现在的位置: 首页 > 综合 > 正文

Qt_OpenGL:雾程序小测

2018年05月14日 ⁄ 综合 ⁄ 共 4700字 ⁄ 字号 评论关闭

Qt_OpenGL:雾程序小测

//.h

#ifndef FOGTEST_H
#define FOGTEST_H

#include <QWidget>
#include <QtOpenGL>

class FogTest : public QGLWidget
{
    Q_OBJECT

public:
    FogTest(QWidget *parent = 0);
    ~FogTest();
protected:
    void initializeGL();
    void paintGL();
    void resizeGL(int , int );
    void keyPressEvent(QKeyEvent*);
private:
    void init(void);
    void renderSphere(GLfloat x, GLfloat y, GLfloat z);
    void display();
private:
     GLint fogMode;

};

#endif // FOGTEST_H

//.cpp

#include "fogtest.h"
#include <iostream>
#include <cmath>
#include <glut.h>

using std::cout;

FogTest::FogTest(QWidget *parent)
    : QGLWidget(parent)
{
}

void FogTest::init(){
    GLfloat position[] = { 0.5, 0.5, 3.0, 0.0 };

    glEnable(GL_DEPTH_TEST);

    glLightfv(GL_LIGHT0, GL_POSITION, position);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    {
        GLfloat mat[3] = { 0.1745, 0.01175, 0.01175 };
        glMaterialfv(GL_FRONT, GL_AMBIENT, mat);
        mat[0] = 0.61424; mat[1] = 0.04136; mat[2] = 0.04136;
        glMaterialfv(GL_FRONT, GL_DIFFUSE, mat);
        mat[0] = 0.727811; mat[1] = 0.626959; mat[2] = 0.626959;
        glMaterialfv(GL_FRONT, GL_SPECULAR,mat);
        glMaterialf(GL_FRONT, GL_SHININESS, 0.6*128.0);
    }

    glEnable(GL_FOG);
    {
        GLfloat fogColor[4] = { 0.5, 0.5, 0.5, 1.0 };
        fogMode = GL_EXP;
        glFogi(GL_FOG_MODE, fogMode); //设定雾的模式
        glFogfv(GL_FOG_COLOR, fogColor);  //设定雾的颜色
        glFogf(GL_FOG_DENSITY, 0.35); //设定雾的密度 //模式为LINEAR时不用设置密度
        glHint(GL_FOG_HINT, GL_DONT_CARE); //雾的渲染方式
        glFogf(GL_FOG_START, 1.0);  //雾的开始位置
        glFogf(GL_FOG_END, 5.0);  //雾的结束位置
    }
    glClearColor( 0.5, 0.5, 0.5, 1.0 );
}

void FogTest::renderSphere(GLfloat x, GLfloat y, GLfloat z){

    glPushMatrix();  //把当前矩阵压入栈
    glTranslatef(x, y, z);
    glutSolidSphere(0.4, 16, 16);
    glPopMatrix();
}

void FogTest::display(){

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    renderSphere( -2, -0.5, -1.0 );
    renderSphere (-1., -0.5, -2.0);
    renderSphere (0., -0.5, -3.0);
    renderSphere (1., -0.5, -4.0);
    renderSphere (2., -0.5, -5.0);
    glFlush();
}

void FogTest::initializeGL(){

    init();
}

void FogTest::paintGL(){

    display();
}

void FogTest::resizeGL(int w, int h){

    glViewport(0, 0, (GLsizei)w, (GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if(w <= h){
        glOrtho( -2.5, 2.5, -2.5*(GLfloat)h/(GLfloat)w,
            2.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);  //正交视景体
    }else{
        glOrtho( -2.5*(GLfloat)w/(GLfloat)h, 2.5*(GLfloat)w/(GLfloat)h,
            -2.5, -2.5, -10.0, 10.0);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
    }
}

void FogTest::keyPressEvent(QKeyEvent *event){

    switch(event->key()){
    case Qt::Key_F:
        if(fogMode == GL_EXP){
            fogMode = GL_EXP2;
            cout << "Fog mode is GL_EXP2\n";
        }else if(fogMode == GL_EXP2){
            fogMode = GL_LINEAR;
            cout << "Fog mode is GL_LINEAR\n";
        }else if(fogMode == GL_LINEAR){
            fogMode = GL_EXP;
            cout << "Fog mode is GL_EXP\n";
        }
        glFogi(GL_FOG_MODE, fogMode);
        break;
    case 27:
        exit(0);
        break;
    default:
        break;
    }
}

FogTest::~FogTest()
{

}

VC中源码:

#include <GL/glut.h>
#include <math.h>
#include <stdlib.h>
#include <stdio.h>

static GLint fogMode;

/*  Initialize depth buffer, fog, light source, 
 *  material property, and lighting model.
 */
static void init(void)
{
   GLfloat position[] = { 0.5, 0.5, 3.0, 0.0 };

   glEnable(GL_DEPTH_TEST);

   glLightfv(GL_LIGHT0, GL_POSITION, position);
   glEnable(GL_LIGHTING);
   glEnable(GL_LIGHT0);
   {
      GLfloat mat[3] = {0.1745, 0.01175, 0.01175};	
      glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
      mat[0] = 0.61424; mat[1] = 0.04136; mat[2] = 0.04136;	
      glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
      mat[0] = 0.727811; mat[1] = 0.626959; mat[2] = 0.626959;
      glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
      glMaterialf (GL_FRONT, GL_SHININESS, 0.6*128.0);
   }

   glEnable(GL_FOG);
   {
      GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1.0};

      fogMode = GL_EXP;
      glFogi (GL_FOG_MODE, fogMode);
      glFogfv (GL_FOG_COLOR, fogColor);
      glFogf (GL_FOG_DENSITY, 0.35);
      glHint (GL_FOG_HINT, GL_DONT_CARE);
      glFogf (GL_FOG_START, 1.0);
      glFogf (GL_FOG_END, 5.0);
   }
   glClearColor(0.5, 0.5, 0.5, 1.0);  /* fog color */
}

static void renderSphere (GLfloat x, GLfloat y, GLfloat z)
{
   glPushMatrix();
   glTranslatef (x, y, z);
   glutSolidSphere(0.4, 16, 16);
   glPopMatrix();
}

void display(void)
{
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   renderSphere (-2., -0.5, -1.0);
   renderSphere (-1., -0.5, -2.0);
   renderSphere (0., -0.5, -3.0);
   renderSphere (1., -0.5, -4.0);
   renderSphere (2., -0.5, -5.0);
   glFlush();
}

void reshape(int w, int h)
{
   glViewport(0, 0, (GLsizei) w, (GLsizei) h);
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   if (w <= h)
      glOrtho (-2.5, 2.5, -2.5*(GLfloat)h/(GLfloat)w,
         2.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
   else
      glOrtho (-2.5*(GLfloat)w/(GLfloat)h,
         2.5*(GLfloat)w/(GLfloat)h, -2.5, 2.5, -10.0, 10.0);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity ();
}

void keyboard(unsigned char key, int x, int y)
{
   switch (key) {
      case 'f':
      case 'F':
         if (fogMode == GL_EXP) {
	    fogMode = GL_EXP2;
	    printf ("Fog mode is GL_EXP2\n");
         }
         else if (fogMode == GL_EXP2) {
            fogMode = GL_LINEAR;
            printf ("Fog mode is GL_LINEAR\n");
         }
         else if (fogMode == GL_LINEAR) {
            fogMode = GL_EXP;
            printf ("Fog mode is GL_EXP\n");
         }
         glFogi (GL_FOG_MODE, fogMode);
         glutPostRedisplay();
         break;
      case 27:
         exit(0);
         break;
      default:
         break;
   }
}

int main(int argc, char** argv)
{
   glutInit(&argc, argv);
   glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
   glutInitWindowSize(500, 500);
   glutCreateWindow(argv[0]);
   init();
   glutReshapeFunc (reshape);
   glutKeyboardFunc (keyboard);
   glutDisplayFunc (display);
   glutMainLoop();
   return 0;
}

运行结果截图:








抱歉!评论已关闭.