一、OPENGL的功能
OPENGL原來是工作站上的一個圖形軟件庫,由於它在商業、軍事、醫學、航天航空等領域的廣泛應用,目前在低檔電腦也可以開發出符合用戶要求的圖形。OPENGL不僅可以繪制基本圖像,而且提供了大量處理圖形圖像的函數與過程。
1、圖形變換
是圖形顯示與制作的基礎,動畫設計和動畫顯示都離不開圖形的變換,圖形變換在數學上是由矩形的乘法來實現的,變換一般包括平移、旋轉和縮放。按圖形的顯示性質來分:視點變換、模型變換、投影變換、剪裁變換和視口變換等。
2、光照效果
不發光的物體的顏色是由物體反射外界光所形成的,這是光照。在三維圖形中,如果光照使用不當,三維圖形就會失去真實的立體感,OPENGL把光照分為:輻射光、環境光、散射光、反射光等。
3、紋理映射
通過紋理映射可以在三維表面添加顯示現實世界中的紋理。如:一個矩形它不能表示真實世界中的物體,如果填上"本質"紋理,就逼真了。
4、圖形特效
混合函數、反走樣函數和霧函數,可以處理三維圖形聽之任之物體的透明和半透明、使用線段理加光滑以及提供霧化的效果。
5、圖像特效
處理位圖的基本函數:圖像繪制、圖像拷貝和存儲、映射和轉移、圖像的縮放等。位圖操作函數可以人繪圖原的低層說明中文字符的形成過程。
二、創建OPENGL應用程序
1、一般原則
A 有uses中添加OPENGL支持單元:OpenGL;
B 在窗體的OnCreate事件過程中初始化OPENGL;
C 在窗口的OnPaing 事件過程中初始化OPENGL;
D 在窗口的OnResize事件過程中初始化OPENGL;
E 在窗口的OnDestroy 事件過程中初始化 OPENGL;
2、簡單實例
A 創建一個工程FILE->New Application
B 在OnCreate事件中添加代碼:
procedure TfrmMain.FormCreate(Sender: TObject);
var
pfd:TPixelFormatDescriptor; //設置描述表
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事件中的代碼
procedure TfrmMain.FormDestroy(Sender: TObject);
begin
wglDeleteContext(hrc);
end;
D 在OnPaint事件中的代碼
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事件中的代碼
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函數中的代碼(用戶在窗口類中聲明)
procedure TfrmMain.MyDraw;
begin
glPushMatrix;
Sphere:=gluNewQuadric;
gluQuadricDrawStyle(Sphere,GLU_LINE);
gluSphere(Sphere,0.5,25,25);
glPopMatrix;
SwapBuffers(Canvas.handle);
gluDeleteQuadric(Sphere);
end;
附本程序原碼:
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變量和函數的約定
1、OPENGL的庫約定
它共三個庫:基本庫、實用庫、輔助庫。在Delphi中,基本庫由OpenGL單元實現,在Windows環境中,一般不使用輔助庫。
2、OPENGL常數約定
OPENGL常數均使用大寫字母,以"GL"開頭,詞匯之間使用下劃線分隔,如:GL_LINES,表示使用基本庫繪制直線。
3、OPENGL函數的命名約定
A 第一部分以gl或wgl開頭,如glColor3f中的gl。
B 第二部分是用英文表示的函數功能,單詞的首字母大寫出。
C 第三部分是數字,表示函數的參數。
D 第四部分是小寫字母,表示函數的類型。
b 9位整數
s 16位整數
i 32位整數
f 32位浮點數
d 64位浮點數
ub 9位無符號整數
例:glVertex2f(37,40); {兩個32位的浮點數作參數}
glVertex3d(37,40,5); {三個64位的浮點數作參數}
p[1..3]:array of glFloat;
glVertes3fv(p); {3f表示三個浮點數,v表示調用一個數組作為頂點坐標輸入}
四、OPENGL的初始化
1、PIXELFORMATDESCRIPTOR結構
主要描述像素點的性質,如像素的顏色模式和紅、綠、藍顏色構成方式等。
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代表點格式的屬性:
PFD_DRAW_TO_WINDOW 圖形繪在屏幕或設備表面
PFD_DRAW_TO_BITMAP 在內存中繪制位圖
PFD_SUPPORT_GDI 支持GDI繪圖
PFD_SUPPORT_OPENGL 支持OPENGL函數
PFD_DOUBLEBUFFER 使用雙緩存
PFD_STEREO 立體緩存
PFD_NEED_PALLETTE 使用RGBA調色板
PFD_GENERIC_FORMAT 選擇GDI支持的格式繪圖
PFD_NEED_SYSTEM_PALETTE 使用OPENGL支持的硬件調色板
iPixelType設置像素顏色模式:PFD_TYPE_RGBA或PFD_TYPE_INDEX.。
cColorBits設置顏色的位,如是9表示有256種顏色表示點的顏色。
cRedBits、cGreenBits、cBlueBits 使用RGBA時,三原色所使用的位數。
cRedShitfs、cGreenShifts、cBlueShifts 使用RGBA時,三原色可以調節的位數。
cAlphaBits、cAlphaShifts 使用RGBA時,Alpha使用的位數與可調節的位數。
cAccumBits設置累積緩存區的位面總數。
cAccumRedBits、cAccumGreenBits、cAccumBlueBits設置累積緩存區的三原色位面總數。
cAccumAlphaBits設置累積緩存區的Alpha位面總數。
cDepthBits設置濃度緩存的深度。
cStencilBits設置Stencil緩存的深度。
cAuxBuffers指輔助緩存的大小。
iLayerType指定層的類型。
bReserved不使用,必須是零。
dwLayerMask指定覆蓋層的屏蔽。
dwDamageMask設置在相同的框架緩存下是否共用同一種像素模式。
2、OPENGL的初始化步驟
A 使用Canvas.Handle獲得窗口句柄。
B 創建一個TPixelFormatDescriptor變量定義像素格式。
C 使用ChoosePixelFormat函數選擇像素格式。
D 使用SetPixelFormat函數使用像素格式生效。
E 使用wglCreateContext函數建立翻譯描述表。
F 使用wglMakeCurrent函數把建立的翻譯描述表作為當前翻譯描述表。
3、資源釋放
A 使用wglDeleteContext過程刪除像素描述表。
B 使用ReleaseDC過程釋放窗口內存。
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基本圖形的繪制
1、圖形的顏色
注意底色的設置,顏色設置通常與像素描述變量有關,即與TPixelFormatDescriptor定義中的iPixelType成員有關。
iPixelType:=PFD_TYPE_COLORINDEX;
則只能使用glIndexd,glIndexf,glIndexi,glIndexs,glIndexv,glIndexfv,glIndexiv,glIndexsv過程設置圖形顏色。
iPixelType:=PFD_TYPE_RGBA;
則只能使用 glColor3b,glColor3f,glColor4b,glColor4f,glColor4fv設置圖形顏色。
A 圖形底色:屏幕與窗口的顏色,即顏色緩沖區的顏色。改變圖形底色首先應使用glClearColor過程設定底色,然後使用glClear過程以這種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是准備設置的底色,它們的取值是0到1。mask是刷新底色的方式。
例:將繪聲繪色圖窗口設置為綠色
glClearColor(0,1,0,1);
glClear(GL_COLOR_BUFFER_BIT);
mask的取值和意義:
GL_COLOR_BUFFER_BIT 設置當前的顏色緩沖
GL_DEPTH_BUFFER_BIT 設置當前的深度緩沖
GL_ACCUM_BUFFER_BIT 設置當前的積累緩沖
GL_STENCIL_BUFFER_BIT 設置當前的STENCIL(模板)緩沖
繪圖窗口設置為灰色
glClearColor(0.3,0.3,0.3,1);
glClear(GL_COLOR_BUFFER_BIT);
B 圖形顏色
使用glClear3f與glClear4f可以設置圖形的繪制顏色。若用三個參數,則分別指設置紅、藍、綠三色光。若用四個參數,則第四個表示RGBA值。
例設置當前的繪圖顏色為藍色:
glColor3f(0,0,1);
設置繪圖顏色為白色:
glColor3f(1,1,1);
2、簡單圖形的繪制
在glBegin與glEnd過程之間繪制簡單圖形,如點、線、多邊形等。
glBegin(mode:GLenum);{繪制過程}glEnd;
mode的取值:
GL_POINTS 畫多個點
GL_LINES 畫多條線,每兩點繪制一條直線
GL_LINE_STRIP 繪制折線
GL_LINE_LOOP 繪制首尾相接的封閉多邊形
GL_TRIANGLES 繪制三角形
GL_TRIANGLE_STRIP 繪制三邊形,每三個點繪制繪制一個三邊形
GL_TRIANGLE_FAN 繪制三角形
GL_QUADS 繪制四邊形
GL_QUAD_STRIP 繪制四邊條,每四點繪制一個四邊條
GL_POLYGON 繪制多邊形
例繪制三個點:
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;
如果將GL_POINT改為GL_LINES,則將畫一條線.第三個點無效.在glVertex2f之前執行glColor3f(0,0,1)則將線條的顏色改為綠色. 如果將GL_LINES改為GL_LINE_STRIP則可以繪制兩條直線.
使用glPointSize過程可以設置點的大小;使用glLineWidth過程可以設置線的寬度.
使用glLineStipple過程設置點劃線的樣板,使用glEnable(GL_LINE_STIPPLE)過程和對應參數使繪圖能夠繪制點劃線.glDisable(GL_LINE_STIPPLE)過程和對應參數關閉點劃線.
procedure glLineStipple(factor:GLint,pattern:GLushort);
參數factor表示點劃線樣板Pattern的重復次數,factor取值1255,Pattern是二進制序列.
glLineStipple(1,0,0x11C);{0x11C表示為10001110,0表示不畫點,1表示畫點}
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;
多邊形繪制與點線相似,要改變參數為GL_POLYGON,GL_QUADS,GL_TRANGLES.在繪制時的注意事項:
A 多邊形的邊與邊只在頂點相交
B 多邊形必須是凸多邊形,如果是凹多邊形,用戶只有折成凸多邊形,加快繪制速度.
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;
多邊形有正面與反面,與之相關的過程:
glPolygonMode 控制多邊形正,反面繪圖模式
glFrontface 指定多邊形的正面
glCullFace 顯示多邊形是設置消除面
glPolygonStripple 形成多邊形填充的樣式
3、簡單二次曲面
圓柱,圓環和球都屬於二次曲面.
A 圓柱
gluCylinder(qobj:GLUquadricObj,baseRadius:GLdouble,topRadius:GLdouble,height:GLdouble,
slices:GLint,stacks:GLint);
qobj指定一個二次曲面,baseRadius為圓柱的底半徑;topRadius為所繪制圓柱的上頂面半徑;height為圓柱的高;slices為繞Z軸的分割線數;stacks為沿Z軸的分割線數.
如果baseRadius和topRadius不相等,則可以繪制錐台與圓錐.
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 圓環
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 半圓環
gluPartialDisk(qobj:GLUquadricObj,innerRadius:GLdouble,outerRadius:GLdouble,slices:GLint,
loops:GLint,startAngle:GLdouble,sweepAngle:GLdouble);
startAngle,sweepAngle是半圓環的起始角與終止角.
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 球體
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.側面影象, 輪廓}
gluSphere(qObj,0.5,20,20);
SwapBuffers(Canvas.Handle);
end;
E 關於二次曲面的過程
gluNewQuadric 創建一個新的二次曲面對象
gluDeleteQuadric 刪除一個二次曲面對象
gluQuadricDrawStyle 指定要繪制的二次曲面類型
gluQuadricNormal 設置二次曲面的法矢量
gluQuadricOrIEntation 設置二次曲面是內旋還是外旋轉
gluQuadricTexture 設置二次曲面是否使用紋理
F 繪制二次曲面的一般步驟
首先定義一個GLUquadricObj對象;
其次創建一個曲面對象gluNewQuadric;
再次設置二次曲面的特性(gluQuadricDrawStyle, gluQuadricTexture)
繪制二次曲面(gluCylinder,gluSphere,gluDisk, gluPartialDisk)
六、OPENGL中的變換
變換是動畫設計的基礎,包括圖形的平移,旋轉,縮放等操作,在數學上是通過矩陣來實現的。
1 glLoadIdentity過程
能夠把當前矩陣變為單位矩陣。
2 glLoadMatrix過程
能夠把指定的矩陣設為當前矩陣。
procedure glLoadmatrixd(m:GLdouble);
procedure glLoadmatrixf(m:GLfloat);
m表示4X4矩陣,下面的代碼定義並使之成為當前矩陣
M:array[1..4,1..4] of GLfloat;
glLoadMatrix(@M);
3 glMultMatrix過程
能夠將當前矩與指定矩陣相乘,並把結果作為當前矩.
procedure glMultMatrixd(M:GLdouble);
procedure glMultMatrixf(M:GLfloat);
4 glPushMatrix和glPopmatrix
glPushMatrix能夠把當前矩壓入矩陣堆棧, glPopMatrix能夠把當前矩彈出矩陣堆棧.
glPushMatrix能夠記憶矩陣當前位置,glPopmatrix能夠返回以前所在的位置.
注:glPushMatrix與glPopMatrix必須放在glBegin與glEnd之外.
5 投影變換
A glOrtho能夠創建一個正投影矩陣,把當前矩乘以該正投影矩陣,其結果作為當前矩陣.
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只定義正投影視景體前,後,左,右.
procedure glOrtho(left:GLdouble,right:GLdouble,bottom:GLdouble,top:GLdouble);
C glMatrixMode過程
能夠設置當前操作矩陣的類型
procedure glMatrixMode(mode:GLenum);
mode的取值:
GL_MODELVIEW 指定以後的矩陣操作為模型矩陣堆棧
GL_PROJECTION 指定以後的矩陣操作為投影矩陣堆棧
GL_TEXTURE 指定以後的矩陣操作為紋理矩陣堆棧
D glFrustum過程
創建一個透視斜投影矩陣,並把當前矩陣乘以該斜投影矩陣,其結果為當前矩陣.
procedure glFrustum(left:GLdouble,right:GLdouble,bottom:GLdouble,top:GLdouble,
next:GLdouble,far:GLdouble);
這些參數定義了斜投影的左,右,上,下,前,後剪裁面.
E gluPerspective過程
能夠定義一個以Z軸為中線的四稜台視景體.
procedure gluPerspetive(fovy:GLdouble,ASPect:GLdouble,zNear:GLdouble,zFar:GLdouble);
fovy定義了xoz平面的視角,ASPect定義了x和y方向上的比例,zNear和zFar分別定義了視點到剪裁面和後剪裁面的距離.
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 幾何變換矩陣
三維物體的運動姿態變換,是指物體的平移,旋轉,縮放.
A glTranslate過程能夠把坐標原點移到(x,y,z),它的聲明語法:
procedure glTranslated(x:GLdouble,y:GLdouble,z:GLdouble);
procedure glTranslatef(x:GLdouble,y:GLdouble,z:GLdouble);
B glRotate能夠使物體旋轉一定的角度,它的聲明語法:
procedure glRotated(angle:GLdobule,x:GLdouble,y:GLdouble,z:GLdouble);
procedure glRotatef(angle:GLdobule,x:GLdouble,y:GLdouble,z:GLdouble);
其中angle為旋轉角,旋轉的中心軸是由(0,0,0)與(x,y,z)兩點的連線.
C glScale能夠對坐標系進行縮放,它的聲明語法為:
procedure glScaled(x:GLdouble,y:GLdoble,z:GLdouble);
procedure glScalef(x:GLdouble,y:GLdoble,z:GLdouble);
x,y,z的值大於1表示放大,小於1表示縮小.
例子原代碼:
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的光照與紋理
都是增強三維立體效果和色彩效果的手段,光照能夠增加圖形的亮度和三維效果,紋理能夠使用圖形更加趨近現實。通過使用光照,可以將物體的外觀很強列的表現出來,紋理則可以使物體顯示多種多樣的外觀。
1 光照和光源過程及應用
A glIndex過程能夠使顏色索引表中的某一種顏色成為當前顏色。
procedure glIndexd(c:GLdouble);
procedure glIndexf(c:GLdouble);
procedure glIndexi(c:GLdouble);
procedure glIndexs(c:GLdouble);
參數C為索引值,如果使用glIndex過程,則TPIExlFormatDescriptor結構中的iPixelType成員設置為PFD_TYPE_COLORINDEX。
B glShadeModel過程
glShadeModel過程設置填充模式,取值:GL_SMOOTH.
procedure glShadeModel(mode:GLenum);
注:以上兩個過程只能在glBegin.....glEnd之外使用。
C glLight過程定義光源
procedure glLightf(light:GLenum,pname:GLenum,param:GLfloat);
procedure glLighti(light:GLenum,pname:GLenum,param:GLfloat);
參數light定義光源,其值可取:GL_LIGHT0.....GL_LIGHTN,N值小於GL_MAX_LIGHT.
參數pname指定光源參數:
GL_AMBIENT 環境光的分量強度
GL_DIFFUSE 散射光的分量強度
GL_SPECULAR 反射光的分量強度
GL_POSITION 光源位置
GL_SPOT_DIRECTION 光源的聚光方向
GL_SPOT_EXPONENT 光源的聚光指數
GL_SPOT_CUTOFF 光源的聚光方向
GL_CONSTANT_ATTENUATION 光常數衰退因子
GL_LINEAR_ATTENUATION 光二次衰減因子
啟用和關閉光源使用glEnable()與glDisable()過程
glEnable(GL_LIGHTING); //啟用光源
glDisable(GL_LIGHTING); //關閉光源
glEnable(GL_LIGHT0); //啟用第0個光源
glDisable(GL_LIGHT0); //關閉第0個光源
設置光源的實例:
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 材質和光照模型
A glMaterial過程設置材質參數
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);
參數face指定物體表面,它的取值:GL_FRONT,GL_BACK,GL_FRONT_BACK.
pname,param本資料沒作介紹.
B glLightModel過程
procedure glLightModelf(pname:GLenum,param:GLfloat);
參數pname為光源模型參數,可以取值GL_LIGHT_MODEL_AMBIENT,
GL_LIGHT_MODEL_LOCAL_VIEWER,GL_LIGHT_MODEL_TWO_SIDE.
實例代碼:
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 紋理的應用
A glTexImage1D定義一維紋理映射.
procedure glTexImage1D(target:GLenum,level:GLint,components:GLint,width:GLsizei,
border:GLint,format:GLenum,type:GLenum,pixels:GLvoid);
參數targer值為GL_TEXTURE_1D,定義為紋理映射,level為多級分辨率的紋理圖像的等級,width為紋理寬,值為2n,n取值為32,64,129等.border為紋理的邊界,其值為0或1,Pixel為紋理在內存中的位置.Component指定RGBA的混合和調整:
1 選擇B成分
2 選擇B,A成分
3 選擇R,G,B成分
4 選擇R,G,B,A成分
B glTexImage2D定義二維紋理映射
procedure glTexImage2D(target:GLenum,level:GLint,components:GLint,width:GLsizei,
border:GLint,format:GLenum,type:GLenum,pixels:GLvoid);
若參數target為GL_TEXTURE_2D,意義為二維紋理映射,height為紋理的高,函數中的其它參數與glTexImage1D相同.component參數取值同上.
實例代碼:
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:dsoft11191logon.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代表為單色著色水平,GL_RGBA表示混合值
64X64代表紋理的高和寬,0表示無邊界,
GL_RGBA代表紋理類型,GL_UNSIGNED_TYPE代表數據類型,@代對象地址}
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,64,64,0,GL_RGBA,
GL_UNSIGNED_BYTE,@bits);
glEnable(GL_TEXTURE_2D);
end;
C glTexParameter過程設置紋理參數
procedure glTexParameterf(target:GLenum,pname:GLenum,param:GLfloat);
procedure glTexParameteri(target:GLenum,pname:GLenum,param:GLfloat);
參數target代表GL_TEXTURE_1D或GL_TEXTURE_2D,param為紋理值.
D glTexEnv函數設置紋理的環境參數
function glTexEnvf(target:GLenum,pname:GLenum,param:GLfloat);
function glTexEnvi(target:GLenum,pname:GLenum,param:GLfloat);
參數target為GL_TEXTURE_ENV,
參數pname為紋理參數值,取值為GL_TEXTURE_ENV_MODE
參數param為環境值,取值為GL_MODULATE,GL_DECAL和GL_BLEND.
本程序示例代碼:
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:dsoft11192logon.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代表為單色著色水平,GL_RGBA表示混合值
64X64代表紋理的高和寬,0表示無邊界,
GL_RGBA代表紋理類型,GL_UNSIGNED_TYPE代表數據類型,@代對象地址}
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;