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NeHe教程Qt实现——lesson16

2012-07-29 23:22 369 查看
NeHe 系列教程之十四:雾

英文教程地址:lesson16

本课展示产生雾。

相关变量和函数定义:

namespace {
bool    gp;
GLuint  fogMode[] = { GL_EXP, GL_EXP2, GL_LINEAR };
GLuint  fogfilter = 0;
GLfloat fogColor[4]= {0.5f, 0.5f, 0.5f, 1.0f};      // Fog Color
bool	light;                       // Lighting ON / OFF
bool	lp;                         // L Pressed?
bool	fp;                         // F Pressed?
GLfloat	xrot;                       // X Rotation
GLfloat	yrot;                       // Y Rotation
GLfloat xspeed;                     // X Rotation Speed
GLfloat yspeed;                     // Y Rotation Speed
GLfloat	z=-5.0f;                    // Depth Into The Screen

GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };             // Ambient Light Values ( NEW )
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };              // Diffuse Light Values ( NEW )
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };            // Light Position ( NEW )
GLuint  filter;                                 // Which Filter To Use
GLuint  texture[3];                             // Storage for 3 textures

QVector<QVector3D> vertices;
QVector<QVector2D> texCoords;
QVector<QVector3D> normals;

void makeObject()
{

vertices<<QVector3D(-1.0f, -1.0f,  1.0f)<<QVector3D(1.0f, -1.0f,  1.0f)<<QVector3D(1.0f,  1.0f,  1.0f)<<QVector3D(-1.0f,  1.0f,  1.0f)
<<QVector3D(-1.0f, -1.0f, -1.0f)<<QVector3D(-1.0f,  1.0f, -1.0f)<<QVector3D(1.0f,  1.0f, -1.0f)<<QVector3D(1.0f, -1.0f, -1.0f)
<<QVector3D(-1.0f,  1.0f, -1.0f)<<QVector3D(-1.0f,  1.0f,  1.0f)<<QVector3D(1.0f,  1.0f,  1.0f)<<QVector3D(1.0f,  1.0f, -1.0f)
<<QVector3D(-1.0f, -1.0f, -1.0f)<<QVector3D(1.0f, -1.0f, -1.0f)<<QVector3D(1.0f, -1.0f,  1.0f)<<QVector3D(-1.0f, -1.0f,  1.0f)
<<QVector3D(1.0f, -1.0f, -1.0f)<<QVector3D(1.0f,  1.0f, -1.0f)<<QVector3D(1.0f,  1.0f,  1.0f)<<QVector3D(1.0f, -1.0f,  1.0f)
<<QVector3D(-1.0f, -1.0f, -1.0f)<<QVector3D(-1.0f, -1.0f,  1.0f)<<QVector3D(-1.0f,  1.0f,  1.0f)<<QVector3D(-1.0f,  1.0f, -1.0f);

texCoords<<QVector2D(0.0f, 0.0f)<<QVector2D(1.0f, 0.0f)<<QVector2D(1.0f, 1.0f)<<QVector2D(0.0f, 1.0f)
<<QVector2D(1.0f, 0.0f)<<QVector2D(1.0f, 1.0f)<<QVector2D(0.0f, 1.0f)<<QVector2D(0.0f, 0.0f)
<<QVector2D(0.0f, 1.0f)<<QVector2D(0.0f, 0.0f)<<QVector2D(1.0f, 0.0f)<<QVector2D(1.0f, 1.0f)
<<QVector2D(1.0f, 1.0f)<<QVector2D(0.0f, 1.0f)<<QVector2D(0.0f, 0.0f)<<QVector2D(1.0f, 0.0f)
<<QVector2D(1.0f, 0.0f)<<QVector2D(1.0f, 1.0f)<<QVector2D(0.0f, 1.0f)<<QVector2D(0.0f, 0.0f)
<<QVector2D(0.0f, 0.0f)<<QVector2D(1.0f, 0.0f)<<QVector2D(1.0f, 1.0f)<<QVector2D(0.0f, 1.0f);

normals<<QVector3D(0.0f, 0.0f, 1.0f)<<QVector3D(0.0f, 0.0f, 1.0f)<<QVector3D(0.0f, 0.0f, 1.0f)<<QVector3D(0.0f, 0.0f, 1.0f)
<<QVector3D(0.0f, 0.0f,-1.0f)<<QVector3D(0.0f, 0.0f,-1.0f)<<QVector3D(0.0f, 0.0f,-1.0f)<<QVector3D(0.0f, 0.0f,-1.0f)
<<QVector3D(0.0f, 1.0f, 0.0f)<<QVector3D(0.0f, 1.0f, 0.0f)<<QVector3D(0.0f, 1.0f, 0.0f)<<QVector3D(0.0f, 1.0f, 0.0f)
<<QVector3D(0.0f, -1.0f, 0.0f)<<QVector3D(0.0f, -1.0f, 0.0f)<<QVector3D(0.0f, -1.0f, 0.0f)<<QVector3D(0.0f, -1.0f, 0.0f)
<<QVector3D(1.0f, 0.0f, 0.0f)<<QVector3D(1.0f, 0.0f, 0.0f)<<QVector3D(1.0f, 0.0f, 0.0f)<<QVector3D(1.0f, 0.0f, 0.0f)
<<QVector3D(-1.0f, 0.0f, 0.0f)<<QVector3D(-1.0f, 0.0f, 0.0f)<<QVector3D(-1.0f, 0.0f, 0.0f)<<QVector3D(-1.0f, 0.0f, 0.0f);

glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData());
glNormalPointer(GL_FLOAT, 0, normals.constData());

}

void drawObject()
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);

glBindTexture(GL_TEXTURE_2D, texture[filter]);
glDrawArrays(GL_QUADS, 0, vertices.size());

glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
}


初始化:

void MyGLWidget::initializeGL()
{
makeObject();
loadTextures();
glEnable(GL_TEXTURE_2D);    // Enable Texture Mapping
glShadeModel(GL_SMOOTH);   // Enables Smooth Shading
glClearColor(0.5f,0.5f,0.5f,1.0f);  // Black Background
glClearDepth(1.0f);             // Depth Buffer Setup
glEnable(GL_DEPTH_TEST);        // Enables Depth Testing
glDepthFunc(GL_LEQUAL);        // The Type Of Depth Test To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations

glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);             // Setup The Ambient Light
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);            // Position The Light
glEnable(GL_LIGHT1);                            // Enable Light One

glFogi(GL_FOG_MODE, fogMode[fogfilter]);        // Fog Mode
glFogfv(GL_FOG_COLOR, fogColor);            // Set Fog Color
glFogf(GL_FOG_DENSITY, 0.35f);              // How Dense Will The Fog Be
glHint(GL_FOG_HINT, GL_DONT_CARE);          // Fog Hint Value
glFogf(GL_FOG_START, 1.0f);             // Fog Start Depth
glFogf(GL_FOG_END, 5.0f);               // Fog End Depth
glEnable(GL_FOG);                   // Enables GL_FOG
}


按键处理:

void MyGLWidget::keyPressEvent(QKeyEvent *e)
{
switch (e->key()) {
case Qt::Key_I:
if (!fp) {
fp = true;
filter += 1;
if (filter > 2)
filter = 0;
}
break;
case Qt::Key_G:
if (!gp) {
gp = true;
fogfilter += 1;
if (fogfilter > 2)
fogfilter = 0;
glFogi (GL_FOG_MODE, fogMode[fogfilter]);
}
break;
case Qt::Key_F:
fullscreen = !fullscreen;
if (fullscreen) {
showFullScreen();
} else {
resize(640, 480);
showNormal();
}
break;
case Qt::Key_L:
if (!lp) {
lp=true;                // lp Becomes TRUE
light=!light;               // Toggle Light TRUE/FALSE
if (!light)             // If Not Light
{
glDisable(GL_LIGHTING);     // Disable Lighting
}
else                    // Otherwise
{
glEnable(GL_LIGHTING);      // Enable Lighting
}
}
break;
case Qt::Key_PageUp:
z -= 0.02f;
break;
case Qt::Key_PageDown:
z += 0.02f;
break;
case Qt::Key_Up:
xspeed -= 0.01f;
break;
case Qt::Key_Down:
xspeed += 0.01f;
break;
case Qt::Key_Right:
yspeed += 0.01f;
break;
case Qt::Key_Left:
yspeed -= 0.01f;
break;
case Qt::Key_Escape:
QMessageBox::StandardButton reply;
reply = QMessageBox::question(NULL, "NeHe",
"Do you want to exit?",
QMessageBox::Yes | QMessageBox::No,
QMessageBox::Yes);
if (reply == QMessageBox::Yes) {
qApp->quit();
}
break;
default:
QGLWidget::keyPressEvent(e);
break;
}
}


运行效果:

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