• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            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
            精品无码久久久久久国产| 一本色道久久综合狠狠躁| 国产精品久久久久jk制服| 国产精品视频久久久| 国产呻吟久久久久久久92| 国产精品久久久久久久人人看| 人人狠狠综合久久88成人| 精品久久综合1区2区3区激情| 久久精品国产男包| 久久精品18| 四虎国产精品免费久久5151| 亚洲中文久久精品无码| 久久精品国产一区二区电影| 国产精品久久久久jk制服| 亚洲精品午夜国产va久久| 国产精品成人精品久久久| 国内精品久久久久影院优| 香蕉久久久久久狠狠色| 久久er国产精品免费观看8| 国产精品久久久久影院嫩草| 精品久久久久久中文字幕大豆网| 国产成人AV综合久久| 国产午夜久久影院| 9久久9久久精品| 国产精品一区二区久久| 97热久久免费频精品99| 久久久久久久久久久久中文字幕 | 亚洲精品无码久久久影院相关影片 | 国产精品嫩草影院久久| 2021久久精品国产99国产精品| 无码国产69精品久久久久网站 | 久久精品亚洲中文字幕无码麻豆| 国内精品久久久久影院亚洲| 亚洲国产精品无码久久九九| 久久久久国产一区二区三区| 久久久久女教师免费一区| 国产精品99久久久久久宅男| 国产精品青草久久久久福利99 | 欧美亚洲国产精品久久| 久久久久久国产精品美女| 无码人妻少妇久久中文字幕蜜桃 |