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outdated: 37.Cel-Shading

时间:2016-09-25 18:44:20      阅读:283      评论:0      收藏:0      [点我收藏+]

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卡通人物的贴图及阴影实现。

在抗锯齿方面,OpenGL中只需glEnable(GL_LINE_SMOOTH)。

对于一个向量的旋转,直接乘以旋转矩阵可以得出。下面为代码,

void RotateVector(MATRIX &M, VECTOR &V, VECTOR &D)            // Rotate a vector
{
    D.X = M.Data[0] * V.X + M.Data[4] * V.Y + M.Data[8] * V.Z;    // Rotate round the x axis
    D.Y = M.Data[1] * V.X + M.Data[5] * V.Y + M.Data[9] * V.Z;    // Rotate round the y axis
    D.Z = M.Data[2] * V.X + M.Data[6] * V.Y + M.Data[10] * V.Z;   // Rotate round the z axis
}

灯光设置为Z轴正方向(0,0,1),然后计算其法向量normal,接着再和旋转后的向量来个点积得到shade值。若小于零,就设置为零。这个shade值可以作为一维贴图坐标。

对于边框线条,首先得开启glEnable(GL_BLEND),然后设置blend mode即glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA),接着glPolygonMode(GL_BACK, GL_LINE)画反面多边形,最后是深度缓存glDepthFunc(GL_LEQUAL)。

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下面为代码,

技术分享
#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
Previous.h
技术分享
#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 = "Cel-Shading";                       // 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;
}
Previous.cpp
技术分享
#include <Windows.h>
#include <GL/glew.h>
#include <GL/glut.h>
#include <GL/GLUAX.H>
#include <math.h>
#include <stdio.h>
#include "Previous.h"

#pragma comment(lib, "legacy_stdio_definitions.lib")

#ifndef CDS_FULLSCREEN
#define CDS_FULLSCREEN 4
#endif

GL_Window* g_window;
Keys* g_keys;

typedef struct tagMATRIX {
    float Data[16];                  // Matrix format
} MATRIX;

typedef struct tagVECTOR {
    float X, Y, Z;
} VECTOR;

typedef struct tagVERTEX {
    VECTOR Nor;                      // Normal
    VECTOR Pos;                      // Position
} VERTEX;

typedef struct tagPOLYGON {          // Polygon
    VERTEX Verts[3];
} POLYGON;

bool outlineDraw = true;             // Flag to draw the outline
bool outlineSmooth = false;          // Flag to Anti-Alias the lines
float outlineColor[3] = { 0.0f, 0.0f, 0.0f };     // Color of the line
float outlineWidth = 3.0f;           // Width of the lines

VECTOR lightAngle;                   // The direction of the light
bool lightRotate = false;            // Flag to see if rotate the light

float modelAngle = 0.0f;             // Y-axis angle of the model
bool modelRotate = false;            // Flag to rotate the model

POLYGON* polyData = NULL;            // Polygon data
int polyNum = 0;                     // Number of polygon

GLuint shaderTexture[1];             // Storage for one texture

BOOL ReadMesh()
{
    FILE* In = fopen("Data/model.txt", "rb");
    if (!In) {
        return FALSE;
    }
    fread(&polyNum, sizeof(int), 1, In);    // Read the header (number of polygon)
    polyData = (POLYGON*)malloc(sizeof(POLYGON) * polyNum);

    fread(&polyData[0], sizeof(POLYGON) * polyNum, 1, In);
    fclose(In);
    return TRUE;
}

inline float DotProduct(VECTOR &V1, VECTOR &V2)
{
    return V1.X * V2.X + V1.Y * V2.Y + V1.Z * V2.Z;
}

inline float Magnitude(VECTOR &V)                    // The length of the vector
{
    return sqrt(V.X * V.X + V.Y * V.Y + V.Z * V.Z);
}

void Normalize(VECTOR &V)                            // Create a vector with a unit length of 1
{
    float M = Magnitude(V);
    if (M != 0.0f) {
        V.X /= M;
        V.Y /= M;
        V.Z /= M;
    }
}

void RotateVector(MATRIX &M, VECTOR &V, VECTOR &D)            // Rotate a vector
{
    D.X = M.Data[0] * V.X + M.Data[4] * V.Y + M.Data[8] * V.Z;    // Rotate round the x axis
    D.Y = M.Data[1] * V.X + M.Data[5] * V.Y + M.Data[9] * V.Z;    // Rotate round the y axis
    D.Z = M.Data[2] * V.X + M.Data[6] * V.Y + M.Data[10] * V.Z;   // Rotate round the z axis
}

BOOL Initialize(GL_Window* window, Keys* keys)
{
    char Line[255];
    float shaderData[32][3];
    FILE *In = NULL;

    g_window = window;
    g_keys = keys;

    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);     // Realy nice perspective calculations
    glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
    glClearDepth(1.0f);    

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glShadeModel(GL_SMOOTH);
    glDisable(GL_LINE_SMOOTH);
    glEnable(GL_CULL_FACE);
    glDisable(GL_LIGHTING);

    In = fopen("Data/shader.txt", "r");
    if (In) {
        for (int i = 0; i < 32; i++) {
            if (feof(In)) break;
            fgets(Line, 255, In);
            shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof(Line));
        }
        fclose(In);
    }
    else {
        return FALSE;
    }

    glGenTextures(1, &shaderTexture[0]);
    glBindTexture(GL_TEXTURE_1D, shaderTexture[0]);

    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB, GL_FLOAT, shaderData);

    lightAngle.X = 0.0f;
    lightAngle.Y = 0.0f;
    lightAngle.Z = 1.0f;

    Normalize(lightAngle);
    return ReadMesh();
}

void Deinitialize(void)
{
    glDeleteTextures(1, &shaderTexture[0]);
    free(polyData);
}

void Update(DWORD milliseconds)
{
    if (g_keys->keyDown[ ] == TRUE) {
        modelRotate = !modelRotate;                  // Toggle model rotation
        g_keys->keyDown[ ] = FALSE;
    }
    if (g_keys->keyDown[1] == TRUE) {
        outlineDraw = !outlineDraw;                  // Tpggle outline drawing
        g_keys->keyDown[1] = FALSE;
    }
    if (g_keys->keyDown[2] == TRUE) {
        outlineSmooth = !outlineSmooth;              // Toggle Anti-Aliasing
        g_keys->keyDown[2] = FALSE;
    }
    if (g_keys->keyDown[VK_UP] == TRUE) {
        outlineWidth++;                              // Line width
        g_keys->keyDown[VK_UP] = FALSE;
    }
    if (g_keys->keyDown[VK_DOWN] == TRUE) {
        outlineWidth--;                              // Line width
        g_keys->keyDown[VK_DOWN] = FALSE;
    }
    if (modelRotate) {
        modelAngle += (float)(milliseconds) / 10.0f;
    }
}

void Draw()
{
    float TmpShade;                // Temporary shader value
    MATRIX TmpMatrix;
    VECTOR TmpVector, TmpNormal;
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

    if (outlineSmooth) {           // Check
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
        glEnable(GL_LINE_SMOOTH);                // Enable Anti-Aliasing
    }
    else {
        glDisable(GL_LINE_SMOOTH);
    }
    glTranslatef(0.0f, 0.0f, -2.0f);
    glRotatef(modelAngle, 0.0f, 1.0f, 0.0f);
    glGetFloatv(GL_MODELVIEW_MATRIX, TmpMatrix.Data);      // Get the generatef matrix
    // Cel-shading code
    glEnable(GL_TEXTURE_1D);
    glBindTexture(GL_TEXTURE_1D, shaderTexture[0]);
    glColor3f(0.8f, 0.2f, 0.2f);

    glBegin(GL_TRIANGLES);
    for (int i = 0; i < polyNum; ++i) {
        for (int j = 0; j < 3; ++j) {
            TmpNormal.X = polyData[i].Verts[j].Nor.X;
            TmpNormal.Y = polyData[i].Verts[j].Nor.Y;
            TmpNormal.Z = polyData[i].Verts[j].Nor.Z;

            RotateVector(TmpMatrix, TmpNormal, TmpVector);     // Rotate
            Normalize(TmpVector);
            
            TmpShade = DotProduct(TmpVector, lightAngle);
            if (TmpShade < 0.0f) {
                TmpShade = 0.0f;
            }

            glTexCoord1f(TmpShade);          // Set the texture coordinate as the shade value
            glVertex3fv(&polyData[i].Verts[j].Pos.X);
        }
    }
    glEnd();
    glDisable(GL_TEXTURE_1D);

    if (outlineDraw) {             // Check
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);   // Blend mode

        glPolygonMode(GL_BACK, GL_LINE);           // Draw backfacing polygon as wireframes
        glLineWidth(outlineWidth);
        glCullFace(GL_FRONT);                      // Don‘t draw any front-face polygon
        glDepthFunc(GL_LEQUAL);
        glColor3fv(&outlineColor[0]);              // Set the outline color

        glBegin(GL_TRIANGLES);
        for (int i = 0; i < polyNum; ++i) {
            for (int j = 0; j < 3; ++j) {
                glVertex3fv(&polyData[i].Verts[j].Pos.X);
            }
        }
        glEnd();

        glDepthFunc(GL_LESS);               // Reset
        glCullFace(GL_BACK);                // Reset
        glPolygonMode(GL_BACK, GL_FILL);    // Reset
        glDisable(GL_BLEND);
    }
}
Main.cpp

Thanks for Nehe‘s tutorials, this is his home.

outdated: 37.Cel-Shading

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原文地址:http://www.cnblogs.com/clairvoyant/p/5906416.html

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