计算机图形学课程设计报告

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1、计算机图形学课程设计报告 设计题目:钟表 班级学号: 姓 名: 日 期:2011.12.19 钟表 1 内容概述主要完成3D时钟 矩形框架的制作,以及各种3D图贴图的绘制,实现对指定形体的旋转。2 工程的框架结构 2.1 添加的菜单 Mydraw 绘制图形 Ontimer 指针旋转 2.2 使用到的变量 类型 名称 Float rangx Float rangy Float rangz Float bcolor Float gcolor 2.3 使用到的主要函数 名称 作用 参数 glGenTextures 创建纹理 textureglBindTexture 线形滤波 textureglTex

2、Parameteri 线形滤波 BYTEglEnable 启用纹理映射 texture glClearColor 黑色背景 fglEnable 启用深度测试 textureglDepthFunc 所作深度测试的类型 LEQUALglHint 真正精细的透视修正 HINT NICESTglClear 清除屏幕和深度缓存 BITglLoadIdentity 重置当前的模型观察矩阵 voidglBindTexture 选择纹理 textureglBegin 前面 QUADSglTexCoord2f 指定纹理的坐标 float glVertex 确定顶点的坐标,点与点的关系 glEnd(); 表示画图

3、结束 QUADS glRotated 把坐标轴的视角进行偏移 angle glBegin 表示图形开始 QUADS glPopMatrix 栈里的出栈 glMatrixMode 指定哪一个矩阵是当前矩阵 PROJECTION glLoadIdentity 视场调节3 主要的算法1.创建纹理存储空间static BOOL bBusy=FALSE;if(bBusy) return;bBusy=true;AUX_RGBImageRec *TextureImage1; GLuint texture1; char *Filename=1.bmp;2.创建六个纹理,使用来自位图的数据创建贴图glBegin

4、(GL_QUADS);glTexCoord2f(0.0f, 0.0f);glVertex3f(-0.5f, 0.65f, 0.0f);glTexCoord2f(0.0f, -1.0f);glVertex3f(-0.5f, -0.65f, 0.0f);glTexCoord2f(1.0f, -1.0f);glVertex3f( 0.5f, -0.65f, 0.0f);glTexCoord2f(1.0f, 0.0f);glVertex3f(0.5f, 0.65f, 0.0f);glEnd();3. 表针的定义和旋转glRotated(-rangz,0.0f,0.0f,3.0f);glBegin(GL

5、_LINES);glVertex3f(0.0f,-0.0f,0.0f);glVertex3f(0.13f,0.25f,0.0f);glEnd();glRotated(-rangx,0.0f,0.0f,3.0f);glBegin(GL_LINES);glVertex3f(0.0f,-0.0f,0.0f);glVertex3f(0.2f,0.3f,0.0f);glEnd();glRotated(-rangy,0.0f,0.0f,1.0f);glBegin(GL_LINES);glVertex3f(0.0f,-0.0f,0.0f);glVertex3f(-0.02f,-0.2f,0.0f);glVe

6、rtex3f(0.0f,-0.0f,0.0f);glVertex3f(0.02f,-0.2f,0.0f);glVertex3f(-0.02f,-0.2f,0.0f);glVertex3f(-0.0f,-0.4f,0.0f);glVertex3f(0.02f,-0.2f,0.0f);glVertex3f(0.0f,-0.4f,0.0f);glVertex3f(0.0f,-0.0f,0.0f);glVertex3f(-0.01f,0.1f,0.0f);glVertex3f(0.0f,-0.0f,0.0f);glVertex3f(0.01f,0.1f,0.0f); glVertex3f(-0.01f

7、,0.1f,0.0f);glVertex3f(-0.f,0.2f,0.0f); glVertex3f(0.01f,0.1f,0.0f);glVertex3f(0.0f,0.2f,0.0f);glEnd(); 4. 用SetTimer设置2个定时器,周期不同SetTimer(1,1000, NULL);SetTimer(2,60000, NULL);HWND hWnd = this-GetSafeHwnd(); HDC hDC = :GetDC(hWnd); if(this-SetWindowPixelFormat(hDC)=FALSE) return 0; if(this-CreateView

8、GLContext(hDC)=FALSE) return 0; return 0;5. 用OnTimer()函数响应用SetTimer()函数设定的定时器void CGLView:OnTimer(UINT nIDEvent) switch(nIDEvent)case 1:if(rangy=360.0f)rangy=0.1f;elserangy=rangy+6.0f;break;case 2:if(rangz=360.0f)rangz=0.1f;elserangz=rangz+0.1f;break;this-Invalidate(FALSE);CView:OnTimer(nIDEvent);4

9、效果展示完整的时钟体现 5 详细的代码/ GLView.cpp : implementation of the CGLView class/#include stdafx.h#include GL.h#include / GLaux库的头文件#include GLDoc.h#include GLView.h#ifdef _DEBUG#define new DEBUG_NEW#undef THIS_FILEstatic char THIS_FILE = _FILE_;#endif/ CGLViewIMPLEMENT_DYNCREATE(CGLView, CView)BEGIN_MESSAGE_M

10、AP(CGLView, CView)/AFX_MSG_MAP(CGLView)ON_WM_CREATE()ON_WM_DESTROY()ON_WM_SIZE()ON_WM_TIMER()/AFX_MSG_MAP/ Standard printing commandsON_COMMAND(ID_FILE_PRINT, CView:OnFilePrint)ON_COMMAND(ID_FILE_PRINT_DIRECT, CView:OnFilePrint)ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView:OnFilePrintPreview)END_MESSAGE_M

11、AP()/ CGLView construction/destructionCGLView:CGLView()/ TODO: add construction code herethis-m_GLPixelIndex = 0; this-m_hGLContext = NULL; rangx=0.0f;rangy=0.0f;rangz=0.0f;int mark=-1;for(int i=0;i100;i+)for(int j=0;jsizeX, TextureImage0-sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage0-data); glTe

12、xParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); / 线形滤波 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); / 线形滤波 glEnable(GL_TEXTURE_2D); / 启用纹理映射( 新增 ) / 启用阴影平滑 glClearColor(0.3f, 0.0f, 0.2f, 0.5f); / 黑色背景 / 设置深度缓存 glEnable(GL_DEPTH_TEST); / 启用深度测试 glDepthFunc(GL_LEQUAL); /

13、 所作深度测试的类型 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); / 真正精细的透视修正 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); / 清除屏幕和深度缓存 glLoadIdentity(); / 重置当前的模型观察矩阵 glBindTexture(GL_TEXTURE_2D, texture0); / 选择纹理/glColor3f(1.0f,1.0f,1.0f);glBegin(GL_QUADS);/ 前面 glTexCoord2f(0.0f, 0.0f);glVertex3

14、f(-0.5f, 0.65f, 0.0f); / 纹理和四边形的左下 glTexCoord2f(0.0f, -1.0f);glVertex3f(-0.5f, -0.65f, 0.0f);/ 纹理和四边形的右下 glTexCoord2f(1.0f, -1.0f);glVertex3f( 0.5f, -0.65f, 0.0f);/ 纹理和四边形的右上 glTexCoord2f(1.0f, 0.0f);glVertex3f(0.5f, 0.65f, 0.0f);/ 纹理和四边形的左上 / 后面 glEnd();glColor3f(0.5f,0.2f,0.8f); glRotated(-rangz,0

15、.0f,0.0f,3.0f);glBegin(GL_LINES);glVertex3f(0.0f,-0.0f,0.0f);glVertex3f(0.13f,0.25f,0.0f);glEnd();glRotated(-rangx,0.0f,0.0f,3.0f);glBegin(GL_LINES);glVertex3f(0.0f,-0.0f,0.0f);glVertex3f(0.2f,0.3f,0.0f);glEnd();glRotated(-rangy,0.0f,0.0f,1.0f);glBegin(GL_LINES);glVertex3f(0.0f,-0.0f,0.0f);glVertex3

16、f(-0.02f,-0.2f,0.0f);glVertex3f(0.0f,-0.0f,0.0f);glVertex3f(0.02f,-0.2f,0.0f);glVertex3f(-0.02f,-0.2f,0.0f);glVertex3f(-0.0f,-0.4f,0.0f);glVertex3f(0.02f,-0.2f,0.0f);glVertex3f(0.0f,-0.4f,0.0f);glVertex3f(0.0f,-0.0f,0.0f);glVertex3f(-0.01f,0.1f,0.0f);glVertex3f(0.0f,-0.0f,0.0f);glVertex3f(0.01f,0.1f

17、,0.0f);glVertex3f(-0.01f,0.1f,0.0f);glVertex3f(-0.f,0.2f,0.0f);glVertex3f(0.01f,0.1f,0.0f);glVertex3f(0.0f,0.2f,0.0f);glEnd(); elseMessageBox(文件不存在);mydraw();SwapBuffers(wglGetCurrentDC();bBusy=false;/CGLView printingBOOL CGLView:OnPreparePrinting(CPrintInfo* pInfo)/ default preparationreturn DoPrep

18、arePrinting(pInfo);void CGLView:OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)/ TODO: add extra initialization before printingvoid CGLView:OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)/ TODO: add cleanup after printing/CGLView diagnostics#ifdef _DEBUGvoid CGLView:AssertValid() constCView:

19、AssertValid();void CGLView:Dump(CDumpContext& dc) constCView:Dump(dc);CGLDoc* CGLView:GetDocument() / non-debug version is inlineASSERT(m_pDocument-IsKindOf(RUNTIME_CLASS(CGLDoc);return (CGLDoc*)m_pDocument;#endif /_DEBUG/ CGLView message handlersbool CGLView:SetWindowPixelFormat(HDC hDC)/定义窗口的像素格式P

20、IXELFORMATDESCRIPTOR pixelDesc= sizeof(PIXELFORMATDESCRIPTOR),1,PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER,PFD_TYPE_RGBA,24,0,0,0,0,0,0,0,0,0,0,0,0,0,32,0,0,PFD_MAIN_PLANE,0,0,0,0; this-m_GLPixelIndex = ChoosePixelFormat(hDC,&pixelDesc); if(this-m_GLPixelIndex=0) this-m_GLPixelIndex = 1;

21、 if(DescribePixelFormat(hDC,this-m_GLPixelIndex,sizeof(PIXELFORMATDESCRIPTOR),&pixelDesc)=0) return FALSE;if(SetPixelFormat(hDC,this-m_GLPixelIndex,&pixelDesc)=FALSE) return FALSE; return TRUE;bool CGLView:CreateViewGLContext(HDC hDC)this-m_hGLContext = wglCreateContext(hDC); if(this-m_hGLContext=NU

22、LL)/创建失败 return FALSE; if(wglMakeCurrent(hDC,this-m_hGLContext)=FALSE)/选为当前RC失败 return FALSE;return TRUE;int CGLView:OnCreate(LPCREATESTRUCT lpCreateStruct) if (CView:OnCreate(lpCreateStruct) = -1)return -1;/ TODO: Add your specialized creation code hereSetTimer(1,1000, NULL);SetTimer(2,60000, NULL)

23、;HWND hWnd = this-GetSafeHwnd(); HDC hDC = :GetDC(hWnd); if(this-SetWindowPixelFormat(hDC)=FALSE) return 0; if(this-CreateViewGLContext(hDC)=FALSE) return 0; return 0;void CGLView:OnDestroy() CView:OnDestroy();/ TODO: Add your message handler code here if(wglGetCurrentContext()!=NULL) wglMakeCurrent

24、(NULL,NULL); if(this-m_hGLContext!=NULL) wglDeleteContext(this-m_hGLContext); this-m_hGLContext = NULL; void CGLView:mydraw()glTranslatef(0.0f,0.3f,-6.0f);glEnable(GL_LINE_STIPPLE);glEnable(GL_POINT_SMOOTH);glPushMatrix(); glEnd();glRotated(rangx,0.0f,0.0f,3.0f);glBegin(GL_LINES);glEnd(); glRotated(

25、rangy,0.0f,0.0f,3.0f);glColor3f(1.0f,1.0f,1.0f);glBegin(GL_LINES);glVertex3f(0.0f,-0.0f,0.3f);glVertex3f(-0.05f,-0.25f,0.3f);glVertex3f(0.0f,-0.0f,0.3f);glVertex3f(0.05f,-0.25f,0.3f);glVertex3f(-0.05f,-0.25f,0.3f);glVertex3f(-0.f,-0.5f,0.3f);glVertex3f(0.05f,-0.25f,0.3f);glVertex3f(0.0f,-0.5f,0.3f);

26、glVertex3f(0.0f,-0.0f,0.3f);glVertex3f(-0.05f,0.2f,0.3f);glVertex3f(0.0f,-0.0f,0.3f);glVertex3f(0.05f,0.2f,0.3f);glVertex3f(-0.05f,0.2f,0.3f);glVertex3f(-0.f,0.3f,0.3f);glVertex3f(0.05f,0.2f,0.3f);glVertex3f(0.0f,0.3f,0.3f);glEnd(); glPopMatrix(); glDisable(GL_POINT_SMOOTH);glVertex3f(0.0f,-0.05f,0.

27、0f);glVertex3f(-0.2f,-0.1f,0.3f);glDisable(GL_LINE_STIPPLE);void CGLView:OnSize(UINT nType, int cx, int cy) CView:OnSize(nType, cx, cy);/ TODO: Add your message handler code hereif(cy 0) glMatrixMode(GL_PROJECTION); glLoadIdentity();/视场调节: glViewport(0, 0, cx, cy); RedrawWindow();void CGLView:OnTime

28、r(UINT nIDEvent) switch(nIDEvent)case 1:if(rangy=360.0f)rangy=0.1f;elserangy=rangy+6.0f;break;case 2:if(rangz=360.0f)rangz=0.1f;elserangz=rangz+0.1f;break;/ TODO: Add your message handler code here and/or call default this-Invalidate(FALSE);CView:OnTimer(nIDEvent);6 总结第一次接触OpenGL, OpenGL的确是个挺有意思的东西,

29、从最开始的配置OpenGL运行环境,到开始画出一条线,一个面,再到后面画出旋转体。其实在最开始学习这门语言的时候还真有些琢磨不住,学习的过程中碰到了很多的困难,有时候去到网上去找资料的话,还真的没找到几个好的,符合我标准的答案,弄得人很郁闷,不过在研究了老师的课件以后,一下子觉得豁然开朗,我开始从第一节的导论,第二节的如何画线画点,到后面的纹理,光效一节一节的往下面看。学习的一步步的深入,难度也是步步加大,困难牵扯上很多不是OpenGL的知识要点,而且而是必须了解,不过我们还是坚持坚持下来了,是学习知识,同时也是积累经验。在这个做OpenGL的过程中,学习到了很多做项目的知识:想做好一个项目不是你一个人所能做到的,你需要一个团队,一个团结一致的团队,只有这样,你的项目才能做到预期的目标。

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