OPENGL图形程序设计
OPENGL是一个三维图形和模型库,由于它在三维图形方面的杰出性能,目前许多高级语言都提供了与OPENGL的接口,如:VC、DELPHI、C++Builder等。使用OPENGL可以极大地减少用户开发图形、图像的难度,使用户制作高水准的商业广告、图形CAD、三维动画、图形仿真和影视采集。
一、OPENGL的功能
OPENGL原来是工作站上的一个图形软件库,由于它在商业、军事、医学、航天航空等领域的广泛应用,目前在低档电脑也可以开发出符合用户要求的图形。OPENGL不仅可以绘制基本图像,而且提供了大量处理图形图像的函数与过程。
1、图形变换
是图形显示与制作的基础,动画设计和动画显示都离不开图形的变换,图形变换在数学上是由矩形的乘法来实现的,变换一般包括平移、旋转和缩放。按图形的显示性质来分:视点变换、模型变换、投影变换、剪裁变换和视口变换等。
2、光照效果
不发光的物体的颜色是由物体反射外界光所形成的,这是光照。在三维图形中,如果光照使用不当,三维图形就会失去真实的立体感,OPENGL把光照分为:辐射光、环境光、散射光、反射光等。
3、纹理映射
通过纹理映射可以在三维表面添加显示现实世界中的纹理。如:一个矩形它不能表示真实世界中的物体,如果填上"本质"纹理,就逼真了。
4、图形特效
混合函数、反走样函数和雾函数,可以处理三维图形听之任之物体的透明和半透明、使用线段理加光滑以及提供雾化的效果。
5、图像特效
处理位图的基本函数:图像绘制、图像拷贝和存储、映射和转移、图像的缩放等。位图操作函数可以人绘图原的低层说明中文字符的形成过程。
二、创建OPENGL应用程序
1、一般原则
A 有uses中添加OPENGL支持单元:OpenGL;
B 在窗体的OnCreate事件过程中初始化OPENGL;
C 在窗口的OnPaing 事件过程中初始化OPENGL;
D 在窗口的OnResize事件过程中初始化OPENGL;
E 在窗口的OnDestroy 事件过程中初始化 OPENGL;
2、简单实例
A 创建一个工程FILE->New Application
B 在OnCreate事件中添加代码:
procedure TfrmMain.FormCreate(Sender: TObject);
var
pfd:TPixelFormatDescriptor; //设置描述表
PixelFormat:Integer;
begin
ControlStyle:=ControlStyle+[csOpaque];
FillChar(pfd,sizeof(pfd),0);
with pfd do
begin
nSize:=sizeof(TPixelFormatDescriptor);
nVersion:=1;
dwFlags:=PFD_DRAW_TO_WINDOW or
PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER;
iPixelType:=PFD_TYPE_RGBA;
cColorBits:=24;
cDepthBits:=32;
iLayerType:=PFD_MAIN_PLANE;
end;
PixelFormat:=ChoosePixelFormat(Canvas.Handle,@pfd);
SetPixelFormat(Canvas.Handle,PixelFormat,@pfd);
hrc:=wglCreateContext(Canvas.Handle);
w:=ClientWidth;
h:=ClientHeight;
end;
C 在OnDestroy事件中的代码
procedure TfrmMain.FormDestroy(Sender: TObject);
begin
wglDeleteContext(hrc);
end;
D 在OnPaint事件中的代码
procedure TfrmMain.FormPaint(Sender: TObject);
begin
wglMakeCurrent(Canvas.Handle,hrc);
glClearColor(1,1,1,1);
glColor3f(1,0,0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
MyDraw;
glFlush;
SwapBuffers(Canvas.Handle);
end;
E 在OnResize事件中的代码
procedure TfrmMain.FormResize(Sender: TObject);
begin
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
glFrustum(-1.0,1.0,-1.0,1.0,3.0,7.0);
glViewPort(0,0,ClientWidth,ClientHeight);
MyDraw;
end;
F 在MyDraw函数中的代码(用户在窗口类中声明)
procedure TfrmMain.MyDraw;
begin
glPushMatrix;
Sphere:=gluNewQuadric;
gluQuadricDrawStyle(Sphere,GLU_LINE);
gluSphere(Sphere,0.5,25,25);
glPopMatrix;
SwapBuffers(Canvas.handle);
gluDeleteQuadric(Sphere);
end;
附本程序原码:
unit MainFrm;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, OpenGL;
type
TfrmMain = class(TForm)
procedure FormCreate(Sender: TObject);
procedure FormDestroy(Sender: TObject);
procedure FormPaint(Sender: TObject);
procedure FormResize(Sender: TObject);
private
{ Private declarations }
hrc:HGLRC;
w,h:glFloat;
Sphere:GLUquadricObj;
public
{ Public declarations }
procedure MyDraw;
end;
var
frmMain: TfrmMain;
implementation
{$R *.dfm}
procedure TfrmMain.FormCreate(Sender: TObject);
var
pfd:TPixelFormatDescriptor;
PixelFormat:Integer;
begin
ControlStyle:=ControlStyle+[csOpaque];
FillChar(pfd,sizeof(pfd),0);
with pfd do
begin
nSize:=sizeof(TPixelFormatDescriptor);
nVersion:=1;
dwFlags:=PFD_DRAW_TO_WINDOW or
PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER;
iPixelType:=PFD_TYPE_RGBA;
cColorBits:=24;
cDepthBits:=32;
iLayerType:=PFD_MAIN_PLANE;
end;
PixelFormat:=ChoosePixelFormat(Canvas.Handle,@pfd);
SetPixelFormat(Canvas.Handle,PixelFormat,@pfd);
hrc:=wglCreateContext(Canvas.Handle);
w:=ClientWidth;
h:=ClientHeight;
end;
procedure TfrmMain.FormDestroy(Sender: TObject);
begin
wglDeleteContext(hrc);
end;
procedure TfrmMain.FormPaint(Sender: TObject);
begin
wglMakeCurrent(Canvas.Handle,hrc);
glClearColor(1,1,1,1);
glColor3f(1,0,0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
MyDraw;
glFlush;
SwapBuffers(Canvas.Handle);
end;
procedure TfrmMain.MyDraw;
begin
glPushMatrix;
Sphere:=gluNewQuadric;
gluQuadricDrawStyle(Sphere,GLU_LINE);
gluSphere(Sphere,0.5,25,25);
glPopMatrix;
SwapBuffers(Canvas.handle);
gluDeleteQuadric(Sphere);
end;
procedure TfrmMain.FormResize(Sender: TObject);
begin
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
glFrustum(-1.0,1.0,-1.0,1.0,3.0,7.0);
glViewPort(0,0,ClientWidth,ClientHeight);
MyDraw;
end;
end.
三、OPENGL变量和函数的约定
1、OPENGL的库约定
它共三个库:基本库、实用库、辅助库。在DELPHI中,基本库由OpenGL单元实现,在Windows环境中,一般不使用辅助库。
2、OPENGL常数约定
OPENGL常数均使用大写字母,以"GL"开头,词汇之间使用下划线分隔,如:GL_LINES,表示使用基本库绘制直线。
3、OPENGL函数的命名约定
A 第一部分以gl或wgl开头,如glColor3f中的gl。
B 第二部分是用英文表示的函数功能,单词的首字母大写出。
C 第三部分是数字,表示函数的参数。
D 第四部分是小写字母,表示函数的类型。
b 9位整数
s 16位整数
i 32位整数
f 32位浮点数
d 64位浮点数
ub 9位无符号整数
例:glVertex2f(37,40); {两个32位的浮点数作参数}
glVertex3d(37,40,5); {三个64位的浮点数作参数}
p[1..3]:array of glFloat;
glVertes3fv(p); {3f表示三个浮点数,v表示调用一个数组作为顶点坐标输入}
四、OPENGL的初始化
1、PIXELFORMATDESCRIPTOR结构
主要描述像素点的性质,如像素的颜色模式和红、绿、蓝颜色构成方式等。
tagPIXELFORMATDESCRIPTOR = packed record
nSize: Word;
nVersion: Word;
dwFlags: DWORD;
iPixelType: Byte;
cColorBits: Byte;
cRedBits: Byte;
cRedShift: Byte;
cGreenBits: Byte;
cGreenShift: Byte;
cBlueBits: Byte;
cBlueShift: Byte;
cAlphaBits: Byte;
cAlphaShift: Byte;
cAccumBits: Byte;
cAccumRedBits: Byte;
cAccumGreenBits: Byte;
cAccumBlueBits: Byte;
cAccumAlphaBits: Byte;
cDepthBits: Byte;
cStencilBits: Byte;
cAuxBuffers: Byte;
iLayerType: Byte;
bReserved: Byte;
dwLayerMask: DWORD;
dwVisibleMask: DWORD;
dwDamageMask: DWORD;
end;
TPixelFormatDescriptor = tagPIXELFORMATDESCRIPTOR;
dwFlags代表点格式的属性:
PFD_DRAW_TO_WINDOW 图形绘在屏幕或设备表面
PFD_DRAW_TO_BITMAP 在内存中绘制位图
PFD_SUPPORT_GDI 支持GDI绘图
PFD_SUPPORT_OPENGL 支持OPENGL函数
PFD_DOUBLEBUFFER 使用双缓存
PFD_STEREO 立体缓存
PFD_NEED_PALLETTE 使用RGBA调色板
PFD_GENERIC_FORMAT 选择GDI支持的格式绘图
PFD_NEED_SYSTEM_PALETTE 使用OPENGL支持的硬件调色板
iPixelType设置像素颜色模式:PFD_TYPE_RGBA或PFD_TYPE_INDEX.。
cColorBits设置颜色的位,如是9表示有256种颜色表示点的颜色。
cRedBits、cGreenBits、cBlueBits 使用RGBA时,三原色所使用的位数。
cRedShitfs、cGreenShifts、cBlueShifts 使用RGBA时,三原色可以调节的位数。
cAlphaBits、cAlphaShifts 使用RGBA时,Alpha使用的位数与可调节的位数。
cAccumBits设置累积缓存区的位面总数。
cAccumRedBits、cAccumGreenBits、cAccumBlueBits设置累积缓存区的三原色位面总数。
cAccumAlphaBits设置累积缓存区的Alpha位面总数。
cDepthBits设置浓度缓存的深度。
cStencilBits设置Stencil缓存的深度。
cAuxBuffers指辅助缓存的大小。
iLayerType指定层的类型。
bReserved不使用,必须是零。
dwLayerMask指定覆盖层的屏蔽。
dwDamageMask设置在相同的框架缓存下是否共用同一种像素模式。
2、OPENGL的初始化步骤
A 使用Canvas.Handle获得窗口句柄。
B 创建一个TPixelFormatDescriptor变量定义像素格式。
C 使用ChoosePixelFormat函数选择像素格式。
D 使用SetPixelFormat函数使用像素格式生效。
E 使用wglCreateContext函数建立翻译描述表。
F 使用wglMakeCurrent函数把建立的翻译描述表作为当前翻译描述表。
3、资源释放
A 使用wglDeleteContext过程删除像素描述表。
B 使用ReleaseDC过程释放窗口内存。
在窗口的OnDestroy事件中:
begin
if hrc<>null then
wglDeleteCurrent(hrc);
if hdc<>null then
ReleaseDC(Handle,hdc);
end;
五、OPENGL基本图形的绘制
1、图形的颜色
注意底色的设置,颜色设置通常与像素描述变量有关,即与TPixelFormatDescriptor定义中的iPixelType成员有关。
iPixelType:=PFD_TYPE_COLORINDEX;
则只能使用glIndexd,glIndexf,glIndexi,glIndexs,glIndexv,glIndexfv,glIndexiv,glIndexsv过程设置图形颜色。
iPixelType:=PFD_TYPE_RGBA;
则只能使用 glColor3b,glColor3f,glColor4b,glColor4f,glColor4fv设置图形颜色。
A 图形底色:屏幕与窗口的颜色,即颜色缓冲区的颜色。改变图形底色首先应使用glClearColor过程设定底色,然后使用glClear过程以这种底色刷新窗口和屏幕。
procedure glClearColor(red:GLClampf,green:GLClampf,blue:GLClampf,alpha:GLClampf);
procedure glClear(mask:GLBitField);
red,green,blue,alpha是准备设置的底色,它们的取值是0到1。mask是刷新底色的方式。
例:将绘声绘色图窗口设置为绿色
glClearColor(0,1,0,1);
glClear(GL_COLOR_BUFFER_BIT);
mask的取值和意义:
GL_COLOR_BUFFER_BIT 设置当前的颜色缓冲
GL_DEPTH_BUFFER_BIT 设置当前的深度缓冲
GL_ACCUM_BUFFER_BIT 设置当前的积累缓冲
GL_STENCIL_BUFFER_BIT 设置当前的STENCIL(模板)缓冲
绘图窗口设置为灰色
glClearColor(0.3,0.3,0.3,1);
glClear(GL_COLOR_BUFFER_BIT);
B 图形颜色
使用glClear3f与glClear4f可以设置图形的绘制颜色。若用三个参数,则分别指设置红、蓝、绿三色光。若用四个参数,则第四个表示RGBA值。
例设置当前的绘图颜色为蓝色:
glColor3f(0,0,1);
设置绘图颜色为白色:
glColor3f(1,1,1);
2、简单图形的绘制
在glBegin与glEnd过程之间绘制简单图形,如点、线、多边形等。
glBegin(mode:GLenum);{绘制过程}glEnd;
mode的取值:
GL_POINTS 画多个点
GL_LINES 画多条线,每两点绘制一条直线
GL_LINE_STRIP 绘制折线
GL_LINE_LOOP 绘制首尾相接的封闭多边形
GL_TRIANGLES 绘制三角形
GL_TRIANGLE_STRIP 绘制三边形,每三个点绘制绘制一个三边形
GL_TRIANGLE_FAN 绘制三角形
GL_QUADS 绘制四边形
GL_QUAD_STRIP 绘制四边条,每四点绘制一个四边条
GL_POLYGON 绘制多边形
例绘制三个点:
begin
glPushMatrix;
glBegin(GL_POINT);
glVertex2f(0.1,0.1);
glVertex2f(0.5,0.5);
glVertex2f(0.1,0.3);
glEnd;
SwapBuffers(Canvas.Handle);
end;
如果将GL_POINT改为GL_LINES,则将画一条线.第三个点无效.在glVertex2f之前执行glColor3f(0,0,1)则将线条的颜色改为绿色. 如果将GL_LINES改为GL_LINE_STRIP则可以绘制两条直线.
使用glPointSize过程可以设置点的大小;使用glLineWidth过程可以设置线的宽度.
使用glLineStipple过程设置点划线的样板,使用glEnable(GL_LINE_STIPPLE)过程和对应参数使绘图能够绘制点划线.glDisable(GL_LINE_STIPPLE)过程和对应参数关闭点划线.
procedure glLineStipple(factor:GLint,pattern:GLushort);
参数factor表示点划线样板Pattern的重复次数,factor取值1255,Pattern是二进制序列.
glLineStipple(1,0,0x11C);{0x11C表示为10001110,0表示不画点,1表示画点}
例: begin
glColor3f(1,0,0);
glLineWidth(2);
glLineStipple(1,$11C);
glEnable(GL_LINE_STIPPLE);
glBegin(GL_LINES);
glVertex2f(-0.9,0.3);
glVertex2f(0.9,0.3);
glEnd;
glDisable(GL_LINE_STIPPLE);
glColor3f(1,0,1);
glLineStipple(2,$11C);
glEnable(GL_LINE_STIPPLE);
glBegin(GL_LINES);
glVertex2f(-0.9,0.1);
glVertex2f(0.9,0.1);
glEnd;
glDisable(GL_LINE_STIPPLE);
SwapBuffers(Canvas.Handle);
end;
多边形绘制与点线相似,要改变参数为GL_POLYGON,GL_QUADS,GL_TRANGLES.在绘制时的注意事项:
A 多边形的边与边只在顶点相交
B 多边形必须是凸多边形,如果是凹多边形,用户只有折成凸多边形,加快绘制速度.
例: glBegin(GL_POLYGON);
glVertex2f(-0.9,0.3);
glVertex2f(0.9,0.3);
glVertex2f(0.9,-0.6);
glVertex2f(0.5,-0.6);
glVertex2f(-0.9,-0.2);
glEnd;
多边形有正面与反面,与之相关的过程:
glPolygonMode 控制多边形正,反面绘图模式
glFrontface 指定多边形的正面
glCullFace 显示多边形是设置消除面
glPolygonStripple 形成多边形填充的样式
3、简单二次曲面
圆柱,圆环和球都属于二次曲面.
A 圆柱
gluCylinder(qobj:GLUquadricObj,baseRadius:GLdouble,topRadius:GLdouble,height:GLdouble,
slices:GLint,stacks:GLint);
qobj指定一个二次曲面,baseRadius为圆柱的底半径;topRadius为所绘制圆柱的上顶面半径;height为圆柱的高;slices为绕Z轴的分割线数;stacks为沿Z轴的分割线数.
如果baseRadius和topRadius不相等,则可以绘制锥台与圆锥.
procedure TfrmMain.MyDraw;
var
qObj:GLUQuadricObj;
begin
glPushMatrix;
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glColor3f(1,0,0);
qObj:=gluNewQuadric;
gluQuadricDrawStyle(qObj,GLU_LINE);
gluCylinder(qObj,0.5,0.1,0.2,10,10);
end;
B 圆环
gluDisk(qobj:GLUquadricObj,innerRadius:GLdouble,outerRadius:GLdouble,slices:GLint,
loops:GLint);
procedure TfrmMain.MyDraw;
var
qObj:GLUQuadricObj;
begin
glPushMatrix;
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glColor3f(1,0,0);
qObj:=gluNewQuadric;
gluQuadricDrawStyle(qObj,GLU_LINE);
gluDisk(qObj,0.2,0.5,10,5);
SwapBuffers(Canvas.Handle);
end;
C 半圆环
gluPartialDisk(qobj:GLUquadricObj,innerRadius:GLdouble,outerRadius:GLdouble,slices:GLint,
loops:GLint,startAngle:GLdouble,sweepAngle:GLdouble);
startAngle,sweepAngle是半圆环的起始角与终止角.
procedure TfrmMain.MyDraw;
var
qObj:GLUQuadricObj;
begin
glPushMatrix;
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glColor3f(1,0,0);
qObj:=gluNewQuadric;
gluQuadricDrawStyle(qObj,GLU_LINE);
gluPartialDisk(qObj,0.2,0.5,10,5,90,190);
SwapBuffers(Canvas.Handle);
end;
D 球体
function gluSphere(qObj:GLUquadricObj,radius:GLdouble,slices:GLint,stacks:GLint);
procedure TfrmMain.MyDraw;
var
qObj:GLUQuadricObj;
begin
glPushMatrix;
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glColor3f(1,0,0);
qObj:=gluNewQuadric;
gluQuadricDrawStyle(qObj,GLU_LINE);
{ silhouette[ silu(:)5et ]n.侧面影象, 轮廓}
gluSphere(qObj,0.5,20,20);
SwapBuffers(Canvas.Handle);
end;
E 关于二次曲面的过程
gluNewQuadric 创建一个新的二次曲面对象
gluDeleteQuadric 删除一个二次曲面对象
gluQuadricDrawStyle 指定要绘制的二次曲面类型
gluQuadricNormal 设置二次曲面的法矢量
gluQuadricOrientation 设置二次曲面是内旋还是外旋转
gluQuadricTexture 设置二次曲面是否使用纹理
F 绘制二次曲面的一般步骤
首先定义一个GLUquadricObj对象;
其次创建一个曲面对象gluNewQuadric;
再次设置二次曲面的特性(gluQuadricDrawStyle, gluQuadricTexture)
绘制二次曲面(gluCylinder,gluSphere,gluDisk, gluPartialDisk)
六、OPENGL中的变换
变换是动画设计的基础,包括图形的平移,旋转,缩放等操作,在数学上是通过矩阵来实现的。
1 glLoadIdentity过程
能够把当前矩阵变为单位矩阵。
2 glLoadMatrix过程
能够把指定的矩阵设为当前矩阵。
procedure glLoadmatrixd(m:GLdouble);
procedure glLoadmatrixf(m:GLfloat);
m表示4X4矩阵,下面的代码定义并使之成为当前矩阵
M:array[1..4,1..4] of GLfloat;
glLoadMatrix(@M);
3 glMultMatrix过程
能够将当前矩与指定矩阵相乘,并把结果作为当前矩.
procedure glMultMatrixd(M:GLdouble);
procedure glMultMatrixf(M:GLfloat);
4 glPushMatrix和glPopmatrix
glPushMatrix能够把当前矩压入矩阵堆栈, glPopMatrix能够把当前矩弹出矩阵堆栈.
glPushMatrix能够记忆矩阵当前位置,glPopmatrix能够返回以前所在的位置.
注:glPushMatrix与glPopMatrix必须放在glBegin与glEnd之外.
5 投影变换
A glOrtho能够创建一个正投影矩阵,把当前矩乘以该正投影矩阵,其结果作为当前矩阵.
function glOrtho(left:GLdouble,right:GLdouble,bottom:GLdouble,top:GLdouble,
near:GLdouble,far:GLdouble);
procedure TfrmMain.FormResize(Sender: TObject);
var
nRange:GLfloat;
begin
nRange:=50.0;
w:=clientWidth;
h:=clientHeight;
if h=0 then
h:=1;
glViewPort(0,0,w,h);
if w<=h then
glOrtho(-nRange,nRange,-nRange*h/w,nRange*h/w,
-nRange,nRange)
else
glOrtho(-nRange*h/w,nRange*h/w,-nRange,nRange,
-nRange,nRange);
repaint;
end;
B glOrtho2D只定义正投影视景体前,后,左,右.
procedure glOrtho(left:GLdouble,right:GLdouble,bottom:GLdouble,top:GLdouble);
C glMatrixMode过程
能够设置当前操作矩阵的类型
procedure glMatrixMode(mode:GLenum);
mode的取值:
GL_MODELVIEW 指定以后的矩阵操作为模型矩阵堆栈
GL_PROJECTION 指定以后的矩阵操作为投影矩阵堆栈
GL_TEXTURE 指定以后的矩阵操作为纹理矩阵堆栈
D glFrustum过程
创建一个透视斜投影矩阵,并把当前矩阵乘以该斜投影矩阵,其结果为当前矩阵.
procedure glFrustum(left:GLdouble,right:GLdouble,bottom:GLdouble,top:GLdouble,
next:GLdouble,far:GLdouble);
这些参数定义了斜投影的左,右,上,下,前,后剪裁面.
E gluPerspective过程
能够定义一个以Z轴为中线的四棱台视景体.
procedure gluPerspetive(fovy:GLdouble,aspect:GLdouble,zNear:GLdouble,zFar:GLdouble);
fovy定义了xoz平面的视角,aspect定义了x和y方向上的比例,zNear和zFar分别定义了视点到剪裁面和后剪裁面的距离.
procedure TfrmMain.FormResize(Sender: TObject);
var
aspect:GLfloat;
begin
w:=ClientWidth;
h:=ClientHeight;
if h=0 then
h:=1;
glViewPort(0,0,clientWidth,Clientheight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
aspect:=w/h;
gluPerspective(30.0,aspect,1.0,50.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity;
end;
6 几何变换矩阵
三维物体的运动姿态变换,是指物体的平移,旋转,缩放.
A glTranslate过程能够把坐标原点移到(x,y,z),它的声明语法:
procedure glTranslated(x:GLdouble,y:GLdouble,z:GLdouble);
procedure glTranslatef(x:GLdouble,y:GLdouble,z:GLdouble);
B glRotate能够使物体旋转一定的角度,它的声明语法:
procedure glRotated(angle:GLdobule,x:GLdouble,y:GLdouble,z:GLdouble);
procedure glRotatef(angle:GLdobule,x:GLdouble,y:GLdouble,z:GLdouble);
其中angle为旋转角,旋转的中心轴是由(0,0,0)与(x,y,z)两点的连线.
C glScale能够对坐标系进行缩放,它的声明语法为:
procedure glScaled(x:GLdouble,y:GLdoble,z:GLdouble);
procedure glScalef(x:GLdouble,y:GLdoble,z:GLdouble);
x,y,z的值大于1表示放大,小于1表示缩小.
例子原代码:
unit MainFrm;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, OpenGL, ExtCtrls;
type
TfrmMain = class(TForm)
Timer1: TTimer;
procedure FormCreate(Sender: TObject);
procedure FormDestroy(Sender: TObject);
procedure FormPaint(Sender: TObject);
procedure FormKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
procedure FormResize(Sender: TObject);
procedure Timer1Timer(Sender: TObject);
procedure FormClose(Sender: TObject; var Action: TCloseAction);
private
{ Private declarations }
hrc:HGLRC;
w,h:Integer;
latitude,longitude:GLfloat;
radius:GLdouble;
public
{ Public declarations }
procedure MyDraw;
procedure InitializeGL(var width:GLsizei;height:GLsizei);
end;
var
frmMain: TfrmMain;
implementation
{$R *.dfm}
procedure TfrmMain.FormCreate(Sender: TObject);
var
pfd:TPixelFormatDescriptor;
PixelFormat:Integer;
begin
ControlStyle:=ControlStyle+[csOpaque];
FillChar(pfd,sizeof(pfd),0);
with pfd do
begin
nSize:=sizeof(TPixelFormatDescriptor);
nVersion:=1;
dwFlags:=PFD_DRAW_TO_WINDOW or
PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER;
iPixelType:=PFD_TYPE_RGBA;
cColorBits:=24;
cDepthBits:=32;
iLayerType:=PFD_MAIN_PLANE;
end;
PixelFormat:=ChoosePixelFormat(Canvas.Handle,@pfd);
SetPixelFormat(Canvas.Handle,PixelFormat,@pfd);
hrc:=wglCreateContext(Canvas.Handle);
w:=ClientRect.Right;
h:=ClientRect.Bottom;
InitializeGL(w,h);
end;
procedure TfrmMain.FormDestroy(Sender: TObject);
begin
wglDeleteContext(hrc);
end;
procedure TfrmMain.FormPaint(Sender: TObject);
begin
wglMakeCurrent(Canvas.Handle,hrc);
glClearColor(1,1,1,1);
glColor3f(1,0,0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
MyDraw;
glFlush;
end;
procedure TfrmMain.MyDraw;
var
qObj:GLUQuadricObj;
begin
glPushMatrix;
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glColor3f(1,0,0);
glRotated(0.5,0.0,1.0,0.0);
glRotated(-latitude,1.0,0.0,0.0);
glrotated(longitude,0.0,0.0,1.0);
qObj:=gluNewQuadric;
gluQuadricDrawStyle(qObj,GLU_LINE);
gluSphere(qObj,0.5,20,20);
SwapBuffers(Canvas.Handle);
end;
{procedure TfrmMain.FormResize(Sender: TObject);
var
nRange:GLfloat;
begin
nRange:=50.0;
w:=clientWidth;
h:=clientHeight;
if h=0 then
h:=1;
glViewPort(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
if w<=h then
glOrtho(-nRange,nRange,-nRange*h/w,nRange*h/w,
-nRange,nRange)
else
glOrtho(-nRange*h/w,nRange*h/w,-nRange,nRange,
-nRange,nRange);
glMatrixMode(GL_MODELVIEW);
glLoadidentity;
repaint;
end;
}
procedure TfrmMain.FormKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
begin
if Key=VK_ESCAPE then
Close;
if Key=VK_UP then
glRotatef(-5,1.0,0.0,0.0);
if Key=VK_DOWN then
glRotatef(5,1.0,0.0,0.0);
if Key=VK_LEFT then
glRotatef(-5,0.0,1.0,0.0);
if Key=VK_RIGHT then
glRotatef(5.0,0.0,1.0,0.0);
repaint;
end;
procedure TfrmMain.FormResize(Sender: TObject);
begin
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
glFrustum(-1.0,1.0,-1.0,1.0,3.0,7.0);
glViewPort(0,0,clientWidth,clientHeight);
repaint;
invalidate;
end;
procedure TfrmMain.InitializeGL(var width: GLsizei; height: GLsizei);
var
maxObjectSize,aspect:GLfloat;
near_plane:GLdouble;
begin
glClearindex(0);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
aspect:=1.0;
gluPerspective(45.0,aspect,3.0,7.0);
glmatrixMode(GL_MODELVIEW);
near_plane:=0.3;
maxObjectSize:=0.3;
radius:=near_plane+maxObjectSize/2.0;
latitude:=0.3;
longitude:=0.6;
end;
procedure TfrmMain.Timer1Timer(Sender: TObject);
begin
timer1.Enabled:=false;
MyDraw;
Yield;
Timer1.Enabled:=true;
end;
procedure TfrmMain.FormClose(Sender: TObject; var Action: TCloseAction);
begin
timer1.Enabled:=false;
if hrc<>null then
wglDeleteContext(hrc);
end;
end.
七、OPENGL的光照与纹理
都是增强三维立体效果和色彩效果的手段,光照能够增加图形的亮度和三维效果,纹理能够使用图形更加趋近现实。通过使用光照,可以将物体的外观很强列的表现出来,纹理则可以使物体显示多种多样的外观。
1 光照和光源过程及应用
A glIndex过程能够使颜色索引表中的某一种颜色成为当前颜色。
procedure glIndexd(c:GLdouble);
procedure glIndexf(c:GLdouble);
procedure glIndexi(c:GLdouble);
procedure glIndexs(c:GLdouble);
参数C为索引值,如果使用glIndex过程,则TPiexlFormatDescriptor结构中的iPixelType成员设置为PFD_TYPE_COLORINDEX。
B glShadeModel过程
glShadeModel过程设置填充模式,取值:GL_SMOOTH.
procedure glShadeModel(mode:GLenum);
注:以上两个过程只能在glBegin.....glEnd之外使用。
C glLight过程定义光源
procedure glLightf(light:GLenum,pname:GLenum,param:GLfloat);
procedure glLighti(light:GLenum,pname:GLenum,param:GLfloat);
参数light定义光源,其值可取:GL_LIGHT0.....GL_LIGHTN,N值小于GL_MAX_LIGHT.
参数pname指定光源参数:
GL_AMBIENT 环境光的分量强度
GL_DIFFUSE 散射光的分量强度
GL_SPECULAR 反射光的分量强度
GL_POSITION 光源位置
GL_SPOT_DIRECTION 光源的聚光方向
GL_SPOT_EXPONENT 光源的聚光指数
GL_SPOT_CUTOFF 光源的聚光方向
GL_CONSTANT_ATTENUATION 光常数衰退因子
GL_LINEAR_ATTENUATION 光二次衰减因子
启用和关闭光源使用glEnable()与glDisable()过程
glEnable(GL_LIGHTING); //启用光源
glDisable(GL_LIGHTING); //关闭光源
glEnable(GL_LIGHT0); //启用第0个光源
glDisable(GL_LIGHT0); //关闭第0个光源
设置光源的实例:
var
sdirection:Array[1..4] of GLfloat:={0.0,1.0,0.0,0.0};
glLightfv(GL_LIGHT0,GL_SPOT_CUTOFF,60);
glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,sdirection);
2 材质和光照模型
A glMaterial过程设置材质参数
procedure glMaterialf(face:GLenum,pname :GLenum,param:GLfloat);
procedure glMateriali(face:GLenum,pname :GLenum,param:GLfloat);
procedure glMaterialfv(face:GLenum,pname :GLenum,param:GLfloat);
procedure glMaterialiv(face:GLenum,pname :GLenum,param:GLfloat);
参数face指定物体表面,它的取值:GL_FRONT,GL_BACK,GL_FRONT_BACK.
pname,param本资料没作介绍.
B glLightModel过程
procedure glLightModelf(pname:GLenum,param:GLfloat);
参数pname为光源模型参数,可以取值GL_LIGHT_MODEL_AMBIENT,
GL_LIGHT_MODEL_LOCAL_VIEWER,GL_LIGHT_MODEL_TWO_SIDE.
实例代码:
procedure TfrmMain.SetLighting;
var
MaterialAmbient:array[1..4] of GLfloat;
MaterialDiffuse:Array[1..4] of GLfloat;
MaterialSpecular:Array[1..4] of GLfloat;
AmbientLightPosition:Array[1..4] of GLfloat;
LightAmbient:Array[1..4] of GLfloat;
MaterialShininess:GLfloat;
begin
MaterialAmbient[1]:=0.5;
MaterialAmbient[2]:=0.8;
MaterialAmbient[1]:=0.2;
MaterialAmbient[1]:=1.0;
MaterialDiffuse[1]:=0.4;
MaterialDiffuse[2]:=0.8;
MaterialDiffuse[3]:=0.1;
MaterialDiffuse[4]:=1.0;
MaterialSpecular[1]:=1.0;
MaterialSpecular[2]:=0.5;
MaterialSpecular[3]:=0.1;
MaterialSpecular[4]:=1.0;
materialShininess:=50.0;
AmbientLightPosition[1]:=0.5;
AmbientLightPosition[2]:=1.0;
AmbientLightPosition[3]:=1.0;
AmbientLightPosition[4]:=0.0;
LightAmbient[1]:=0.5;
LightAmbient[2]:=0.2;
LightAmbient[3]:=0.8;
LightAmbient[4]:=1.0;
glMaterialfv(GL_FRONT,GL_AMBIENT,@MaterialAmbient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,@MaterialDiffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,@MaterialSpecular);
glMaterialfv(GL_FRONT,GL_SHININESS,@MaterialShininess);
glLightfv(GL_LIGHT0,GL_POSITION,@AmbientLightPosition);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,@LightAmbient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
GLShadeModel(GL_SMOOTH);
end;
3 纹理的应用
A glTexImage1D定义一维纹理映射.
procedure glTexImage1D(target:GLenum,level:GLint,components:GLint,width:GLsizei,
border:GLint,format:GLenum,type:GLenum,pixels:GLvoid);
参数targer值为GL_TEXTURE_1D,定义为纹理映射,level为多级分辨率的纹理图像的等级,width为纹理宽,值为2n,n取值为32,64,129等.border为纹理的边界,其值为0或1,Pixel为纹理在内存中的位置.Component指定RGBA的混合和调整:
1 选择B成分
2 选择B,A成分
3 选择R,G,B成分
4 选择R,G,B,A成分
B glTexImage2D定义二维纹理映射
procedure glTexImage2D(target:GLenum,level:GLint,components:GLint,width:GLsizei,
border:GLint,format:GLenum,type:GLenum,pixels:GLvoid);
若参数target为GL_TEXTURE_2D,意义为二维纹理映射,height为纹理的高,函数中的其它参数与glTexImage1D相同.component参数取值同上.
实例代码:
procedure TfrmMain.SetTextures;
var
bits:Array[1..64,1..64,1..64] of GLubyte;
bmp:TBitmap;
i,j:Integer;
begin
bmp:=TBitmap.Create;
bmp.LoadFromFile('d:\dsoft\1119\01\logon.bmp');
for i:=1 to 64 do
for j:=1 to 64 do
begin
bits[i,j,1]:=GLbyte(GetRValue(bmp.Canvas.Pixels[i,j]));
bits[i,j,2]:=GLbyte(GetRValue(bmp.Canvas.Pixels[i,j]));
bits[i,j,3]:=GLbyte(GetRValue(bmp.Canvas.Pixels[i,j]));
bits[i,j,4]:=255;
end;
{0代表为单色着色水平,GL_RGBA表示混合值
64X64代表纹理的高和宽,0表示无边界,
GL_RGBA代表纹理类型,GL_UNSIGNED_TYPE代表数据类型,@代对象地址}
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,64,64,0,GL_RGBA,
GL_UNSIGNED_BYTE,@bits);
glEnable(GL_TEXTURE_2D);
end;
C glTexParameter过程设置纹理参数
procedure glTexParameterf(target:GLenum,pname:GLenum,param:GLfloat);
procedure glTexParameteri(target:GLenum,pname:GLenum,param:GLfloat);
参数target代表GL_TEXTURE_1D或GL_TEXTURE_2D,param为纹理值.
D glTexEnv函数设置纹理的环境参数
function glTexEnvf(target:GLenum,pname:GLenum,param:GLfloat);
function glTexEnvi(target:GLenum,pname:GLenum,param:GLfloat);
参数target为GL_TEXTURE_ENV,
参数pname为纹理参数值,取值为GL_TEXTURE_ENV_MODE
参数param为环境值,取值为GL_MODULATE,GL_DECAL和GL_BLEND.
本程序示例代码:
unit MainFrm;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, OpenGL, ExtCtrls;
type
TfrmMain = class(TForm)
Timer1: TTimer;
procedure FormCreate(Sender: TObject);
procedure FormDestroy(Sender: TObject);
procedure FormPaint(Sender: TObject);
procedure FormKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
procedure FormResize(Sender: TObject);
procedure Timer1Timer(Sender: TObject);
procedure FormClose(Sender: TObject; var Action: TCloseAction);
private
{ Private declarations }
hrc:HGLRC;
w,h:Integer;
latitude,longitude:GLfloat;
radius:GLdouble;
public
{ Public declarations }
procedure SetLighting;
procedure SetTextures;
procedure MyDraw;
procedure InitializeGL(var width:GLsizei;height:GLsizei);
end;
var
frmMain: TfrmMain;
implementation
{$R *.dfm}
procedure TfrmMain.FormCreate(Sender: TObject);
var
pfd:TPixelFormatDescriptor;
PixelFormat:Integer;
begin
ControlStyle:=ControlStyle+[csOpaque];
FillChar(pfd,sizeof(pfd),0);
with pfd do
begin
nSize:=sizeof(TPixelFormatDescriptor);
nVersion:=1;
dwFlags:=PFD_DRAW_TO_WINDOW or
PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER;
iPixelType:=PFD_TYPE_RGBA;
cColorBits:=24;
cDepthBits:=32;
iLayerType:=PFD_MAIN_PLANE;
end;
PixelFormat:=ChoosePixelFormat(Canvas.Handle,@pfd);
SetPixelFormat(Canvas.Handle,PixelFormat,@pfd);
hrc:=wglCreateContext(Canvas.Handle);
w:=ClientRect.Right;
h:=ClientRect.Bottom;
InitializeGL(w,h);
end;
procedure TfrmMain.FormDestroy(Sender: TObject);
begin
wglDeleteContext(hrc);
end;
procedure TfrmMain.FormPaint(Sender: TObject);
begin
wglMakeCurrent(Canvas.Handle,hrc);
glClearColor(1,1,1,1);
glColor3f(1,0,0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
SetTextures;
MyDraw;
SetLighting;
glFlush;
end;
procedure TfrmMain.MyDraw;
var
qObj:GLUQuadricObj;
begin
glPushMatrix;
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glColor3f(1,0,0);
glRotated(0.5,0.0,1.0,0.0);
glRotated(-latitude,1.0,0.0,0.0);
glrotated(longitude,0.0,0.0,1.0);
qObj:=gluNewQuadric;
gluQuadricDrawStyle(qObj,GLU_LINE);
gluSphere(qObj,0.5,20,20);
SwapBuffers(Canvas.Handle);
SetLighting;
SetTextures;
end;
{procedure TfrmMain.FormResize(Sender: TObject);
var
nRange:GLfloat;
begin
nRange:=50.0;
w:=clientWidth;
h:=clientHeight;
if h=0 then
h:=1;
glViewPort(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
if w<=h then
glOrtho(-nRange,nRange,-nRange*h/w,nRange*h/w,
-nRange,nRange)
else
glOrtho(-nRange*h/w,nRange*h/w,-nRange,nRange,
-nRange,nRange);
glMatrixMode(GL_MODELVIEW);
glLoadidentity;
repaint;
end;
}
procedure TfrmMain.FormKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
begin
if Key=VK_ESCAPE then
Close;
if Key=VK_UP then
glRotatef(-5,1.0,0.0,0.0);
if Key=VK_DOWN then
glRotatef(5,1.0,0.0,0.0);
if Key=VK_LEFT then
glRotatef(-5,0.0,1.0,0.0);
if Key=VK_RIGHT then
glRotatef(5.0,0.0,1.0,0.0);
repaint;
end;
procedure TfrmMain.FormResize(Sender: TObject);
begin
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
glFrustum(-1.0,1.0,-1.0,1.0,3.0,7.0);
glViewPort(0,0,clientWidth,clientHeight);
repaint;
invalidate;
end;
procedure TfrmMain.InitializeGL(var width: GLsizei; height: GLsizei);
var
maxObjectSize,aspect:GLfloat;
near_plane:GLdouble;
begin
glClearindex(0);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
aspect:=1.0;
gluPerspective(45.0,aspect,3.0,7.0);
glmatrixMode(GL_MODELVIEW);
near_plane:=0.3;
maxObjectSize:=0.3;
radius:=near_plane+maxObjectSize/2.0;
latitude:=0.3;
longitude:=0.6;
end;
procedure TfrmMain.Timer1Timer(Sender: TObject);
begin
timer1.Enabled:=false;
MyDraw;
Yield;
Timer1.Enabled:=true;
end;
procedure TfrmMain.FormClose(Sender: TObject; var Action: TCloseAction);
begin
timer1.Enabled:=false;
if hrc<>null then
wglDeleteContext(hrc);
end;
procedure TfrmMain.SetLighting;
var
MaterialAmbient:array[1..4] of GLfloat;
MaterialDiffuse:Array[1..4] of GLfloat;
MaterialSpecular:Array[1..4] of GLfloat;
AmbientLightPosition:Array[1..4] of GLfloat;
LightAmbient:Array[1..4] of GLfloat;
MaterialShininess:GLfloat;
begin
MaterialAmbient[1]:=0.5;
MaterialAmbient[2]:=0.8;
MaterialAmbient[1]:=0.2;
MaterialAmbient[1]:=1.0;
MaterialDiffuse[1]:=0.4;
MaterialDiffuse[2]:=0.8;
MaterialDiffuse[3]:=0.1;
MaterialDiffuse[4]:=1.0;
MaterialSpecular[1]:=1.0;
MaterialSpecular[2]:=0.5;
MaterialSpecular[3]:=0.1;
MaterialSpecular[4]:=1.0;
materialShininess:=50.0;
AmbientLightPosition[1]:=0.5;
AmbientLightPosition[2]:=1.0;
AmbientLightPosition[3]:=1.0;
AmbientLightPosition[4]:=0.0;
LightAmbient[1]:=0.5;
LightAmbient[2]:=0.2;
LightAmbient[3]:=0.8;
LightAmbient[4]:=1.0;
glMaterialfv(GL_FRONT,GL_AMBIENT,@MaterialAmbient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,@MaterialDiffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,@MaterialSpecular);
glMaterialfv(GL_FRONT,GL_SHININESS,@MaterialShininess);
glLightfv(GL_LIGHT0,GL_POSITION,@AmbientLightPosition);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,@LightAmbient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
GLShadeModel(GL_SMOOTH);
end;
procedure TfrmMain.SetTextures;
var
bits:Array[1..64,1..64,1..64] of GLubyte;
bmp:TBitmap;
i,j:Integer;
begin
bmp:=TBitmap.Create;
bmp.LoadFromFile('d:\dsoft\1119\02\logon.bmp');
for i:=1 to 64 do
for j:=1 to 64 do
begin
bits[i,j,1]:=GLbyte(GetRValue(bmp.Canvas.Pixels[i,j]));
bits[i,j,2]:=GLbyte(GetRValue(bmp.Canvas.Pixels[i,j]));
bits[i,j,3]:=GLbyte(GetRValue(bmp.Canvas.Pixels[i,j]));
bits[i,j,4]:=255;
end;
glPixelStorei(GL_UNPACK_ALIGNMENT,4);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
{0代表为单色着色水平,GL_RGBA表示混合值
64X64代表纹理的高和宽,0表示无边界,
GL_RGBA代表纹理类型,GL_UNSIGNED_TYPE代表数据类型,@代对象地址}
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,64,64,0,GL_RGBA,
GL_UNSIGNED_BYTE,@bits);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);
end;
end.