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            Shuffy

            不斷的學習,不斷的思考,才能不斷的進步.Let's do better together!
            posts - 102, comments - 43, trackbacks - 0, articles - 19

            《基于MFC的OpenGL編程》Part 8 Colors

            Posted on 2010-03-31 20:35 Shuffy 閱讀(155) 評論(0)  編輯 收藏 引用 所屬分類: MFC,OpenGL
                 OpenGL支持兩種顏色模式:RGBA和顏色索引模式,本文關注于前者。

            Smooth Shading and Flat Shading  

            When Smooth Shading is specified, the color values are interpolated between vertices. If Flat Shading is specified, one vertex is selected as being representative of all the vertices, thus the entire primitive is displayed using one single color. 

            一個簡單Demo

            1,CCY457OpenGLView.h中加入如下旋轉控制變量:

                 GLfloat m_xRot, m_yRot;//繞x,y軸旋轉的角度,隨時間不斷變化

             并在構造函數中初始化:

            CCY457OpenGLView::CCY457OpenGLView()
            {
                m_xRot 
            = 0.0f;
                m_yRot 
            = 0.0f;
            }

            2,在OnTimer函數中,修改繞x,y軸旋轉的角度值

            void CCY457OpenGLView::OnTimer(UINT nIDEvent) 
            {
                m_xRot 
            = m_xRot + 0.5f;
                m_yRot 
            = m_yRot + 0.5f;
                InvalidateRect(NULL, FALSE);    
                CView::OnTimer(nIDEvent);
            }

            3,加入兩個菜單項,控制OpenGL的渲染模式

            void CCY457OpenGLView::OnShadingmodelSmooth() 
            {
                glShadeModel(GL_SMOOTH);
                InvalidateRect(NULL,FALSE);
            }

            void CCY457OpenGLView::OnShadingmodelFlat() 
            {
                glShadeModel(GL_FLAT);
                InvalidateRect(NULL,FALSE);
            }

            4,在RenderScene中加入繪制代碼:

            void CCY457OpenGLView::RenderScene ()
            {
            //繪制函數
                    glTranslatef(0.0f,0.0f,-5.0f);
                    glRotatef(m_xRot,
            1.0f,0.0f,0.0f);
                    glRotatef(m_yRot,
            0.0f,1.0f,0.0f);
                    
            //Front Face
                    glBegin(GL_POLYGON);
                        glColor3f(
            1.0f,0.0f,0.0f);
                        glVertex3f(
            -1.0f,-1.0f,0.0f);
                        glColor3f(
            1.0f,1.0f,0.0f);
                        glVertex3f( 
            1.0f,-1.0f,0.0f);
                        glColor3f(
            1.0f,0.0f,1.0f);
                        glVertex3f( 
            1.0f1.0f,0.0f);
                        glColor3f(
            1.0f,1.0f,1.0f);
                        glVertex3f(
            -1.0f1.0f,0.0f);
                    glEnd();
                    glColor3f(
            1.0f,1.0f,0.0f);
                    
            //Back Face
                    glBegin(GL_POLYGON);
                        glVertex3f(
            -1.0f,-1.0f,-1.0f);
                        glVertex3f(
            -1.0f1.0f,-1.0f);
                        glVertex3f( 
            1.0f1.0f,-1.0f);
                        glVertex3f( 
            1.0f,-1.0f,-1.0f);
                    glEnd();
                    glColor3f(
            1.0f,0.0f,1.0f);
                    
            //Left Face
                    glBegin(GL_POLYGON);
                        glVertex3f(
            -1.0f,-1.0f0.0f);
                        glVertex3f(
            -1.0f1.0f0.0f);
                        glVertex3f(
            -1.0f1.0f,-1.0f);
                        glVertex3f(
            -1.0f,-1.0f,-1.0f);
                    glEnd();
                    glColor3f(
            0.0f,1.0f,0.0f);
                    
            //Right Face
                    glBegin(GL_POLYGON);
                        glVertex3f(
            1.0f,-1.0f0.0f);
                        glVertex3f(
            1.0f,-1.0f,-1.0f);
                        glVertex3f(
            1.0f1.0f,-1.0f);
                        glVertex3f(
            1.0f1.0f0.0f);
                    glEnd();
                    glColor3f(
            0.0f,1.0f,1.0f);
                    
            //Top Face
                    glBegin(GL_POLYGON);
                        glVertex3f(
            -1.0f1.0f,  0.0f);
                        glVertex3f( 
            1.0f1.0f,  0.0f);
                        glVertex3f( 
            1.0f1.0f-1.0f);
                        glVertex3f(
            -1.0f1.0f-1.0f);
                    glEnd();
                    glColor3f(
            0.0f,0.0f,1.0f);
                    
            //Botton Face
                    glBegin(GL_POLYGON);
                        glVertex3f(
            -1.0f-1.0f,  0.0f);
                        glVertex3f(
            -1.0f-1.0f-1.0f);
                        glVertex3f( 
            1.0f-1.0f-1.0f);
                        glVertex3f( 
            1.0f-1.0f,  0.0f);
                    glEnd();
            }

             

            作者:洞庭散人

            出處:http://phinecos.cnblogs.com/    

            本文版權歸作者和博客園共有,歡迎轉載,但未經作者同意必須保留此段聲明,且在文章頁面明顯位置給出原文連接,否則保留追究法律責任的權利。
            原文鏈接:http://www.cnblogs.com/phinecos/archive/2008/11/05/1327571.html
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