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GL.h
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GL.h
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#pragma once
#include "Head.h"
#include "Serial.h"
#include "Video.h"
#include "CClient.h"
#include "SVEP.h"
int Width = 100;
int Height = 50;
int Length = 50;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // WndProc的定义
bool keys[256]; // 保存键盘按键的数组
bool active=true; // 窗口的活动标志,缺省为TRUE
class CGL : public CVideo
{
public:
float xpos;
float zpos;
GLfloat yrot; // Y Rotation
CClient client;
CSVEP svep;
LARGE_INTEGER t1,t2,feq;//64位有符号整数
double t;
HDC hDC;
HGLRC hRC;
HWND hWnd;
HINSTANCE hInstance;
GLuint base;
GLuint base2;
bool fullscreen;
GLuint VideoTexture[1];
GLuint SkyboxTexture[6];
GLuint BallTexture[1];
ofstream outfile;
CGL()
{
client.data=&svep;//一个指向csvep类型的指针 = svep的引用(传递地址)
if(DEBUG)outfile.open("record.txt");
hRC=NULL;
hDC=NULL;
hWnd=NULL;
fullscreen=true;
//看下面函数的原型,用来获取高精度的计时
QueryPerformanceFrequency(&feq);//在定时前应该先调用QueryPerformanceFrequency()函数获得机器内部计时器的时钟频率。
QueryPerformanceCounter(&t1);
//在需要严格计时的事件发生前和发生之后分别调用QueryPerformanceCounter(),利用两次获得的计数之差和时钟频率,就可以计算出事件经历的精确时间。
xpos=0;
zpos=0;
}
~CGL()
{
if(DEBUG)outfile.close();
KillGLWindow();
}
double get_clock()
{
QueryPerformanceCounter(&t2);
t=((double)t2.QuadPart-(double)t1.QuadPart)*1000/((double)feq.QuadPart);
return t;//返回双精度的时间
}
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
return NULL; // If Load Failed Return NULL
}
int LoadGLTextures() // Load Bitmaps And Convert To Textures位图转换为纹理
{
int Status=FALSE; // Status Indicator标记纹理是否成功创建
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture创建一个纹理图像数组,这里指定数组大小为1
//一个RGB图像结构类型,定义了三个成员:图像的宽度,高度,图形所包含的数据,其实也就是该图形在内存中的像素数据的一个指针
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
glGenTextures(6, &SkyboxTexture[0]);
if (TextureImage[0]=LoadBMP("front.bmp"))
{
Status=TRUE;
glBindTexture(GL_TEXTURE_2D, SkyboxTexture[0]); //它告诉OpenGL下面对纹理的任何操作都是对它所绑定的纹理对象的,比如glBindTexture(GL_TEXTURE_2D, 1)告诉OpenGL下面代码中对2D纹理的任何设置都是针对索引为1的纹理的
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0]=LoadBMP("back.bmp"))
{
glBindTexture(GL_TEXTURE_2D, SkyboxTexture[1]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0]=LoadBMP("left.bmp"))
{
glBindTexture(GL_TEXTURE_2D, SkyboxTexture[2]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0]=LoadBMP("right.bmp"))
{
glBindTexture(GL_TEXTURE_2D, SkyboxTexture[3]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0] = LoadBMP("up.bmp"))
{
glBindTexture(GL_TEXTURE_2D, SkyboxTexture[4]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0] = LoadBMP("down.bmp"))
{
glBindTexture(GL_TEXTURE_2D, SkyboxTexture[5]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
glGenTextures(1, &BallTexture[0]);
if (TextureImage[0] = LoadBMP("Ball.bmp"))
{
glBindTexture(GL_TEXTURE_2D, BallTexture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
glGenTextures(1, &VideoTexture[0]);
if(DIS_MODE==1&&is_capture)//视频模式
{
glBindTexture(GL_TEXTURE_2D,VideoTexture[0]);//根据来自位图的数据创建NEAREST纹理
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,capture.mWidth,capture.mHeight,0,GL_RGBA,GL_UNSIGNED_BYTE,(GLvoid*)capture.mTargetBuf);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
if (TextureImage[0]) // If Texture Exists
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}
free(TextureImage[0]); // Free The Image Structure
}
return Status; // Return The Status
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
{
return FALSE; // If Texture Didn't Load Return FALSE
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE; // Initialization Went OK
}
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}
if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
}
if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
}
if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
}
/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure定制窗口类结构
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc;//关联消息处理函数 // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance;//实例句柄 // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);//图标 // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW);//光标 // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL";//类名称 // Set The Class Name
//注册
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmDisplayFrequency = 75; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT|DM_DISPLAYFREQUENCY;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}
if (fullscreen) // Are We Still In Fullscreen Mode?
{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
}
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
// Create The Window
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
//前面配置好了管道,才可以用gl画图
if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
return TRUE; // Success
}
bool key_press()
{
if (keys[VK_F1]) // F1键按下了么?
{
keys[VK_F1]=FALSE; // 若是,使对应的Key数组中的值为 FALSE
KillGLWindow(); // 销毁当前的窗口
fullscreen=!fullscreen; // 切换 全屏 / 窗口 模式
// 重建 OpenGL 窗口
if (!CreateGLWindow("BCI SYSTEM",WIN_WIDE,WIN_HEIGHT,32,fullscreen))
{
return false; // 如果窗口未能创建,程序退出
}
}
//根据串口指令调整画图
switch(svep.serialnum)
{
case 9:
break;
case 0:
break;//画面不动
case 2:
xpos += (float)sin(yrot*PI_OVER) * 0.01f;//svep.velocity
zpos += (float)cos(yrot*PI_OVER) * 0.01f;
break;//后
case 1:
xpos -= (float)sin(yrot*PI_OVER) * 0.01f;
zpos -= (float)cos(yrot*PI_OVER) * 0.01f;
break;//前
case 4:
yrot -= 0.1f;
break;//右
case 3:
yrot += 0.1f;
break;//左
}
if(keys[VK_SPACE])
{
keys[VK_SPACE]=FALSE;
switch(svep.state)
{
case STATE_STOP:
svep.state=STATE_PLAY;
break;
case STATE_REST:
if(!Evaluation)
svep.state=STATE_PLAY;;
break;
case STATE_PLAY:
if(!Evaluation)
svep.state=STATE_REST;;
break;
}
}
return true;
}
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
if(DIS_MODE==1)
DrawVideo();
if(DIS_MODE==2)
DrawVirtural();
/*if (svep.state == STATE_PLAY&&IS_TRAIN)
{
DrawTrainFlash();
}*/
if (svep.state == STATE_PLAY/*&&!IS_TRAIN*/)
DrawFlash();
//调试用
/*if(svep.state==STATE_PLAY&&!IS_TRAIN)
DrawResult();*/
::SwapBuffers(hDC); //交换缓冲,启动图形库,绘制。
if(is_updated)//纹理更新
{//摄像头的纹理要一直更新
glBindTexture(GL_TEXTURE_2D, VideoTexture[0]);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,capture.mWidth,capture.mHeight,0,GL_RGBA,GL_UNSIGNED_BYTE,(GLvoid*)capture.mTargetBuf);
is_updated=false;
}
return TRUE; // Keep Going
}
void DrawVideo()
{
float w=3.2,h=1.65;
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,-5.0f);//平移
glColor3d(1,1,1); //当前点着色白色
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, VideoTexture[0]);
glBegin(GL_QUADS);//画正方形
glTexCoord2f(0.0f, 1.0f); glVertex3f( -w, -h, 1.0f);//指定当前点使用(0,1)纹理坐标,顶点的坐标
glTexCoord2f(1.0f, 1.0f); glVertex3f(w, -h, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(w, h, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( -w, h, 1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
}
void DrawFlash()
{
float w1=0.04,w2=0.02,h=-0.1;
glLoadIdentity();// 重置当前指定的矩阵为单位矩阵.当您调用glLoadIdentity()之后,您实际上将当前点移到了屏幕中心,
//OpenGL屏幕中心的坐标值是X和Y轴上的0.0f点。/中心左面的坐标值是负值,右面是正值。移向屏幕顶端是正值,移向屏幕底端是负值。移入屏幕深处是负值,移出屏幕则是正值。
glColor3d(1,1,1);//一次性设置当前色为白色
//glBindTexture(GL_TEXTURE_2D, texture[5]); //允许建立一个绑定到目标纹理的有名称的纹理。将texture[5]的纹理绑定到前者参数上
// 选择第五个纹理texture[5],进行贴纹理
get_clock();
if(DEBUG)outfile<<t<<'\t';
int index;
bool flash_temp=true;
index=int(t*RefreshHz/1000)%int(RefreshHz*period[0]/1000);//画第一个频率对应的正方形
//t是当前已经过去了多长时间,除以各个频率对应的周期,就是各个频率对应的索引
glColor3d(c[0][index],c[0][index],c[0][index]); //red,green ,blue
if(DEBUG)outfile<<c[0][index]<<'\t';
glBegin(GL_QUADS);
glVertex3d(w1/2,w2,h);
glVertex3d(w1/2,w1,h);
glVertex3d(-w1/2,w1,h);
glVertex3d(-w1/2,w2,h);
glEnd();//逆时针画的,最上面的长方形
index=int(t*RefreshHz/1000)%int(RefreshHz*period[1]/1000);//第二个频率对应的正方形
glColor3d(c[1][index],c[1][index],c[1][index]);
if(DEBUG)outfile<<c[1][index]<<'\t';
glBegin(GL_QUADS);
glVertex3d(1.5*w1,w2/2,h);
glVertex3d(1.5*w1,-w2/2,h);
glVertex3d(2*w1,-w2/2,h);
glVertex3d(2*w1,w2/2,h);
glEnd();//右下角的正方形
index=int(t*RefreshHz/1000)%int(RefreshHz*period[2]/1000);//第三个频率对应的正方形
glColor3d(c[2][index],c[2][index],c[2][index]);
if(DEBUG)outfile<<c[2][index]<<'\t';
glBegin(GL_QUADS);
glVertex3d(-1.5*w1,w2/2,h);
glVertex3d(-1.5*w1,-w2/2,h);
glVertex3d(-2*w1,-w2/2,h);
glVertex3d(-2*w1,w2/2,h);//左下角的正方形
glEnd();
index = int(t * RefreshHz / 1000) % int(RefreshHz * period[3] / 1000);//第四个频率对应的正方形
glColor3d(c[3][index], c[3][index], c[3][index]);
if (DEBUG)outfile << c[3][index] << '\n';
glBegin(GL_QUADS);
glVertex3d(w1/2,-w1, h);
glVertex3d(w1/2, -w2, h);
glVertex3d(-w1/2, -w2, h);
glVertex3d(-w1/2,-w1, h);//最下面的闪烁方块
glEnd();
}
void DrawTrainFlash()
{
float w1 = 0.04, w2 = 0.02, h = -0.1;
glLoadIdentity();// 重置当前指定的矩阵为单位矩阵.当您调用glLoadIdentity()之后,您实际上将当前点移到了屏幕中心,
//OpenGL屏幕中心的坐标值是X和Y轴上的0.0f点。/中心左面的坐标值是负值,右面是正值。移向屏幕顶端是正值,移向屏幕底端是负值。移入屏幕深处是负值,移出屏幕则是正值。
glColor3d(1, 1, 1);//一次性设置当前色为白色
get_clock();
if (DEBUG)outfile << t << '\t';
int index;
bool flash_temp = true;
switch (svep.trigger[svep.data_index%DATA_LENGTH])
{
case 1://向前
index = int(t * RefreshHz / 1000) % int(RefreshHz * period[0] / 1000);//画第一个频率对应的正方形
//t是当前已经过去了多长时间,除以各个频率对应的周期,就是各个频率对应的索引
glColor3d(c[0][index], c[0][index], c[0][index]); //red,green ,blue
if (DEBUG)outfile << c[0][index] << '\t';
glBegin(GL_QUADS);
glVertex3d(w1 / 2, w2, h);
glVertex3d(w1 / 2, w1, h);
glVertex3d(-w1 / 2, w1, h);
glVertex3d(-w1 / 2, w2, h);
glEnd();//逆时针画的,最上面的长方形
break;
case 4://向右
index = int(t * RefreshHz / 1000) % int(RefreshHz * period[1] / 1000);//第二个频率对应的正方形
glColor3d(c[1][index], c[1][index], c[1][index]);
if (DEBUG)outfile << c[1][index] << '\t';
glBegin(GL_QUADS);
glVertex3d(2 * w1, w2 / 2, h);
glVertex3d(2 * w1, -w2 / 2, h);
glVertex3d(1.5 * w2, -w2 / 2, h);
glVertex3d(1.5 * w2, w2 / 2, h);
glEnd();//右下角的正方形
break;
case 3://向左
index = int(t * RefreshHz / 1000) % int(RefreshHz * period[2] / 1000);//第三个频率对应的正方形
glColor3d(c[2][index], c[2][index], c[2][index]);
if (DEBUG)outfile << c[2][index] << '\t';
glBegin(GL_QUADS);
glVertex3d(-1.5 * w2, w2 / 2, h);
glVertex3d(-1.5 * w2, -w2 / 2, h);
glVertex3d(-2 * w1, -w2 / 2, h);
glVertex3d(-2 * w1, w2 / 2, h);//左下角的正方形
glEnd();
break;
case 2://向后
index = int(t * RefreshHz / 1000) % int(RefreshHz * period[3] / 1000);//第四个频率对应的正方形
glColor3d(c[3][index], c[3][index], c[3][index]);
if (DEBUG)outfile << c[3][index] << '\n';
glBegin(GL_QUADS);
glVertex3d(w1 / 2, -w2, h);
glVertex3d(w1 / 2, -w1, h);
glVertex3d(-w1 / 2, -w1, h);
glVertex3d(-w1 / 2, -w2, h);//最下面的闪烁方块
glEnd();
break;
}
}
void DrawVirtural()
{
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glLoadIdentity(); // Reset The View
glColor3f(1.0f, 1.0f, 1.0f);
GLfloat x = -Width / 2;
GLfloat y = -Height / 2;
GLfloat z = -Length / 2;
GLfloat xtrans = -xpos;
GLfloat ztrans = -zpos;
GLfloat ytrans = -0.25f;
glRotatef(360.0f - yrot,0,1.0f,0);
glTranslatef(xtrans, ytrans, ztrans);
glBindTexture(GL_TEXTURE_2D, SkyboxTexture[0] );
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z+Length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y+Height, z+Length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+Width, y+Height, z+Length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+Width, y, z + Length);
glEnd();
glBindTexture(GL_TEXTURE_2D, SkyboxTexture[1]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+Width, y, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+Width, y + Height, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + Height, z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z);
glEnd();
glBindTexture(GL_TEXTURE_2D, SkyboxTexture[2]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y+Height, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + Height, z + Length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z + Length);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z);
glEnd();
glBindTexture(GL_TEXTURE_2D, SkyboxTexture[3]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+Width, y, z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+Width, y, z + Length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+Width, y + Height, z + Length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+Width, y+Height, z);
glEnd();
glBindTexture(GL_TEXTURE_2D, SkyboxTexture[4]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+Width, y+Height, z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+Width, y + Height, z + Length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + Height, z + Length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y+Height, z);
glEnd();
glBindTexture(GL_TEXTURE_2D, SkyboxTexture[5]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z + Length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + Width, y, z + Length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + Width, y, z);
glEnd();
glDisable(GL_TEXTURE_2D);
}
};
static DWORD WINAPI PlaySoundEntry(PVOID arg)
{
PlaySound("3.wav",NULL, SND_ASYNC);
return 0;
}