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outdated: 48.ArcBall Rotation

时间:2016-11-02 00:39:51      阅读:340      评论:0      收藏:0      [点我收藏+]

标签:gpu   sys   repr   msi   glenable   normal   can   mbr   bat   

认认真真地把这教程过一遍还真是费事啊...

终于到最后一章了,鼠标拖动可实现物体旋转。

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下面为代码,

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#ifndef _ArcBall_h
#define _ArcBall_h

// Only support assertions in debug builds
#ifdef _DEBUG
#include <assert.h>
#else
#define assert(x) { }
#endif // _DEBUG

#include <GL\glut.h>
#include <math.h>

// Math types derived from the KempoApi tMath library
typedef union Tuple2f_t {
    struct {
        GLfloat X, Y;
    } s;
    GLfloat T[2];
} Tuple2fT;

typedef union Tuple3f_t
{
    struct
    {
        GLfloat X, Y, Z;
    } s;

    GLfloat T[3];
} Tuple3fT;

typedef union Tuple4f_t
{
    struct
    {
        GLfloat X, Y, Z, W;
    } s;

    GLfloat T[4];
} Tuple4fT;

typedef union Matrix3f_t
{
    struct {
        // Column major
        union { GLfloat M00; GLfloat XX; GLfloat SX; };  // XAxis.X and Scale X
        union { GLfloat M10; GLfloat XY; };  // XAxis.Y
        union { GLfloat M20; GLfloat XZ; };  // XAxis.Z
        union { GLfloat M01; GLfloat YX; };  // YAxis.X
        union { GLfloat M11; GLfloat YY; GLfloat SY; };  // YAxis.Y and Scale Y
        union { GLfloat M21; GLfloat YZ; };  // YAxis.Z
        union { GLfloat M02; GLfloat ZX; };  // ZAxis.X
        union { GLfloat M12; GLfloat ZY; };  // ZAxis.Y
        union { GLfloat M22; GLfloat ZZ; GLfloat SZ; };  // ZAxis.Z and Scale Z
    } s;

    GLfloat M[9];
} Matrix3fT;

typedef union Matrix4f_t
{
    struct {
        // Column major
        union { GLfloat M00; GLfloat XX; GLfloat SX; };  // XAxis.X and Scale X
        union { GLfloat M10; GLfloat XY; };  // XAxis.Y
        union { GLfloat M20; GLfloat XZ; };  // XAxis.Z
        union { GLfloat M30; GLfloat XW; };  // XAxis.W
        union { GLfloat M01; GLfloat YX; };  // YAxis.X
        union { GLfloat M11; GLfloat YY; GLfloat SY; };  // YAxis.Y and Scale Y
        union { GLfloat M21; GLfloat YZ; };  // YAxis.Z
        union { GLfloat M31; GLfloat YW; };  // YAxis.W
        union { GLfloat M02; GLfloat ZX; };  // ZAxis.X
        union { GLfloat M12; GLfloat ZY; };  // ZAxis.Y
        union { GLfloat M22; GLfloat ZZ; GLfloat SZ; };  // ZAxis.Z and Scale Z
        union { GLfloat M32; GLfloat ZW; };  // ZAxis.W
        union { GLfloat M03; GLfloat TX; };  // Trans.X
        union { GLfloat M13; GLfloat TY; };  // Trans.Y
        union { GLfloat M23; GLfloat TZ; };  // Trans.Z
        union { GLfloat M33; GLfloat TW; GLfloat SW; };  // Trans.W and Scale W
    } s;

    GLfloat M[16];
} Matrix4fT;

// A 2 element point that is represented by single precision floating point x,y coordinates
#define Point2fT Tuple2fT
// A 4 element unit quaternion represented by single precision floating point x,y,z,w coordinates
#define Quat4fT Tuple4fT
// A 2-element vector that is represented by single-precision floating point x,y coordinates
#define Vector2fT Tuple2fT
// A 3-element vector that is represented by single-precision floating point x,y,z coordinates
#define Vector3fT Tuple3fT

// Custom math, or speed overrides
#define FuncSqrt sqrtf

// assuming IEEE-754(GLfloat), which i believe has max precision of 7 bits
#define Epsilon 1.0e-5

inline static void Point2fAdd(Point2fT* NewObj, const Tuple2fT* t1)
{
    assert(NewObj && t1);

    NewObj->s.X += t1->s.X;
    NewObj->s.Y += t1->s.Y;
}

inline static void Point2fSub(Point2fT* NewObj, const Tuple2fT* t1)
{
    assert(NewObj && t1);

    NewObj->s.X -= t1->s.X;
    NewObj->s.Y -= t1->s.Y;
}

inline static void Vector3fCross(Vector3fT* NewObj, const Vector3fT* v1, const Vector3fT* v2)
{
    Vector3fT Result;

    assert(NewObj && v1 && v2);

    Result.s.X = (v1->s.Y * v2->s.Z) - (v1->s.Z * v2->s.Y);
    Result.s.Y = (v1->s.Z * v2->s.X) - (v1->s.X * v2->s.Z);
    Result.s.Z = (v1->s.X * v2->s.Y) - (v1->s.Y * v2->s.X);

    *NewObj = Result;
}

inline static GLfloat Vector3fDot(const Vector3fT* NewObj, const Vector3fT* v1)
{
    assert(NewObj && v1);

    return  (NewObj->s.X * v1->s.X) +
        (NewObj->s.Y * v1->s.Y) +
        (NewObj->s.Z * v1->s.Z);
}

inline static GLfloat Vector3fLengthSquared(const Vector3fT* NewObj)
{
    assert(NewObj);

    return  (NewObj->s.X * NewObj->s.X) +
        (NewObj->s.Y * NewObj->s.Y) +
        (NewObj->s.Z * NewObj->s.Z);
}

inline static GLfloat Vector3fLength(const Vector3fT* NewObj)
{
    assert(NewObj);

    return FuncSqrt(Vector3fLengthSquared(NewObj));
}

inline static void Matrix3fSetZero(Matrix3fT* NewObj)
{
    NewObj->s.M00 = NewObj->s.M01 = NewObj->s.M02 =
        NewObj->s.M10 = NewObj->s.M11 = NewObj->s.M12 =
        NewObj->s.M20 = NewObj->s.M21 = NewObj->s.M22 = 0.0f;
}

inline static void Matrix3fSetIdentity(Matrix3fT* NewObj)
{
    Matrix3fSetZero(NewObj);

    NewObj->s.M00 = NewObj->s.M11 = NewObj->s.M22 = 1.0f;
}

inline static void Matrix3fSetRotationFromQuat4f(Matrix3fT* NewObj, const Quat4fT* q1)
{
    GLfloat n, s;
    GLfloat xs, ys, zs;
    GLfloat wx, wy, wz;
    GLfloat xx, xy, xz;
    GLfloat yy, yz, zz;

    assert(NewObj && q1);

    n = (q1->s.X * q1->s.X) + (q1->s.Y * q1->s.Y) + (q1->s.Z * q1->s.Z) + (q1->s.W * q1->s.W);
    s = (n > 0.0f) ? (2.0f / n) : 0.0f;

    xs = q1->s.X * s;  ys = q1->s.Y * s; zs = q1->s.Z * s;
    wx = q1->s.W * xs; wy = q1->s.W * ys; wz = q1->s.W * zs;
    xx = q1->s.X * xs; xy = q1->s.X * ys; xz = q1->s.X * zs;
    yy = q1->s.Y * ys; yz = q1->s.Y * zs; zz = q1->s.Z * zs;

    NewObj->s.XX = 1.0f - (yy + zz); NewObj->s.YX = xy - wz;  NewObj->s.ZX = xz + wy;
    NewObj->s.XY = xy + wz;  NewObj->s.YY = 1.0f - (xx + zz); NewObj->s.ZY = yz - wx;
    NewObj->s.XZ = xz - wy;  NewObj->s.YZ = yz + wx;  NewObj->s.ZZ = 1.0f - (xx + yy);
}

inline static void Matrix3fMulMatrix3f(Matrix3fT* NewObj, const Matrix3fT* m1)
{
    Matrix3fT Result;

    assert(NewObj && m1);

    // Alias-safe way
    Result.s.M00 = (NewObj->s.M00 * m1->s.M00) + (NewObj->s.M01 * m1->s.M10) + (NewObj->s.M02 * m1->s.M20);
    Result.s.M01 = (NewObj->s.M00 * m1->s.M01) + (NewObj->s.M01 * m1->s.M11) + (NewObj->s.M02 * m1->s.M21);
    Result.s.M02 = (NewObj->s.M00 * m1->s.M02) + (NewObj->s.M01 * m1->s.M12) + (NewObj->s.M02 * m1->s.M22);

    Result.s.M10 = (NewObj->s.M10 * m1->s.M00) + (NewObj->s.M11 * m1->s.M10) + (NewObj->s.M12 * m1->s.M20);
    Result.s.M11 = (NewObj->s.M10 * m1->s.M01) + (NewObj->s.M11 * m1->s.M11) + (NewObj->s.M12 * m1->s.M21);
    Result.s.M12 = (NewObj->s.M10 * m1->s.M02) + (NewObj->s.M11 * m1->s.M12) + (NewObj->s.M12 * m1->s.M22);

    Result.s.M20 = (NewObj->s.M20 * m1->s.M00) + (NewObj->s.M21 * m1->s.M10) + (NewObj->s.M22 * m1->s.M20);
    Result.s.M21 = (NewObj->s.M20 * m1->s.M01) + (NewObj->s.M21 * m1->s.M11) + (NewObj->s.M22 * m1->s.M21);
    Result.s.M22 = (NewObj->s.M20 * m1->s.M02) + (NewObj->s.M21 * m1->s.M12) + (NewObj->s.M22 * m1->s.M22);

    *NewObj = Result;
}

inline static void Matrix4fSetRotationScaleFromMatrix4f(Matrix4fT* NewObj, const Matrix4fT* m1)
{
    assert(NewObj && m1);

    NewObj->s.XX = m1->s.XX; NewObj->s.YX = m1->s.YX; NewObj->s.ZX = m1->s.ZX;
    NewObj->s.XY = m1->s.XY; NewObj->s.YY = m1->s.YY; NewObj->s.ZY = m1->s.ZY;
    NewObj->s.XZ = m1->s.XZ; NewObj->s.YZ = m1->s.YZ; NewObj->s.ZZ = m1->s.ZZ;
}

inline static GLfloat Matrix4fSVD(const Matrix4fT* NewObj, Matrix3fT* rot3, Matrix4fT* rot4)
{
    GLfloat s, n;

    assert(NewObj);

    s = FuncSqrt(
        ((NewObj->s.XX * NewObj->s.XX) + (NewObj->s.XY * NewObj->s.XY) + (NewObj->s.XZ * NewObj->s.XZ) +
            (NewObj->s.YX * NewObj->s.YX) + (NewObj->s.YY * NewObj->s.YY) + (NewObj->s.YZ * NewObj->s.YZ) +
            (NewObj->s.ZX * NewObj->s.ZX) + (NewObj->s.ZY * NewObj->s.ZY) + (NewObj->s.ZZ * NewObj->s.ZZ)) / 3.0f);

    if (rot3) {
        // This->getRotationScale(rot3);
        rot3->s.XX = NewObj->s.XX; rot3->s.XY = NewObj->s.XY; rot3->s.XZ = NewObj->s.XZ;
        rot3->s.YX = NewObj->s.YX; rot3->s.YY = NewObj->s.YY; rot3->s.YZ = NewObj->s.YZ;
        rot3->s.ZX = NewObj->s.ZX; rot3->s.ZY = NewObj->s.ZY; rot3->s.ZZ = NewObj->s.ZZ;

        // Zero-div may occur.

        n = 1.0f / FuncSqrt((NewObj->s.XX * NewObj->s.XX) +
            (NewObj->s.XY * NewObj->s.XY) +
            (NewObj->s.XZ * NewObj->s.XZ));
        rot3->s.XX *= n;
        rot3->s.XY *= n;
        rot3->s.XZ *= n;

        n = 1.0f / FuncSqrt((NewObj->s.YX * NewObj->s.YX) +
            (NewObj->s.YY * NewObj->s.YY) +
            (NewObj->s.YZ * NewObj->s.YZ));
        rot3->s.YX *= n;
        rot3->s.YY *= n;
        rot3->s.YZ *= n;

        n = 1.0f / FuncSqrt((NewObj->s.ZX * NewObj->s.ZX) +
            (NewObj->s.ZY * NewObj->s.ZY) +
            (NewObj->s.ZZ * NewObj->s.ZZ));
        rot3->s.ZX *= n;
        rot3->s.ZY *= n;
        rot3->s.ZZ *= n;
    }

    if (rot4) {
        if (rot4 != NewObj) {
            Matrix4fSetRotationScaleFromMatrix4f(rot4, NewObj);  // Private method
        }
        // Zero-div may occur.

        n = 1.0f / FuncSqrt((NewObj->s.XX * NewObj->s.XX) +
            (NewObj->s.XY * NewObj->s.XY) +
            (NewObj->s.XZ * NewObj->s.XZ));
        rot4->s.XX *= n;
        rot4->s.XY *= n;
        rot4->s.XZ *= n;

        n = 1.0f / FuncSqrt((NewObj->s.YX * NewObj->s.YX) +
            (NewObj->s.YY * NewObj->s.YY) +
            (NewObj->s.YZ * NewObj->s.YZ));
        rot4->s.YX *= n;
        rot4->s.YY *= n;
        rot4->s.YZ *= n;

        n = 1.0f / FuncSqrt((NewObj->s.ZX * NewObj->s.ZX) +
            (NewObj->s.ZY * NewObj->s.ZY) +
            (NewObj->s.ZZ * NewObj->s.ZZ));
        rot4->s.ZX *= n;
        rot4->s.ZY *= n;
        rot4->s.ZZ *= n;
    }

    return s;
}

inline static void Matrix4fSetRotationScaleFromMatrix3f(Matrix4fT* NewObj, const Matrix3fT* m1)
{
    assert(NewObj && m1);

    NewObj->s.XX = m1->s.XX; NewObj->s.YX = m1->s.YX; NewObj->s.ZX = m1->s.ZX;
    NewObj->s.XY = m1->s.XY; NewObj->s.YY = m1->s.YY; NewObj->s.ZY = m1->s.ZY;
    NewObj->s.XZ = m1->s.XZ; NewObj->s.YZ = m1->s.YZ; NewObj->s.ZZ = m1->s.ZZ;
}

inline static void Matrix4fMulRotationScale(Matrix4fT* NewObj, GLfloat scale)
{
    assert(NewObj);

    NewObj->s.XX *= scale; NewObj->s.YX *= scale; NewObj->s.ZX *= scale;
    NewObj->s.XY *= scale; NewObj->s.YY *= scale; NewObj->s.ZY *= scale;
    NewObj->s.XZ *= scale; NewObj->s.YZ *= scale; NewObj->s.ZZ *= scale;
}

inline static void Matrix4fSetRotationFromMatrix3f(Matrix4fT* NewObj, const Matrix3fT* m1)
{
    GLfloat scale;

    assert(NewObj && m1);

    scale = Matrix4fSVD(NewObj, NULL, NULL);

    Matrix4fSetRotationScaleFromMatrix3f(NewObj, m1);
    Matrix4fMulRotationScale(NewObj, scale);
}

typedef class ArcBall_t
{
protected:
    inline void _mapToSphere(const Point2fT* NewPt, Vector3fT* NewVec) const;

public:
    ArcBall_t(GLfloat NewWidth, GLfloat NewHeight);
    ~ArcBall_t() { };

    inline void setBounds(GLfloat NewWidth, GLfloat NewHeight)
    {
        assert((NewWidth > 1.0f) && (NewHeight > 1.0f));
        // Set adjustment factor for width/height
        this->AdjustWidth = 1.0f / ((NewWidth - 1.0f) * 0.5f);
        this->AdjustHeight = 1.0f / ((NewHeight - 1.0f) * 0.5f);
    }
    //Mouse down
    void click(const Point2fT* NewPt);

    //Mouse drag, calculate rotation
    void drag(const Point2fT* NewPt, Quat4fT* NewRot);

protected:
    Vector3fT StVec;          // Click vector
    Vector3fT EnVec;          //Drag vector
    GLfloat AdjustWidth;    // Mouse bounds width
    GLfloat AdjustHeight;   // Mouse bounds height

} ArcBallT;

#endif // !_ArcBall_h
ArcBall.h
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#include <Windows.h>
#include <gl\glew.h>
#include <GL\glut.h>
#include <GL\GLUAX.H>
#include <math.h>

#include "ArcBall.h"

void ArcBall_t::_mapToSphere(const Point2fT* NewPt, Vector3fT* NewVec) const
{
    Point2fT TempPt;
    GLfloat length;
    TempPt = *NewPt;

    // Adjust point coords and scale down to range of [-1 ... 1]
    TempPt.s.X = (TempPt.s.X * this->AdjustWidth) - 1.0f;
    TempPt.s.Y = 1.0f - (TempPt.s.Y * this->AdjustHeight);
    // Compute the square of the length of the vector to the point from the center
    length = (TempPt.s.X * TempPt.s.X) + (TempPt.s.Y * TempPt.s.Y);

    // If the point is mapped outside of the sphere... (length > radius squared)
    if (length > 1.0f) {
        GLfloat norm;
        // Compute a normalizing factor (radius / sqrt(length))
        norm = 1.0f / FuncSqrt(length);
        // Return the "normalized" vector, a point on the sphere
        NewVec->s.X = TempPt.s.X * norm;
        NewVec->s.Y = TempPt.s.Y * norm;
        NewVec->s.Z = 0.0f;
    }
    else {
        // Return a vector to a point mapped inside the sphere sqrt(radius squared - length)
        NewVec->s.X = TempPt.s.X;
        NewVec->s.Y = TempPt.s.Y;
        NewVec->s.Z = FuncSqrt(1.0f - length);
    }
}

ArcBall_t::ArcBall_t(GLfloat NewWidth, GLfloat NewHeight)
{
    this->StVec.s.X = this->StVec.s.Y = this->StVec.s.Z =
        this->EnVec.s.X = this->EnVec.s.Y = this->EnVec.s.Z = 0.0f;
    this->setBounds(NewWidth, NewHeight);
}

void ArcBall_t::click(const Point2fT* NewPt)
{
    this->_mapToSphere(NewPt, &this->StVec);
}

void ArcBall_t::drag(const Point2fT* NewPt, Quat4fT* NewRot)
{
    // Map the point to the sphere
    this->_mapToSphere(NewPt, &this->EnVec);

    // Return the quaternion equivalent to the rotation
    if (NewRot) {
        Vector3fT  Perp;

        // Compute the vector perpendicular to the begin and end vectors
        Vector3fCross(&Perp, &this->StVec, &this->EnVec);
        // Compute the length of the perpendicular vector
        if (Vector3fLength(&Perp) > Epsilon) {
            NewRot->s.X = Perp.s.X;
            NewRot->s.Y = Perp.s.Y;
            NewRot->s.Z = Perp.s.Z;
            // In the quaternion values, w is cosine (theta / 2), where theta is rotation angle
            NewRot->s.W = Vector3fDot(&this->StVec, &this->EnVec);
        }
        else {
            NewRot->s.X = NewRot->s.Y = NewRot->s.Z = NewRot->s.W = 0.0f;
        }
    }
}
ArcBall.cpp
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#ifndef GL_FRAMEWORK_INCLUDED
#define GL_FRAMEWORK_INCLUDED

#ifndef CDS_FULLSCREEN
#define CDS_FULLSCREEN 4
#endif

#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 <math.h>
#include "Previous.h"
#include "ArcBall.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

extern ArcBallT    ArcBall;
extern Point2fT    MousePt;
extern bool        isClicked;
extern bool        isRClicked;

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)
{
    __int64 timer;
    DWORD windowStyle = WS_OVERLAPPEDWINDOW;                // Define window style
    DWORD windowExtendedStyle = WS_EX_APPWINDOW;            // Define the window‘s extended style

    PIXELFORMATDESCRIPTOR pfd = {
        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, &pfd);     // 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, &pfd) == 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_MOUSEMOVE:
        MousePt.s.X = (GLfloat)LOWORD(lParam);
        MousePt.s.Y = (GLfloat)HIWORD(lParam);
        isClicked = (LOWORD(wParam) & MK_LBUTTON) ? true : false;
        isRClicked = (LOWORD(wParam) & MK_RBUTTON) ? true : false;
        break;
    case WM_LBUTTONUP:
        isClicked = false;
        break;
    case WM_RBUTTONUP:
        isRClicked = false;
        break;
    case WM_LBUTTONDOWN:
        isClicked = true;
        break;
    case WM_RBUTTONDOWN:
        isRClicked = true;
        break;

    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
技术分享
#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 "ArcBall.h"

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

GL_Window*    g_window;
Keys*        g_keys;

GLUquadricObj *quadratic;
const float PI2 = 2.0*3.1415926535f;

Matrix4fT Transform = { 1.0f,  0.0f,  0.0f,  0.0f, 
    0.0f,  1.0f,  0.0f,  0.0f,
    0.0f,  0.0f,  1.0f,  0.0f,
    0.0f,  0.0f,  0.0f,  1.0f };

Matrix3fT   LastRot = { 1.0f,  0.0f,  0.0f,
    0.0f,  1.0f,  0.0f,
    0.0f,  0.0f,  1.0f };

Matrix3fT   ThisRot = { 1.0f,  0.0f,  0.0f,
    0.0f,  1.0f,  0.0f,
    0.0f,  0.0f,  1.0f };

ArcBallT    ArcBall(640.0f, 480.0f);
Point2fT    MousePt;
bool        isClicked = false;
bool        isRClicked = false;
bool        isDragging = false;

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

    glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
    glClearDepth(1.0f);
    glDepthFunc(GL_LEQUAL);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_FLAT);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

    quadratic = gluNewQuadric();
    gluQuadricNormals(quadratic, GLU_SMOOTH);
    gluQuadricTexture(quadratic, GL_TRUE);
    glEnable(GL_LIGHT0);
    glEnable(GL_LIGHTING);
    glEnable(GL_COLOR_MATERIAL);

    return TRUE;
}

void Deinitialize(void)
{
    gluDeleteQuadric(quadratic);
}

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 (isRClicked) {
        Matrix3fSetIdentity(&LastRot);
        Matrix3fSetIdentity(&ThisRot);
        Matrix4fSetRotationFromMatrix3f(&Transform, &ThisRot);
    }
    if (!isDragging) {
        if (isClicked){
            isDragging = true;
            LastRot = ThisRot;
            ArcBall.click(&MousePt);
        }
    }
    else {
        if (isClicked) {
            Quat4fT ThisQuat;

            ArcBall.drag(&MousePt, &ThisQuat);
            Matrix3fSetRotationFromQuat4f(&ThisRot, &ThisQuat);
            Matrix3fMulMatrix3f(&ThisRot, &LastRot);
            Matrix4fSetRotationFromMatrix3f(&Transform, &ThisRot);
        }
        else {
            isDragging = false;
        }
    }
}

void Torus(float MinorRadius, float MajorRadius)                    // Draw a torus with normals
{
    int i, j;
    glBegin(GL_TRIANGLE_STRIP);
    for (i = 0; i<20; i++) {
        for (j = -1; j<20; j++) {
            float wrapFrac = (j % 20) / (float)20;
            float phi = PI2*wrapFrac;
            float sinphi = float(sin(phi));
            float cosphi = float(cos(phi));

            float r = MajorRadius + MinorRadius*cosphi;

            glNormal3f(float(sin(PI2*(i % 20 + wrapFrac) / (float)20))*cosphi, sinphi, float(cos(PI2*(i % 20 + wrapFrac) / (float)20))*cosphi);
            glVertex3f(float(sin(PI2*(i % 20 + wrapFrac) / (float)20))*r, MinorRadius*sinphi, float(cos(PI2*(i % 20 + wrapFrac) / (float)20))*r);

            glNormal3f(float(sin(PI2*(i + 1 % 20 + wrapFrac) / (float)20))*cosphi, sinphi, float(cos(PI2*(i + 1 % 20 + wrapFrac) / (float)20))*cosphi);
            glVertex3f(float(sin(PI2*(i + 1 % 20 + wrapFrac) / (float)20))*r, MinorRadius*sinphi, float(cos(PI2*(i + 1 % 20 + wrapFrac) / (float)20))*r);
        }
    }
    glEnd();
}

void Draw(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    glTranslatef(-1.5f, 0.0f, -6.0f);
    glPushMatrix();
    glMultMatrixf(Transform.M);
    glColor3f(0.75f, 0.75f, 1.0f);
    Torus(0.30f, 1.00f);
    glPopMatrix();
    glLoadIdentity();
    glTranslatef(1.5f, 0.0f, -6.0f);
    glPushMatrix();
    glMultMatrixf(Transform.M);
    glColor3f(1.0f, 0.75f, 0.75f);
    gluSphere(quadratic, 1.3f, 20, 20);
    glPopMatrix();
    glFlush();
}
Main.cpp

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

outdated: 48.ArcBall Rotation

标签:gpu   sys   repr   msi   glenable   normal   can   mbr   bat   

原文地址:http://www.cnblogs.com/clairvoyant/p/6021315.html

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