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这种效果由ambient、position、diffuse和specular几种光在其背景贴图上实现。
在RenderToTexture()函数中ProcessHelix()函数为实现弹簧的光线效果,而在Draw()函数中的ProcessHelix()函数为实现弹簧实体。
RenderToTexture()函数中的glCopyTexImage2D()函数是从视觉窗口copy到一个二维贴图中,是对第一个ProcessHelix()函数效果的转换。
绘制弹簧实体代码如下,
glBegin(GL_QUADS); for (phi = 0; phi <= 360; phi += 20.0f) { for (theta = 0; theta <= 360 * twists; theta += 20.0f) { // First v = phi / 180.0f * 3.1415f; // rad u = theta / 180.0f * 3.1415f; // rad x = float(cos(u) * (2.0f + cos(v))) * r; // The coordniate of point y = float(sin(u) * (2.0f + cos(v))) * r; z = float(((u - (2.0f * 3.1415f)) + sin(v)) * r); vertexes[0][0] = x; vertexes[0][1] = y; vertexes[0][2] = z; // Second v = phi / 180.0f * 3.1415f; u = (theta + 20) / 180.0f * 3.1415f; x = float(cos(u) * (2.0f + cos(v))) * r; // The coordniate of point y = float(sin(u) * (2.0f + cos(v))) * r; z = float(((u - (2.0f * 3.1415f)) + sin(v)) * r); vertexes[1][0] = x; vertexes[1][1] = y; vertexes[1][2] = z; // Third v = (phi + 20) / 180.0f * 3.1415f; u = (theta + 20) / 180.0f * 3.1415f; x = float(cos(u) * (2.0f + cos(v))) * r; // The coordniate of point y = float(sin(u) * (2.0f + cos(v))) * r; z = float(((u - (2.0f * 3.1415f)) + sin(v)) * r); vertexes[2][0] = x; vertexes[2][1] = y; vertexes[2][2] = z; // Fourth v = (phi + 20) / 180.0f * 3.1415f; u = theta / 180.0f * 3.1415f; x = float(cos(u) * (2.0f + cos(v))) * r; // The coordniate of point y = float(sin(u) * (2.0f + cos(v))) * r; z = float(((u - (2.0f * 3.1415f)) + sin(v)) * r); vertexes[3][0] = x; vertexes[3][1] = y; vertexes[3][2] = z; calcNormal(vertexes, normal); glNormal3f(normal[0], normal[1], normal[2]);// Set normal // Render glVertex3f(vertexes[0][0], vertexes[0][1], vertexes[0][2]); glVertex3f(vertexes[1][0], vertexes[1][1], vertexes[1][2]); glVertex3f(vertexes[2][0], vertexes[2][1], vertexes[2][2]); glVertex3f(vertexes[3][0], vertexes[3][1], vertexes[3][2]); } } glEnd();
背景贴图,
alphainc = alpha / times; // To render blur glBegin(GL_QUADS); for (int num = 0; num < times; ++num) { glColor4f(1.0f, 1.0f, 1.0f, alpha); glTexCoord2f(0 + spost, 1 - spost); glVertex2f(0, 0); glTexCoord2f(0 + spost, 0 + spost); glVertex2f(0, 480); glTexCoord2f(1 - spost, 0 + spost); glVertex2f(640, 480); glTexCoord2f(1 - spost, 1 - spost); glVertex2f(640, 0); spost += inc; // Zooming closer to texture center alpha -= alphainc; // Gradually fading image out } glEnd();
代码如下,
#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 application void ToggleFullscreen(GL_Window* window); // Toggle fullscreen / Windowed mode BOOL 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 mode static BOOL g_isProgramLooping; // Window creation loop, for fullscreen / windowed mode static BOOL g_createFullScreen; // If true, then create window void 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 callback LRESULT 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 = "GL Framework"; // Window title window.init.width = 640; // Window width window.init.height = 480; // Window height window.init.bitsPerPixel = 32; // 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 "Previous.h" #ifndef CDS_FULLSCREEN #define CDS_FULLSCREEN 4 #endif GL_Window* g_window; Keys* g_keys; float angle; // Used to rotate the helix float vertexes[4][3]; float normal[3]; GLuint BlurTexture; // Stored the texture number GLuint EmptyTexture() // Create a empty texture { GLuint textureID; unsigned int* data; data = (unsigned int*)malloc(128 * 128 * 4 * sizeof(unsigned int)); ZeroMemory(data, (128 * 128 * 4 * sizeof(unsigned int))); glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 4, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); free(data); return textureID; } void ReduceToUnit(float vector[3]) // Reduce a normal vector { float length; length = (float)sqrt((vector[0] * vector[0]) * (vector[1] * vector[1]) * (vector[2] * vector[2])); if (length == 0.0f) length = 1.0f; vector[0] /= length; vector[1] /= length; vector[2] /= length; } void calcNormal(float v[3][3], float out[3]) //Calculates normal for a quad using 3 points { float v1[3], v2[3]; static const int x = 0; // Coordinate static const int y = 0; static const int z = 0; // Finds the vector bewteen 2 points v1[x] = v[0][x] - v[1][x]; v1[y] = v[0][y] - v[1][y]; v1[z] = v[0][z] - v[1][z]; v2[x] = v[1][x] - v[2][x]; v2[y] = v[1][y] - v[2][y]; v2[z] = v[1][z] - v[2][z]; out[x] = v1[y] * v2[z] - v1[z] * v2[y]; // Cross product for Y - Z out[y] = v1[z] * v2[x] - v1[x] * v2[z]; // Cross product for X - Z out[z] = v1[x] * v2[y] - v1[y] * v2[x]; // Cross product for X - Y ReduceToUnit(out); } void ProcessHelix() // Draw a helix { GLfloat x, y, z; // Coordniate GLfloat phi; // Angle GLfloat theta; // Angle GLfloat v, u; // Angles GLfloat r = 1.5; // Radius of twist int twists = 5; // Numbers GLfloat glfMaterialColor[] = { 0.4f, 0.2f, 0.8f, 1.0f }; // The material color GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; // Specular lighting glLoadIdentity(); gluLookAt(0, 5, 50, 0, 0, 0, 0, 1, 0); glPushMatrix(); glTranslatef(0, 0, -50); glRotatef(angle / 2.0f, 1, 0, 0); glRotatef(angle / 3.0f, 0, 1, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, glfMaterialColor); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); glBegin(GL_QUADS); for (phi = 0; phi <= 360; phi += 20.0f) { for (theta = 0; theta <= 360 * twists; theta += 20.0f) { // First v = phi / 180.0f * 3.1415f; // rad u = theta / 180.0f * 3.1415f; // rad x = float(cos(u) * (2.0f + cos(v))) * r; // The coordniate of point y = float(sin(u) * (2.0f + cos(v))) * r; z = float(((u - (2.0f * 3.1415f)) + sin(v)) * r); vertexes[0][0] = x; vertexes[0][1] = y; vertexes[0][2] = z; // Second v = phi / 180.0f * 3.1415f; u = (theta + 20) / 180.0f * 3.1415f; x = float(cos(u) * (2.0f + cos(v))) * r; // The coordniate of point y = float(sin(u) * (2.0f + cos(v))) * r; z = float(((u - (2.0f * 3.1415f)) + sin(v)) * r); vertexes[1][0] = x; vertexes[1][1] = y; vertexes[1][2] = z; // Third v = (phi + 20) / 180.0f * 3.1415f; u = (theta + 20) / 180.0f * 3.1415f; x = float(cos(u) * (2.0f + cos(v))) * r; // The coordniate of point y = float(sin(u) * (2.0f + cos(v))) * r; z = float(((u - (2.0f * 3.1415f)) + sin(v)) * r); vertexes[2][0] = x; vertexes[2][1] = y; vertexes[2][2] = z; // Fourth v = (phi + 20) / 180.0f * 3.1415f; u = theta / 180.0f * 3.1415f; x = float(cos(u) * (2.0f + cos(v))) * r; // The coordniate of point y = float(sin(u) * (2.0f + cos(v))) * r; z = float(((u - (2.0f * 3.1415f)) + sin(v)) * r); vertexes[3][0] = x; vertexes[3][1] = y; vertexes[3][2] = z; calcNormal(vertexes, normal); glNormal3f(normal[0], normal[1], normal[2]);// Set normal // Render glVertex3f(vertexes[0][0], vertexes[0][1], vertexes[0][2]); glVertex3f(vertexes[1][0], vertexes[1][1], vertexes[1][2]); glVertex3f(vertexes[2][0], vertexes[2][1], vertexes[2][2]); glVertex3f(vertexes[3][0], vertexes[3][1], vertexes[3][2]); } } glEnd(); glPopMatrix(); } void ViewOrtho() // Set up an ortho view { glMatrixMode(GL_PROJECTION); // Select projection glPushMatrix(); glLoadIdentity(); glOrtho(0, 640, 480, 0, -1, 1); // Select ortho mode glMatrixMode(GL_MODELVIEW); // Select modelview matrix glPushMatrix(); glLoadIdentity(); } void ViewPerspective() // Set up a perspective view { glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } void RenderToTexture() // Render to a texture { glViewport(0, 0, 128, 128); // Set viewport (match texture size) ProcessHelix(); // Render the helix glBindTexture(GL_TEXTURE_2D, BlurTexture); //Copy viewport to the blur texture (from 0, 0 to 128, 128...No border) glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0, 128, 128, 0); glClearColor(0.0f, 0.0f, 0.4f, 0.5f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, 640, 480); } void DrawBlur(int times, float inc) // Draw the blurred image { float spost = 0.0f; // Starting texture coordinate offset float alphainc = 0.0f / times; // Fade speed for alpha blending float alpha = 0.2f; // Starting alpha value // Disable autoTexture cordinates glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, BlurTexture); ViewOrtho(); alphainc = alpha / times; // To render blur glBegin(GL_QUADS); for (int num = 0; num < times; ++num) { glColor4f(1.0f, 1.0f, 1.0f, alpha); glTexCoord2f(0 + spost, 1 - spost); glVertex2f(0, 0); glTexCoord2f(0 + spost, 0 + spost); glVertex2f(0, 480); glTexCoord2f(1 - spost, 0 + spost); glVertex2f(640, 480); glTexCoord2f(1 - spost, 1 - spost); glVertex2f(640, 0); spost += inc; // Zooming closer to texture center alpha -= alphainc; // Gradually fading image out } glEnd(); ViewPerspective(); glEnable(GL_DEPTH_TEST); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, 0); } BOOL Initialize(GL_Window* window, Keys* keys) // Any GL init code & User initialiazation goes here { g_window = window; g_keys = keys; angle = 0.0f; BlurTexture = EmptyTexture(); glViewport(0, 0, window->init.width, window->init.height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(50, (float)window->init.width / (float)window->init.height, 5, 2000); // Set perspective glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); GLfloat global_ambient[4] = { 0.2f, 0.2f, 0.2f, 1.0f }; GLfloat light0pos[4] = { 0.0f, 5.0f, 10.0f, 1.0f }; GLfloat light0ambient[4] = { 0.2f, 0.2f, 0.2f, 1.0f }; GLfloat light0diffuse[4] = { 0.3f, 0.3f, 0.3f, 1.0f }; GLfloat light0specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f }; GLfloat lmodel_ambient[] = { 0.2f, 0.2f, 0.2f, 1.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); // Set the model glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient); glLightfv(GL_LIGHT0, GL_POSITION, light0pos); glLightfv(GL_LIGHT0, GL_AMBIENT, light0ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light0specular); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glShadeModel(GL_SMOOTH); glMateriali(GL_FRONT, GL_SHININESS, 128); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); return TRUE; } void Deinitialize(void) { glDeleteTextures(1, &BlurTexture); } void Update(DWORD milliseconds) // Perform motion updates here { if (g_keys->keyDown[VK_ESCAPE] == TRUE) { TerminateApplication(g_window); } if (g_keys->keyDown[VK_F1] == TRUE) { ToggleFullscreen(g_window); } angle += (float)(milliseconds) / 5.0f; } void Draw(void) { glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); RenderToTexture(); ProcessHelix(); DrawBlur(25, 0.02f); glFlush(); }
outdated: 36.Radial Blur & Rendering To A Texture
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原文地址:http://www.cnblogs.com/clairvoyant/p/5902931.html