v[j] - 1].y, V[FQ[i].v[j] - 1].z);

                }
                glEnd();
            }
        }

    }

    else if (type == 3) {
        glBegin(GL_POINTS);
        for (int i = 0; i < V.size(); i++)
            glVertex3f(V[i].x, V[i].y, V[i].z);
        glEnd();
    }

    else
    {
        if (!VN.empty()) {
            for (int i = 0; i < F.size(); i++) {
                glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
                glBegin(GL_TRIANGLES);

                for (int j = 0; j < 3; j++) {

                    glNormal3f(VN[F[i].vn[j] - 1].x, VN[F[i].vn[j] - 1].y, VN[F[i].vn[j] - 1].z);
                    glVertex3f(V[F[i].v[j] - 1].x, V[F[i].v[j] - 1].y, V[F[i].v[j] - 1].z);

                }
                glEnd();
            }

            for (int i = 0; i < FQ.size(); i++) {
                glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
                glBegin(GL_QUADS);
                for (int j = 0; j < 4; j++) {

                    glNormal3f(VN[FQ[i].vn[j] - 1].x, VN[FQ[i].vn[j] - 1].y, VN[FQ[i].vn[j] - 1].z);
                    glVertex3f(V[FQ[i].v[j] - 1].x, V[FQ[i].v[j] - 1].y, V[FQ[i].v[j] - 1].z);

                }
                glEnd();
            }
        }

        else
        {
            for (int i = 0; i < F.size(); i++) {
                glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
                glBegin(GL_TRIANGLES);

                for (int j = 0; j < 3; j++) {
                    glVertex3f(V[F[i].v[j] - 1].x, V[F[i].v[j] - 1].y, V[F[i].v[j] - 1].z);
                }
                glEnd();

            }

            for (int i = 0; i < FQ.size(); i++) {
                glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
                glBegin(GL_QUADS);

                for (int j = 0; j < 4; j++) {
                    glVertex3f(V[FQ[i].v[j] - 1].x, V[FQ[i].v[j] - 1].y, V[FQ[i].v[j] - 1].z);
                }
                glEnd();

            }
        }

    }
}



源码下载:链接:http://pan.baidu.com/s/1slANShZ 密码:hbwj

时间: 2024-10-12 23:11:32

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