《基于MFC的OpenGL编程》Part 1 A Primer

 

3D图形学基本概念

Perspective

Perspective refers to the angles between the lines that lend the illusion of three dimensions.

Colors and Shading

Moving beyond line drawing, we need to add color to create a solid object. Shading refers to the way the color is applied to the polygon. Shading can be of two types in OpenGL - Flat or Smooth.

Lights and Shadows

Plain solid color doesn’t offer enough realism. By applying Lighting effects we can make objects appear as they would in reality depending on their material properties and the lighting parameters. Adding a shadow further increases realism.

Texture Mapping

With Texture Mapping we can have wood grains, cloth textures, brick like textures etc instead of plain materials. This technique of applying an image to the surface of a polygon is called Texture Mapping. The image we use is called the Texture and the individual elements of the texture are called Texels.

Fog

Fog is an atmospheric effect that adds haziness to objects in a scene depending on how far the objects are from the viewer.

Blending and Transparency

Blending is the combination of colors of objects on the screen. This effect can be used for a variety of purposes. By varying the amount each object is blended with the scene we can make objects look transparent.

Anti-Aliasing

Aliasing is an effect that is visible on screen due to the fact that an image consists of discrete pixels. By carefully blending the lines with the background color we can eliminate jagged edges and give them a smooth appearance. This blending technique is called anti-aliasing.

第一个OpenGL程序

复制代码
//Simple.cpp - First OpenGL Program
#include <windows.h> //Required for every Windows Program
#include <gl\glut.h> //Required for using the GLUT library     
//Perform OpenGL Initialization here 
void SetupRC()
{
    
//Set the background clearing color to blue
    glClearColor(0.0f,0.0f,1.0f,1.0f);//设置背景色为蓝色
}
//The drawing callback function
void RenderScene()
{
    
//Clear the color buffer 
    glClear(GL_COLOR_BUFFER_BIT);
    
//Flush the rendering pipeline
    glFlush();
}
void main()
{
    
//Choose the display mode settings
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);//初始化显示模式(单缓冲,RGB)
    
//Create the Window
    glutCreateWindow("Simple");//创建窗口
    
//Set the RenderScsne function as the display callback
    glutDisplayFunc(RenderScene);//绘制回调函数,当窗口需要绘制时,GLUT会调用此函数
    
//Initialize OpenGL
    SetupRC();//初始化OpenGL
    
//Start the GLUT framework
    glutMainLoop();//开始消息循环
}
复制代码

posted on   游戏开发:主席  阅读(262)  评论(0)    收藏  举报

编辑推荐:
· Hangfire Redis 实现秒级定时任务,使用 CQRS 实现动态执行代码
· Android编译时动态插入代码原理与实践
· 解锁.NET 9性能优化黑科技:从内存管理到Web性能的最全指南
· 通过一个DEMO理解MCP(模型上下文协议)的生命周期
· MySQL下200GB大表备份,利用传输表空间解决停服发版表备份问题
阅读排行:
· .NET周刊【4月第1期 2025-04-06】
· 国产的 Java Solon v3.2.0 发布(央企信创的优选)
· centos停服,迁移centos7.3系统到新搭建的openEuler
· 如何0基础学stm32?
· (原创)[开源][.Net Framework 4.0] SimpleLiveDataFeed(极易
< 2025年4月 >
30 31 1 2 3 4 5
6 7 8 9 10 11 12
13 14 15 16 17 18 19
20 21 22 23 24 25 26
27 28 29 30 1 2 3
4 5 6 7 8 9 10

导航

统计

点击右上角即可分享
微信分享提示