《基于MFC的OpenGL编程》Part 19 Creating a Virtual Reality Walkthrough Application
Posted on 2011-12-27 09:33 阿Fai 阅读(359) 评论(0) 编辑 收藏 举报本文是整个系列文章的最后一篇,将创建一个完整的虚拟office应用程序(如图所示)来做为ending.
1,在CCY457OpenGLView类中加入下述变量,用来保存office内各个物体的显示列表
//Display List Names
GLuint m_SceneList;
GLuint m_ComputerList;
GLuint m_ChairList;
GLuint m_BlindsList;
GLuint m_MonitorList;
GLuint m_BooksList;
GLuint m_PhoneList;
GLuint m_DoorList;
GLuint m_SceneList;
GLuint m_ComputerList;
GLuint m_ChairList;
GLuint m_BlindsList;
GLuint m_MonitorList;
GLuint m_BooksList;
GLuint m_PhoneList;
GLuint m_DoorList;
2,创建房间内部场景
//Create the Display List for the Scene
void CCY457OpenGLView::CreateSceneList()
{
m_SceneList = glGenLists(1);
glNewList(m_SceneList, GL_COMPILE);
/******************Setup Lighting**********************/
SetupLighting();
/***************Draw the Scene*************************/
//Draw the Walls
DrawWalls();
//Draw the Wall Tops, Sides and Desks
DrawWallTopsAndSides();
//Draw the desks
DrawDesks();
//Draw the computers
DrawComputers();
//Draw the Chairs
DrawChairs();
//Draw the Blinds
DrawBlinds();
//Draw Phones
DrawPhones();
//Draw Floor and Ceiling
DrawFloorAndCeiling();
glEndList();
}
3,从Obj文件中加载各个物件的3D模型
//Load all the Models from the Files of type .obj
void CCY457OpenGLView::LoadModelsFromFiles()
{
GLfloat scalefactor = 0.0;
//Load Computer from file
GLMmodel *object1;
object1 = glmReadOBJ("Data/models/computer.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object1);
}
else
{
glmScale(object1, scalefactor);
}
glmScale(object1, 1.5);
/* build a display list */
m_ComputerList = glmList(object1, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object1);
//Load Chair From File
GLMmodel *object2;
scalefactor = 0.0;
object2 = glmReadOBJ("Data/models/chair04.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object2);
}
else
{
glmScale(object2, scalefactor);
}
glmScale(object2, 2.5);
/* build a display list */
m_ChairList = glmList(object2, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object2);
//Load Blinds Object From File
GLMmodel *object3;
scalefactor = 0.0;
object3 = glmReadOBJ("Data/models/blinds.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object3);
}
else
{
glmScale(object3, scalefactor);
}
glmScale(object3, 1.0);
/* build a display list */
m_BlindsList = glmList(object3, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object3);
//Load Books Object from file
GLMmodel *object4;
scalefactor = 0.0;
object4 = glmReadOBJ("Data/models/books.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object4);
}
else
{
glmScale(object4, scalefactor);
}
glmScale(object4, 1.2);
/* build a display list */
m_BooksList = glmList(object4, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object4);
//Load Monitor from file
GLMmodel *object5;
scalefactor = 0.0;
object5 = glmReadOBJ("Data/models/samsung.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object5);
}
else
{
glmScale(object5, scalefactor);
}
glmScale(object5, 0.20);
/* build a display list */
m_MonitorList = glmList(object5, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object5);
//Load Phone Object from file
GLMmodel *object6;
scalefactor = 0.0;
object6 = glmReadOBJ("Data/models/phone.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object6);
}
else
{
glmScale(object6, scalefactor);
}
glmScale(object6, 0.08);
/* build a display list */
m_PhoneList = glmList(object6, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object6);
}
void CCY457OpenGLView::LoadModelsFromFiles()
{
GLfloat scalefactor = 0.0;
//Load Computer from file
GLMmodel *object1;
object1 = glmReadOBJ("Data/models/computer.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object1);
}
else
{
glmScale(object1, scalefactor);
}
glmScale(object1, 1.5);
/* build a display list */
m_ComputerList = glmList(object1, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object1);
//Load Chair From File
GLMmodel *object2;
scalefactor = 0.0;
object2 = glmReadOBJ("Data/models/chair04.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object2);
}
else
{
glmScale(object2, scalefactor);
}
glmScale(object2, 2.5);
/* build a display list */
m_ChairList = glmList(object2, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object2);
//Load Blinds Object From File
GLMmodel *object3;
scalefactor = 0.0;
object3 = glmReadOBJ("Data/models/blinds.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object3);
}
else
{
glmScale(object3, scalefactor);
}
glmScale(object3, 1.0);
/* build a display list */
m_BlindsList = glmList(object3, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object3);
//Load Books Object from file
GLMmodel *object4;
scalefactor = 0.0;
object4 = glmReadOBJ("Data/models/books.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object4);
}
else
{
glmScale(object4, scalefactor);
}
glmScale(object4, 1.2);
/* build a display list */
m_BooksList = glmList(object4, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object4);
//Load Monitor from file
GLMmodel *object5;
scalefactor = 0.0;
object5 = glmReadOBJ("Data/models/samsung.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object5);
}
else
{
glmScale(object5, scalefactor);
}
glmScale(object5, 0.20);
/* build a display list */
m_MonitorList = glmList(object5, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object5);
//Load Phone Object from file
GLMmodel *object6;
scalefactor = 0.0;
object6 = glmReadOBJ("Data/models/phone.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object6);
}
else
{
glmScale(object6, scalefactor);
}
glmScale(object6, 0.08);
/* build a display list */
m_PhoneList = glmList(object6, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object6);
}
4,创建各个具体物件的代码:
![](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedBlockStart.gif)
void CCY457OpenGLView::DrawPentagonTable()
{
glBegin(GL_TRIANGLES);
//Table Top
glNormal3f(0.0f,1.0f,0.0f);
//Light Brown
glColor3f(0.7f,0.6f,0.55f);
glVertex3f(-0.75f,0.3f,-0.05f);
glVertex3f(-0.05f,0.3f,-0.05f);
glVertex3f(-0.75f,0.3f,-0.45f);
glVertex3f(-0.75f,0.3f,-0.45f);
glVertex3f(-0.05f,0.3f,-0.05f);
glVertex3f(-0.45f,0.3f,-0.75f);
glVertex3f(-0.45f,0.3f,-0.75f);
glVertex3f(-0.05f,0.3f,-0.05f);
glVertex3f(-0.05f,0.3f,-0.75f);
//Table Front
glColor3f(0.9f,0.9f,0.8f);
glVertex3f(-0.75f,0.25f,-0.45f);
glVertex3f(-0.75f,0.3f,-0.45f);
glVertex3f(-0.45f,0.3f,-0.75f);
glVertex3f(-0.75f,0.25f,-0.45f);
glVertex3f(-0.45f,0.3f,-0.75f);
glVertex3f(-0.45f,0.25f,-0.75f);
glEnd();
glDisable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
glPolygonOffset(1.0f,-3.0f);
glEnable(GL_POLYGON_OFFSET_LINE);
//Front Edge
glBegin(GL_POLYGON);
glColor3f(0.0f,0.0f,0.0f);
glVertex3f(-0.75f,0.25f,-0.45f);
glVertex3f(-0.75f,0.3f,-0.45f);
glVertex3f(-0.45f,0.3f,-0.75f);
glVertex3f(-0.45f,0.25f,-0.75f);
glEnd();
glEnable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
}
void CCY457OpenGLView::DrawWalls()
{
//Draw the Walls for which Front Faces can be culled
//Cull Front Faces
//Enable Culling
glEnable(GL_CULL_FACE);
//Cull Front Faces
glCullFace(GL_FRONT);
glBegin(GL_TRIANGLES);
//Draw the Back Wall
//Define Back Wall Normal
glNormal3f(0.0f,0.0f,1.0f);
//Define Back Wall Material - Light Grey
glColor3f(0.75f,0.75f,0.75f);
//Back Wall Triangles
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glVertex3f(-5.5f,1.0f,0.0f);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(-5.5f,1.0f,0.0f);
glVertex3f(-5.5f,0.0f,0.0f);
//Back Wall Thickness
glVertex3f(-0.0f,0.0f,-0.05f);
glVertex3f(-0.0f,1.0f,-0.05f);
glVertex3f(-5.5f,1.0f,-0.05f);
glVertex3f(-0.0f,0.0f,-0.05f);
glVertex3f(-5.5f,1.0f,-0.05f);
glVertex3f(-5.5f,0.0f,-0.05f);
//Draw the Right Wall
//Define Right Wall Normal
glNormal3f(1.0f,0.0f,0.0f);
//Define Right Wall Material - Light Brown
glColor3f(0.7f,0.6f,0.55f);
//Right Wall Triangles
glVertex3f(0.0f,0.0f,-0.05f);
glVertex3f(0.0f,0.0f,-2.95f);
glVertex3f(0.0f,0.6f,-0.05f);
glVertex3f(0.0f,0.0f,-2.95f);
glVertex3f(0.0f,0.6f,-2.95f);
glVertex3f(0.0f,0.6f,-0.05f);
//Right Wall Thickness
glVertex3f(-0.05f,0.0f,-0.05f);
glVertex3f(-0.05f,0.0f,-2.95f);
glVertex3f(-0.05f,0.6f,-0.05f);
glVertex3f(-0.05f,0.0f,-2.95f);
glVertex3f(-0.05f,0.6f,-2.95f);
glVertex3f(-0.05f,0.6f,-0.05f);
//Draw the Left Wall
//Define Left Wall Normal
glNormal3f(-1.0f,0.0f,0.0f);
//Left Wall Triangles
glVertex3f(-5.5f,0.0f,-0.05f);
glVertex3f(-5.5f,1.0f,-0.05f);
glVertex3f(-5.5f,1.0f,-2.95f);
glVertex3f(-5.5f,0.0f,-0.05f);
glVertex3f(-5.5f,1.0f,-2.95f);
glVertex3f(-5.5f,0.0f,-2.95f);
//Left Wall Thickness
glVertex3f(-5.45f,0.0f,-0.05f);
glVertex3f(-5.45f,1.0f,-0.05f);
glVertex3f(-5.45f,1.0f,-2.95f);
glVertex3f(-5.45f,0.0f,-0.05f);
glVertex3f(-5.45f,1.0f,-2.95f);
glVertex3f(-5.45f,0.0f,-2.95f);
glEnd();
//Draw the Pillar
//Cull Back Faces for Pillar
glCullFace(GL_BACK);
//Right
glBegin(GL_POLYGON);
glVertex3f(-3.2f,0.0f,-1.5f);
glVertex3f(-3.2f,1.0f,-1.5f);
glVertex3f(-3.2f,1.0f,-1.0f);
glVertex3f(-3.2f,0.0f,-1.0f);
glEnd();
//Left
glBegin(GL_POLYGON);
glVertex3f(-3.7f,0.0f,-1.5f);
glVertex3f(-3.7f,0.0f,-1.0f);
glVertex3f(-3.7f,1.0f,-1.0f);
glVertex3f(-3.7f,1.0f,-1.5f);
glEnd();
//Front
glBegin(GL_POLYGON);
glVertex3f(-3.2f,0.0f,-1.5f);
glVertex3f(-3.7f,0.0f,-1.5f);
glVertex3f(-3.7f,1.0f,-1.5f);
glVertex3f(-3.2f,1.0f,-1.5f);
glEnd();
//Back
glBegin(GL_POLYGON);
glVertex3f(-3.2f,0.0f,-1.0f);
glVertex3f(-3.2f,1.0f,-1.0f);
glVertex3f(-3.7f,1.0f,-1.0f);
glVertex3f(-3.7f,0.0f,-1.0f);
glEnd();
//Draw the edges
glColor3f(0.0f,0.0f,0.0f);
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
//Right
glBegin(GL_POLYGON);
glVertex3f(-3.2f,0.0f,-1.5f);
glVertex3f(-3.2f,1.0f,-1.5f);
glVertex3f(-3.2f,1.0f,-1.0f);
glVertex3f(-3.2f,0.0f,-1.0f);
glEnd();
//Left
glBegin(GL_POLYGON);
glVertex3f(-3.7f,0.0f,-1.5f);
glVertex3f(-3.7f,0.0f,-1.0f);
glVertex3f(-3.7f,1.0f,-1.0f);
glVertex3f(-3.7f,1.0f,-1.5f);
glEnd();
//Front
glBegin(GL_POLYGON);
glVertex3f(-3.2f,0.0f,-1.5f);
glVertex3f(-3.7f,0.0f,-1.5f);
glVertex3f(-3.7f,1.0f,-1.5f);
glVertex3f(-3.2f,1.0f,-1.5f);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColor3f(0.7f,0.6f,0.55f);
//Draw the walls for which No faces can be culled
glDisable(GL_CULL_FACE);
glBegin(GL_TRIANGLES);
//Draw the Front Right Wall
//Define Front Right Wall Normal
glNormal3f(0.0f,0.0f,-1.0f);
//Front Right Wall Triangles
glVertex3f(0.0f,0.0f,-3.0f);
glVertex3f(-3.5f,0.0f,-3.0f);
glVertex3f(0.0f,0.6f,-3.0f);
glVertex3f(-3.5f,0.0f,-3.0f);
glVertex3f(-3.5f,0.6f,-3.0f);
glVertex3f(0.0f,0.6f,-3.0f);
//Front Right Wall Thickness
glVertex3f(0.0f,0.0f,-2.95f);
glVertex3f(-3.5f,0.0f,-2.95f);
glVertex3f(0.0f,0.6f,-2.95f);
glVertex3f(-3.5f,0.0f,-2.95f);
glVertex3f(-3.5f,0.6f,-2.95f);
glVertex3f(0.0f,0.6f,-2.95f);
//Draw the Front Left Wall
//Front Left Wall Triangles
glVertex3f(-4.0f,0.0f,-3.0f);
glVertex3f(-5.5f,0.0f,-3.0f);
glVertex3f(-4.0f,0.6f,-3.0f);
glVertex3f(-5.5f,0.0f,-3.0f);
glVertex3f(-5.5f,0.6f,-3.0f);
glVertex3f(-4.0f,0.6f,-3.0f);
//Front Left Wall Thickness
glVertex3f(-4.0f,0.0f,-2.95f);
glVertex3f(-5.5f,0.0f,-2.95f);
glVertex3f(-4.0f,0.6f,-2.95f);
glVertex3f(-5.5f,0.0f,-2.95f);
glVertex3f(-5.5f,0.6f,-2.95f);
glVertex3f(-4.0f,0.6f,-2.95f);
glEnd();
}
void CCY457OpenGLView::DrawWallTopsAndSides()
{
//Cull Back Faces
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glBegin(GL_TRIANGLES);
//Define Normals
glNormal3f(0.0f,1.0f,0.0f);
//Define Material - Light Brown
glColor3f(0.7f,0.6f,0.55f);
//Back Wall Top
glVertex3f(0.0f,1.0f,0.0f);
glVertex3f(0.0f,1.0f,-0.05f);
glVertex3f(-5.5f,1.0f,0.0f);
glVertex3f(0.0f,1.0f,-0.05f);
glVertex3f(-5.5f,1.0f,-0.05f);
glVertex3f(-5.5f,1.0f,0.0f);
//Right Wall Top
glVertex3f(0.0f,0.6f,-0.05f);
glVertex3f(-0.05f,0.6f,-2.95f);
glVertex3f(-0.05f,0.6f,-0.05f);
glVertex3f(0.0f,0.6f,-0.05f);
glVertex3f(0.0f,0.6f,-2.95f);
glVertex3f(-0.05f,0.6f,-2.95f);
//Left Wall Top
glVertex3f(-5.45f,1.0f,-0.05f);
glVertex3f(-5.5f,1.0f,-2.95f);
glVertex3f(-5.5f,1.0f,-0.05f);
glVertex3f(-5.45f,1.0f,-0.05f);
glVertex3f(-5.45f,1.0f,-2.95f);
glVertex3f(-5.5f,1.0f,-2.95f);
//Left Wall Side
glNormal3f(0.0f,0.0f,-1.0f);
glVertex3f(-5.45f,1.0f,-2.95f);
glVertex3f(-5.5f,0.0f,-2.95f);
glVertex3f(-5.5f,1.0f,-2.95f);
glVertex3f(-5.45f,1.0f,-2.95f);
glVertex3f(-5.45f,0.0f,-2.95f);
glVertex3f(-5.5f,0.0f,-2.95f);
//Front Right Wall Top
glVertex3f(0.0f,0.6f,-2.95f);
glVertex3f(0.0f,0.6f,-3.0f);
glVertex3f(-3.5f,0.6f,-2.95f);
glVertex3f(0.0f,0.6f,-3.0f);
glVertex3f(-3.5f,0.6,-3.0f);
glVertex3f(-3.5f,0.6f,-2.95f);
//Front Left Wall Top
glVertex3f(-4.0f,0.6,-2.95f);
glVertex3f(-4.0f,0.6f,-3.0f);
glVertex3f(-5.5f,0.6f,-2.95f);
glVertex3f(-4.0f,0.6f,-3.0f);
glVertex3f(-5.5f,0.6,-3.0f);
glVertex3f(-5.5f,0.6f,-2.95f);
//Front Right Wall Left Side
glNormal3f(-1.0f,0.0f,0.0f);
glVertex3f(-3.5f,0.6f,-2.95f);
glVertex3f(-3.5f,0.6f,-3.0f);
glVertex3f(-3.5f,0.0f,-2.95f);
glVertex3f(-3.5f,0.6f,-3.0f);
glVertex3f(-3.5f,0.0f,-3.0f);
glVertex3f(-3.5f,0.0f,-2.95f);
//Front Right Wall Right Side
glNormal3f(1.0f,0.0f,0.0f);
glVertex3f(0.0f,0.0f,-3.0f);
glVertex3f(0.0f,0.6f,-2.95f);
glVertex3f(0.0f,0.0f,-2.95f);
glVertex3f(0.0f,0.0f,-3.0f);
glVertex3f(0.0f,0.6f,-3.0f);
glVertex3f(0.0f,0.6f,-2.95f);
//Front Left Wall Side
glNormal3f(1.0f,0.0f,0.0f);
glVertex3f(-4.0f,0.6f,-3.0f);
glVertex3f(-4.0f,0.6f,-2.95f);
glVertex3f(-4.0f,0.0f,-3.0f);
glVertex3f(-4.0f,0.6f,-2.95f);
glVertex3f(-4.0f,0.0f,-2.95f);
glVertex3f(-4.0f,0.0f,-3.0f);
}
void CCY457OpenGLView::DrawDesks()
{
//Desks
//Draw the Front Long Desk
glNormal3f(0.0f,1.0f,0.0f);
//Brown
glColor3f(0.7f,0.6f,0.55f);
glVertex3f(-3.5f,0.3f,-2.55f);
glVertex3f(-0.75f,0.3f,-2.55f);
glVertex3f(-3.5f,0.3f,-2.95f);
glVertex3f(-3.5f,0.3f,-2.95f);
glVertex3f(-0.75f,0.3f,-2.55f);
glVertex3f(-0.75f,0.3f,-2.95f);
//Draw the Front Long Desk Thickness
glVertex3f(-3.5f,0.25f,-2.55f);
glVertex3f(-0.75f,0.25f,-2.55f);
glVertex3f(-3.5f,0.25f,-2.95f);
glVertex3f(-3.5f,0.25f,-2.95f);
glVertex3f(-0.75f,0.25f,-2.55f);
glVertex3f(-0.75f,0.25f,-2.95f);
//Draw the Front Long Desk Front
glNormal3f(0.0f,0.0f,1.0f);
glColor3f(0.9f,0.9f,0.8f);
glVertex3f(-0.75f,0.25f,-2.55f);
glVertex3f(-0.75f,0.3f,-2.55f);
glVertex3f(-3.5f,0.25f,-2.55f);
glVertex3f(-3.5f,0.25f,-2.55f);
glVertex3f(-0.75f,0.3f,-2.55f);
glVertex3f(-3.5f,0.3f,-2.55f);
//Draw the Front Long Desk Side
glNormal3f(-1.0f,0.0f,0.0f);
glVertex3f(-3.5f,0.25f,-2.55f);
glVertex3f(-3.5f,0.3f,-2.55f);
glVertex3f(-3.5f,0.25f,-2.95f);
glVertex3f(-3.5f,0.25f,-2.95f);
glVertex3f(-3.5f,0.3f,-2.55f);
glVertex3f(-3.5f,0.3f,-2.95f);
//Draw the Front Short Desk
glNormal3f(0.0f,1.0f,0.0f);
glColor3f(0.7f,0.6f,0.55f);
glVertex3f(-4.75f,0.3f,-2.55f);
glVertex3f(-4.0f,0.3f,-2.55f);
glVertex3f(-4.75f,0.3f,-2.95f);
glVertex3f(-4.75f,0.3f,-2.95f);
glVertex3f(-4.0f,0.3f,-2.55f);
glVertex3f(-4.0f,0.3f,-2.95f);
//Draw the Front Short Desk Thickness
glVertex3f(-4.75f,0.25f,-2.55f);
glVertex3f(-4.0f,0.25f,-2.55f);
glVertex3f(-4.75f,0.25f,-2.95f);
glVertex3f(-4.75f,0.25f,-2.95f);
glVertex3f(-4.0f,0.25f,-2.55f);
glVertex3f(-4.0f,0.25f,-2.95f);
//Draw the Front Short Desk Front Thickness
glNormal3f(0.0f,0.0f,1.0f);
glColor3f(0.9f,0.9f,0.8f);
glVertex3f(-4.0f,0.25f,-2.55f);
glVertex3f(-4.0f,0.3f,-2.55f);
glVertex3f(-4.75f,0.3f,-2.55f);
glVertex3f(-4.0f,0.25f,-2.55f);
glVertex3f(-4.75f,0.3f,-2.55f);
glVertex3f(-4.75f,0.25f,-2.55f);
//Draw the Front Short Desk Side Thickness
glNormal3f(1.0f,0.0f,0.0f);
glColor3f(0.9f,0.9f,0.8f);
glVertex3f(-4.0f,0.25f,-2.95f);
glVertex3f(-4.0f,0.3f,-2.95f);
glVertex3f(-4.0f,0.3f,-2.55f);
glVertex3f(-4.0f,0.25f,-2.95f);
glVertex3f(-4.0f,0.3f,-2.55f);
glVertex3f(-4.0f,0.25f,-2.55f);
//Draw the Right Middle Desk
glNormal3f(0.0f,1.0f,0.0f);
glColor3f(0.7f,0.6f,0.55f);
glVertex3f(-0.45f,0.3f,-0.75f);
glVertex3f(-0.05f,0.3f,-0.75f);
glVertex3f(-0.45f,0.3f,-2.25f);
glVertex3f(-0.45f,0.3f,-2.25f);
glVertex3f(-0.05f,0.3f,-0.75f);
glVertex3f(-0.05f,0.3f,-2.25f);
//Draw the Right Middle Desk Thickness
glVertex3f(-0.45f,0.25f,-0.75f);
glVertex3f(-0.05f,0.25f,-0.75f);
glVertex3f(-0.45f,0.25f,-2.25f);
glVertex3f(-0.45f,0.25f,-2.25f);
glVertex3f(-0.05f,0.25f,-0.75f);
glVertex3f(-0.05f,0.25f,-2.25f);
//Draw the Right Middle Desk Front
glNormal3f(-1.0f,0.0f,0.0f);
glColor3f(0.9f,0.9f,0.8f);
glVertex3f(-0.45f,0.25f,-0.75f);
glVertex3f(-0.45f,0.3f,-0.75f);
glVertex3f(-0.45f,0.25f,-2.25f);
glVertex3f(-0.45f,0.25f,-2.25f);
glVertex3f(-0.45f,0.3f,-0.75f);
glVertex3f(-0.45f,0.3f,-2.25f);
//Draw the Left Middle Desk
glNormal3f(0.0f,1.0f,0.0f);
glColor3f(0.7f,0.6f,0.55f);
glVertex3f(-5.45f,0.3f,-1.15f);
glVertex3f(-5.05f,0.3f,-1.15f);
glVertex3f(-5.45f,0.3f,-2.25f);
glVertex3f(-5.45f,0.3f,-2.25f);
glVertex3f(-5.05f,0.3f,-1.15f);
glVertex3f(-5.05f,0.3f,-2.25f);
//Draw the Left Middle Desk Thickness
glVertex3f(-5.45f,0.25f,-1.15f);
glVertex3f(-5.05f,0.25f,-1.15f);
glVertex3f(-5.45f,0.25f,-2.25f);
glVertex3f(-5.45f,0.25f,-2.25f);
glVertex3f(-5.05f,0.25f,-1.15f);
glVertex3f(-5.05f,0.25f,-2.25f);
//Draw the Left Middle Desk Front Portion
glNormal3f(1.0f,0.0f,0.0f);
glColor3f(0.9f,0.9f,0.8f);
glVertex3f(-5.05f,0.25f,-1.15f);
glVertex3f(-5.05f,0.3f,-2.25f);
glVertex3f(-5.05f,0.3f,-1.15f);
glVertex3f(-5.05f,0.25f,-1.15f);
glVertex3f(-5.05f,0.25f,-2.25f);
glVertex3f(-5.05f,0.3f,-2.25f);
//Draw the Back Wall Desk
glNormal3f(0.0f,1.0f,0.0f);
glColor3f(0.7f,0.6f,0.55f);
glVertex3f(-5.45f,0.3f,-0.05f);
glVertex3f(-0.75f,0.3f,-0.05f);
glVertex3f(-5.45f,0.3f,-0.45f);
glVertex3f(-5.45f,0.3f,-0.45f);
glVertex3f(-0.75f,0.3f,-0.05f);
glVertex3f(-0.75f,0.3f,-0.45f);
//Draw the Back Wall Desk Thickness
glVertex3f(-5.45f,0.25f,-0.05f);
glVertex3f(-0.75f,0.25f,-0.05f);
glVertex3f(-5.45f,0.25f,-0.45f);
glVertex3f(-5.45f,0.25f,-0.45f);
glVertex3f(-0.75f,0.25f,-0.05f);
glVertex3f(-0.75f,0.25f,-0.45f);
//Draw the Back Wall Desk Front Thickness
glNormal3f(0.0f,0.0f,-1.0f);
glColor3f(0.9f,0.9f,0.8f);
glVertex3f(-0.75f,0.25f,-0.45f);
glVertex3f(-5.45f,0.25f,-0.45f);
glVertex3f(-5.45f,0.3f,-0.45f);
glVertex3f(-0.75f,0.25f,-0.45f);
glVertex3f(-5.45f,0.3f,-0.45f);
glVertex3f(-0.75f,0.3f,-0.45f);
glEnd();
//Desk Front and Side Edges
glDisable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
glPolygonOffset(1.0f,-3.0f);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_POLYGON_SMOOTH);
//Front Desk Front
glBegin(GL_POLYGON);
glNormal3f(0.0f,0.0f,1.0f);
glColor3f(0.0f,0.0f,0.0f);
glVertex3f(-0.75f,0.25f,-2.55f);
glVertex3f(-0.75f,0.3f,-2.55f);
glVertex3f(-3.5f,0.3f,-2.55f);
glVertex3f(-3.5f,0.25f,-2.55);
glEnd();
//Front Desk Side
glBegin(GL_POLYGON);
glNormal3f(-1.0f,0.0f,0.0f);
glVertex3f(-3.5f,0.25f,-2.55f);
glVertex3f(-3.5f,0.3f,-2.55f);
glVertex3f(-3.5f,0.3f,-2.95f);
glVertex3f(-3.5f,0.25f,-2.95f);
glEnd();
//Right Desk Front
glBegin(GL_POLYGON);
glNormal3f(-1.0f,0.0f,0.0f);
glVertex3f(-0.45f,0.25f,-0.75f);
glVertex3f(-0.45f,0.3f,-0.75f);
glVertex3f(-0.45f,0.3f,-2.25f);
glVertex3f(-0.45f,0.25f,-2.25f);
glEnd();
//Draw the Front Short Desk Front Thickness
glBegin(GL_POLYGON);
glNormal3f(0.0f,0.0f,1.0f);
glVertex3f(-4.0f,0.25f,-2.55f);
glVertex3f(-4.0f,0.3f,-2.55f);
glVertex3f(-4.75f,0.3f,-2.55f);
glVertex3f(-4.75f,0.25f,-2.55f);
glEnd();
//Draw the Front Short Desk Side Thickness
glBegin(GL_POLYGON);
glNormal3f(1.0f,0.0f,0.0f);
glVertex3f(-4.0f,0.25f,-2.95f);
glVertex3f(-4.0f,0.3f,-2.95f);
glVertex3f(-4.0f,0.3f,-2.55f);
glVertex3f(-4.0f,0.25f,-2.55f);
glEnd();
//Draw the Left Middle Desk Front Portion
glBegin(GL_POLYGON);
glNormal3f(1.0f,0.0f,0.0f);
glVertex3f(-5.05f,0.25f,-2.25f);
glVertex3f(-5.05f,0.3f,-2.25f);
glVertex3f(-5.05f,0.3f,-1.15f);
glVertex3f(-5.05f,0.25f,-1.15f);
glEnd();
//Draw the back
glBegin(GL_POLYGON);
glNormal3f(0.0f,0.0f,-1.0f);
glVertex3f(-0.75f,0.25f,-0.45f);
glVertex3f(-5.45f,0.25f,-0.45f);
glVertex3f(-5.45f,0.3f,-0.45f);
glVertex3f(-0.75f,0.3f,-0.45f);
glEnd();
glDisable(GL_POLYGON_OFFSET_LINE);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glEnable(GL_LIGHTING);
glDisable(GL_POLYGON_SMOOTH);
//Computer Tables
//Draw the Back Computer Table
DrawPentagonTable();
//Draw the Front Right Computer Table
glPushMatrix();
glTranslatef(0.0f,0.0f,-3.00f);
glRotatef(90.0f,0.0f,1.0f,0.0f);
DrawPentagonTable();
glPopMatrix();
//Draw the Front Left Computer Table
glPushMatrix();
glTranslatef(-5.5,0.0f,-3.0f);
glRotatef(180.0f,0.0f,1.0f,0.0f);
DrawPentagonTable();
glPopMatrix();
}
void CCY457OpenGLView::DrawComputers()
{
//Computers
//Draw the Back Left Corner Computer
//Set Color to Light Grey
glColor3f(0.35,0.35f,0.35f);
glPushMatrix();
glTranslatef(-0.5f,0.42f,-0.4f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glRotatef(-145.0f,0.0f,0.0f,1.0f);
glCallList(m_ComputerList);
glPopMatrix();
glPushMatrix();
glTranslatef(-2.0f,0.42f,-0.25f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glRotatef(180.0f,0.0f,0.0f,1.0f);
glCallList(m_ComputerList);
glPopMatrix();
glPushMatrix();
glTranslatef(-3.5f,0.42f,-0.25f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glRotatef(180.0f,0.0f,0.0f,1.0f);
glCallList(m_ComputerList);
glPopMatrix();
//Front Left Computer 1
glPushMatrix();
glTranslatef(-0.5f,0.42f,-2.6f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glRotatef(-45.0f,0.0f,0.0f,1.0f);
glCallList(m_ComputerList);
glPopMatrix();
//Front Left Computer 2
glPushMatrix();
glTranslatef(-2.0f,0.42f,-2.75f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glCallList(m_ComputerList);
glPopMatrix();
//Front Right
glPushMatrix();
glTranslatef(-5.1f,0.42f,-2.6);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glRotatef(45.0f,0.0f,0.0f,1.0f);
glCallList(m_ComputerList);
glPopMatrix();
}
void CCY457OpenGLView::DrawChairs()
{
glColor3f(0.28f,0.21f,0.0f);
//Back Left Chair
glPushMatrix();
glTranslatef(-0.7f, 0.2f, -0.7f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glRotatef(10.0f,0.0f,0.0f,1.0f);
glCallList(m_ChairList);
glPopMatrix();
//Back Right 1
glPushMatrix();
glTranslatef(-2.0f, 0.2f, -0.7f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glRotatef(-30.0f,0.0f,0.0f,1.0f);
glCallList(m_ChairList);
glPopMatrix();
//Back Right 2
glPushMatrix();
glTranslatef(-3.5f, 0.2f, -0.7f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glRotatef(-30.0f,0.0f,0.0f,1.0f);
glCallList(m_ChairList);
glPopMatrix();
//Front Left 1
glPushMatrix();
glTranslatef(-0.7f, 0.2f, -2.3f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glRotatef(110.0f,0.0f,0.0f,1.0f);
glCallList(m_ChairList);
glPopMatrix();
//Front Left 2
glPushMatrix();
glTranslatef(-2.0f, 0.2f, -2.3f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glRotatef(150.0f,0.0f,0.0f,1.0f);
glCallList(m_ChairList);
glPopMatrix();
//Front Right
glPushMatrix();
glTranslatef(-4.8f, 0.2f, -2.3f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glRotatef(-170.0f,0.0f,0.0f,1.0f);
glCallList(m_ChairList);
glPopMatrix();
}
void CCY457OpenGLView::DrawBlinds()
{
glColor3f(0.97f,0.84f,0.72f);
//Draw the Blinds Object 1
glPushMatrix();
glTranslatef(-0.8f,0.7f,-0.1f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glCallList(m_BlindsList);
glPopMatrix();
//Draw the Blinds Object 2
glPushMatrix();
glTranslatef(-1.8f,0.7f,-0.1f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glCallList(m_BlindsList);
glPopMatrix();
//Draw the Blinds Object 2
glPushMatrix();
glTranslatef(-3.8f,0.7f,-0.1f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glCallList(m_BlindsList);
glPopMatrix();
//Draw the Blinds Object 2
glPushMatrix();
glTranslatef(-4.8f,0.7f,-0.1f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glCallList(m_BlindsList);
glPopMatrix();
}
void CCY457OpenGLView::DrawPhones()
{
//Draw the phones
glColor3f(0.49f,0.35,0.25f);
glPushMatrix();
glTranslatef(-0.25f,0.35f,-1.5f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glRotatef(-90.0f,0.0f,0.0f,1.0f);
glCallList(m_PhoneList);
glPopMatrix();
}
void CCY457OpenGLView::DrawFloorAndCeiling ()
{
//Draw Floor
glEnable(GL_TEXTURE_2D);
glCullFace(GL_BACK);
glBindTexture(GL_TEXTURE_2D, m_Texture[1]);
//Draw Ceiling
glBegin(GL_POLYGON);
glNormal3f(0.0f,-1.0f,0.0f);
glColor3f(1.0f,1.0f,1.0f);
glTexCoord2f(0.0f,5.0f);
glVertex3f(0.0f,1.0f,-3.0f);
glTexCoord2f(0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glTexCoord2f(5.0f,0.0f);
glVertex3f(-5.5f,1.0f,0.0f);
glTexCoord2f(5.0f,5.0f);
glVertex3f(-5.5f,1.0f,-3.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, m_Texture[0]);
glBegin(GL_POLYGON);
glNormal3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,1.0f,1.0f);
glTexCoord2f(0.0f,0.0f);
glVertex3f(0.0f,0.0f,-3.0f);
glTexCoord2f(20.0f,0.0f);
glVertex3f(-5.5f,0.0f,-3.0f);
glTexCoord2f(20.0f,20.0f);
glVertex3f(-5.5f,0.0f,0.0f);
glTexCoord2f(0.0f,20.0f);
glVertex3f(0.0f,0.0f,0.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
}
作者:洞庭散人
出处:http://phinecos.cnblogs.com/
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