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outdated: 46.Fullscreen AntiAliasing

时间:2016-10-23 02:03:16      阅读:270      评论:0      收藏:0      [点我收藏+]

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全屏抗锯齿通过采样算法,将图形边缘会造成锯齿的这些像素与其周围的像素作一个平均的运算,增加像素的数目以达到像素之间平滑过渡的效果,不过有的地方可能会显得模糊。使用了两个头文件的扩展,

#include <GL\wglext.h>     // WGL extensions
#include <GL\glext.h>      // GL extwnsions

代码如下,抗锯齿的实现叫做多重采样。

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bool WGLisExtensionSupported(const char* extension)
{
    const size_t extlen = strlen(extension);
    const char* supported = NULL;

    // Try to use wglGetExtensionStringARB on cureent DC
    PROC wglGetExtString = wglGetProcAddress("wglGetExtensionsStringARB");

    if (wglGetExtString) {
        supported = ((char*(__stdcall*)(HDC))wglGetExtString)(wglGetCurrentDC());
    }

    // If that failed, try standard OpenGL extension string
    if (supported == NULL) {
        supported = (char*)glGetString(GL_EXTENSIONS);
    }

    // If that failed too, must be no extension supported
    if (supported == NULL) {
        return false;
    }
    // Begin examination at start of string, increment by 1 on false match
    for (const char* p = supported; ; ++p) {
        p = strstr(p, extension);
        if (p == NULL) {
            return false;
        }

        if ((p == supported || p[-1] ==  ) || (p[extlen] == \0 || p[extlen] ==  )) {
            return true;
        }
    }
}

bool InitMultisample(HINSTANCE hInstance, HWND hWnd, PIXELFORMATDESCRIPTOR pdf)
{
    // The string exists in WGL
    if (!WGLisExtensionSupported("WGL_ARB_multisample")) {
        arbMultisampleSupported = false;
        return false;
    }
    // Get pixel format
    PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB =
        (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");

    if (!wglChoosePixelFormatARB) {
        arbMultisampleSupported = false;
        return false;
    }
    // Get current device context
    HDC hDC = GetDC(hWnd);
    int pixelFormat;
    BOOL valid;
    UINT numFormats;
    float fAttributes[] = { 0, 0 };

    // These attributes are the bits we want to test for in our sample
    int iAttributes[] = { WGL_DRAW_TO_WINDOW_ARB, GL_TRUE, WGL_SUPPORT_OPENGL_ARB,GL_TRUE,
        WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB,
        WGL_COLOR_BITS_ARB,24,
        WGL_ALPHA_BITS_ARB,8,
        WGL_DEPTH_BITS_ARB,16,
        WGL_STENCIL_BITS_ARB,0,
        WGL_DOUBLE_BUFFER_ARB,GL_TRUE,
        WGL_SAMPLE_BUFFERS_ARB,GL_TRUE,
        WGL_SAMPLES_ARB, 4 ,
        0,0 };
    
    // Get a pixel format for 4 samples
    valid = wglChoosePixelFormatARB(hDC, iAttributes, fAttributes, 1, &pixelFormat, &numFormats);

    if (valid && numFormats >= 1) {
        arbMultisampleSupported = true;
        arbMultisampleFormat = pixelFormat;
        return arbMultisampleSupported;
    }

    iAttributes[19] = 2;
    valid = wglChoosePixelFormatARB(hDC, iAttributes, fAttributes, 1, &pixelFormat, &numFormats);
    if (valid && numFormats >= 1) {
        arbMultisampleSupported = true;
        arbMultisampleFormat = pixelFormat;
        return arbMultisampleSupported;
    }

    return arbMultisampleSupported;
}
InitMultisample

第一张图未开Multisampling,第二张图开了Multisampling,作为对比我们可以看到,特别是红色边缘,第二张图的锯齿明显多了很多。

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下面为代码,

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#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
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#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, 1000.0f);
    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 DestroyWindowGL(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 = "Resource File";                     // 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();
            DestroyWindowGL(&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
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#ifndef __ARB_MULTISAMPLE_H__
#define __ARB_MULTISAMPLE_H__

#include <GL\wglext.h>     // WGL extensions
#include <GL\glext.h>      // GL extwnsions

// Globals
extern bool arbMultisampleSupported;
extern int arbMultisampleFormat;

// If you don‘t want multisampling, set this to 0
#define CHECK_FOR_MULTISAMPLE 1

// To heck for our sampling
bool InitMultisample(HINSTANCE hInstance, HWND hWnd, PIXELFORMATDESCRIPTOR pdf);

#endif // !__ARB_MULTISAMPLE_H__
arbMultiSample.h
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#include <Windows.h>
#include <GL\glew.h>
#include <GL\glut.h>
#include "arbMultiSample.h"

#define WGL_SAMPLE_BUFFERS_ARB 0X2041
#define WGL_SAMPLES_ARB 0x2042

bool arbMultisampleSupported = false;
int arbMultisampleFormat = 0;

bool WGLisExtensionSupported(const char* extension)
{
    const size_t extlen = strlen(extension);
    const char* supported = NULL;

    // Try to use wglGetExtensionStringARB on cureent DC
    PROC wglGetExtString = wglGetProcAddress("wglGetExtensionStringARB");

    if (wglGetExtString) {
        supported = ((char*(__stdcall*)(HDC))wglGetExtString)(wglGetCurrentDC());
    }

    // If that failed, try standard OpenGL extension string
    if (supported == NULL) {
        supported = (char*)glGetString(GL_EXTENSIONS);
    }

    // If that failed too, must be no extension supported
    if (supported == NULL) {
        return false;
    }
    // Begin examination at start of string, increment by 1 on false match
    for (const char* p = supported; ; ++p) {
        p = strstr(p, extension);
        if (p == NULL) {
            return false;
        }

        if ((p == supported || p[-1] ==  ) || (p[extlen] == \0 || p[extlen] ==  )) {
            return true;
        }
    }
}

bool InitMultisample(HINSTANCE hInstance, HWND hWnd, PIXELFORMATDESCRIPTOR pdf)
{
    // The string exists in WGL
    if (!WGLisExtensionSupported("WGL_ARB_multisample")) {
        arbMultisampleSupported = false;
        return false;
    }
    // Get pixel format
    PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB =
        (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");

    if (!wglChoosePixelFormatARB) {
        arbMultisampleSupported = false;
        return false;
    }
    // Get current device context
    HDC hDC = GetDC(hWnd);
    int pixelFormat;
    BOOL valid;
    UINT numFormats;
    float fAttributes[] = { 0, 0 };

    // These attributes are the bits we want to test for in our sample
    int iAttributes[] = { WGL_DRAW_TO_WINDOW_ARB, GL_TRUE, WGL_SUPPORT_OPENGL_ARB,GL_TRUE,
        WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB,
        WGL_COLOR_BITS_ARB,24,
        WGL_ALPHA_BITS_ARB,8,
        WGL_DEPTH_BITS_ARB,16,
        WGL_STENCIL_BITS_ARB,0,
        WGL_DOUBLE_BUFFER_ARB,GL_TRUE,
        WGL_SAMPLE_BUFFERS_ARB,GL_TRUE,
        WGL_SAMPLES_ARB, 4 ,
        0,0 };
    
    // Get a pixel format for 4 samples
    valid = wglChoosePixelFormatARB(hDC, iAttributes, fAttributes, 1, &pixelFormat, &numFormats);

    if (valid && numFormats >= 1) {
        arbMultisampleSupported = true;
        arbMultisampleFormat = pixelFormat;
        return arbMultisampleSupported;
    }

    iAttributes[19] = 2;
    valid = wglChoosePixelFormatARB(hDC, iAttributes, fAttributes, 1, &pixelFormat, &numFormats);
    if (valid && numFormats >= 1) {
        arbMultisampleSupported = true;
        arbMultisampleFormat = pixelFormat;
        return arbMultisampleSupported;
    }

    return arbMultisampleSupported;
}
arbMultiSample.cpp
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#include <windows.h>
#include <stdio.h>
#include <math.h>
#include <gl/glew.h>
#include <gl/glut.h>
#include <GL/GLUAX.H>
#include <mmsystem.h>
#include "Previous.h"
#include "arbMultiSample.h"

// Fullscreen AntiAliasing
#pragma comment(lib, "legacy_stdio_definitions.lib")

#ifndef CDS_FULLSCREEN
#define CDS_FULLSCREEN 4
#endif

bool domulti = true;
bool doangle = true;

float angle = 0.0f;

GL_Window*    g_window;
Keys*        g_keys;

BOOL Initialize(GL_Window* window, Keys* keys)
{
    g_window = window;
    g_keys = keys;

    angle = 0.0f;

    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);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    glClearColor(0.0f, 0.0f, 0.0f, 0.5f);

    return TRUE;
}

void Deinitialize(void) { }

void Update(DWORD milliseconds)
{
    if (g_keys->keyDown[VK_ESCAPE] == TRUE) {
        TerminateApplication(g_window);
    }
    if (g_keys->keyDown[VK_F1] == TRUE) {
        ToggleFullscreen(g_window);
    }
    if (g_keys->keyDown[VK_SPACE] == TRUE) {
        domulti = !domulti;
    }
    if (g_keys->keyDown[M] == TRUE) {
        doangle = !doangle;
    }
}

void Draw(void)
{
    if (domulti) {
        glEnable(GL_MULTISAMPLE_ARB);
    }

    glClearColor(0.0f, 0.0f, 0.0f, 0.5);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

    for (float i = -10; i < 10; ++i) {
        for (float j = -10; j < 10; ++j) {
            glPushMatrix();
            glTranslatef(i * 2.0f, j * 2.0f, -5.0f);
            glRotatef(angle, 0.0f, 0.0f, 1.0f);
            glBegin(GL_QUADS);
                glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(i, j, 0.0f);
                glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(i + 2.0f, j, 0.0f);
                glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(i + 2.0f, j + 2.0f, 0.0f);
                glColor3f(1.0f, 1.0f, 1.0f); glVertex3f(i, j + 2.0f, 0.0f);
            glEnd();
            glPopMatrix();
        }
    }

    if (doangle) {
        angle += 0.05f;
    }
    glFlush();
    if (domulti) {
        glDisable(GL_MULTISAMPLE_ARB);
    }
}
Main.cpp

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

outdated: 46.Fullscreen AntiAliasing

标签:car   iuc   alias   avg   dha   stat   oql   nscd   n+2   

原文地址:http://www.cnblogs.com/clairvoyant/p/5988724.html

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