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虛擬現(xiàn)實與系統(tǒng)仿真實驗指導書20132實驗一 基于MFC的基本OpenGL應用程序生成一:實驗目的1. 熟悉VC+2005集成開發(fā)環(huán)境;2. 熟悉基本MFC應用程序的生成;3. 掌握基于MFC的基本OpenGL應用程序生成。二:實驗內容1. 建立基于MFC的基本OpenGL應用程序;2. 配置應用程序,添加OpenGL鏈接庫文件;3. 建立OpenGL的基本環(huán)境。三:實驗背景知識OpenGL是一種圖形顯示軟件工具包,它為圖形硬件提供軟件接口。OpenGL為計算機動畫提供由圖形生成圖像幀的工具。MFC提供的圖形用戶界面程序設計技術可以編寫人機交互程序,OpenGL技術可以進行各種圖形繪制。四:實驗步驟1. 文件-新建-項目 選擇MFC應用程序 輸入名稱OpenGLPlat2. 右擊項目名,選擇屬性,再選擇鏈接器中的輸入選項,附加依賴項:opengl32.lib; glu32.lib ;glaux.lib3選擇類視圖模式,右擊View,再添加變量和頭文件或直接在View頭文件中添加變量:protected:HGLRC m_hRC;添加包含OpenGL頭文件的語句:在COpenGLPlatView.cpp中添加代碼#include #include #include 4右擊屬性 消息按鈕 選擇WM_CREATE 添加在int COpenGLPlatView:OnCreate(LPCREATESTRUCT lpCreateStruct)函數(shù)中添加代碼/添加新的代碼開始CClientDC dc(this); PIXELFORMATDESCRIPTOR pfd; memset(&pfd,0,sizeof(PIXELFORMATDESCRIPTOR); pfd.nSize=sizeof(PIXELFORMATDESCRIPTOR); pfd.nVersion=1; pfd.dwFlags=PFD_DRAW_TO_WINDOW| PFD_SUPPORT_OPENGL| PFD_DOUBLEBUFFER; pfd.iPixelType=PFD_TYPE_RGBA; pfd.cColorBits=24; pfd.cDepthBits=32; int pixelFormat=ChoosePixelFormat(dc.m_hDC,&pfd); SetPixelFormat(dc.m_hDC,pixelFormat,&pfd); m_hRC=wglCreateContext(dc.m_hDC);return 0;右擊屬性 消息按鈕 選擇WM_DESTROY 添加void COpenGLPlatView:OnDestroy()函數(shù)中添加代碼 /添加新的代碼開始wglMakeCurrent(NULL,NULL);wglDeleteContext(m_hRC);m_hRC=NULL;右擊屬性 消息按鈕 選擇WM_SIZE 添加void COpenGLPlatView:OnSize(UINT nType, int cx, int cy) 函數(shù)中添加代碼 /添加新的代碼開始CClientDC dc(this);wglMakeCurrent(dc.m_hDC,m_hRC); glMatrixMode(GL_PROJECTION);glLoadIdentity();double d=10;double n=100;glOrtho(-cx/n,cx/n,-cy/n,cy/n,-d,d);glMatrixMode(GL_MODELVIEW);glViewport(0,0,cx,cy);wglMakeCurrent(NULL,NULL);5.在OpenGLPlatView.cpp中OnDraw函數(shù)中添加以下代碼:void CMy1View:OnDraw(CDC* pDC) / 把 ”/*pDC*/” 改成 pDCCOpenGLPlatDoc* pDoc = GetDocument();ASSERT_VALID(pDoc);if (!pDoc)return;/ TODO: 在此處為本機數(shù)據(jù)添加繪制代碼wglMakeCurrent(pDC-m_hDC,m_hRC);glClearColor(1.0f,1.0f,1.0f,1.0f); glClearDepth(1.0);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glEnable(GL_COLOR_MATERIAL);glEnable(GL_LIGHTING);glEnable(GL_LIGHT0); glEnable(GL_AUTO_NORMAL);glEnable(GL_NORMALIZE);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LESS);glMatrixMode(GL_MODELVIEW);glLoadIdentity();glColor3f(1.0f,0.0f,0.0f);glRotated(60.0,1.0,1.0,1.0); /茶壺auxWireTeapot(3.0);SwapBuffers(pDC-m_hDC);wglMakeCurrent(NULL,NULL);五:實驗結果 實驗二OpenGL基本圖形元素和模型變換一:實驗目的1. 掌握二次曲面的繪制函數(shù)及其應用方法。2. 掌握基本實體模型的繪制函數(shù)及其應用方法。二:實驗內容1. 學習二次曲面的繪制函數(shù)及其應用方法。2. 學習基本實體模型的繪制函數(shù)及其應用方法。三:實驗背景知識OpenGL提供了二次曲面和基本實體模型的繪制函數(shù)及其應用方法。這些二次曲面和基本實體模型在OpenGL內部實現(xiàn)中實際上也是將它們離散分割成為大量的多邊形,然后通過繪制多邊形的方法實現(xiàn)對這些二次曲面和基本實體模型的繪制。四:實驗程序 實驗步驟14與上述實驗1相同5在OpenGLPlatView.cpp中OnDraw函數(shù)中添加以下代碼:wglMakeCurrent(pDC-m_hDC,m_hRC);glMatrixMode(GL_MODELVIEW); /二次曲面glColor3f(1.0f,0.0f,0.0f);GLUquadric* qd=gluNewQuadric();/創(chuàng)建二次曲面對象gluQuadricDrawStyle(qd,GLU_FILL);/設置二次曲面對象繪制模式GLU_LINE;GLU_SILHOUETTE;GLU_POINTglLoadIdentity();glRotated(-105.0,1.0,0.0,0.0);glTranslated(-6.0,0.0,-2.0);gluCylinder(qd,2.0,1.0,4.0,30,4);/(圓臺,下底面半徑,上底面半徑,圓臺高度,繞z軸分割瓣數(shù),繞z軸方向層數(shù))glLoadIdentity();glTranslated(-6.0,0.0,-2.0);gluDisk(qd,1.0,2.0,30,4);/平面圓盤(,內圓半徑,外圓半徑,扇形瓣數(shù),環(huán)的個數(shù))/.gluPartialDisk(qd,1.0,2.0,10,4,0,75);/拱狀圖形(,內圓半徑,外圓半徑,扇形瓣數(shù),環(huán)的個數(shù),起始角,圖形張開的角度)/.gluSphere(qd,2.0,30,6);/球(,球的半徑,分割的瓣數(shù),分割的層次)auxSolidTetrahedron(4.0);/實體模型auxWireTeapot();auxSolidTeapot();/auxWireSphere(3.0);auxSolidSphere(3.0);/auxWireCube(4.0);auxSolidCube(4.0);/auxWireBox(3.0,4.0,5.0);auxSolidBox(3.0,4.0,5.0);/auxWireTorus(1.0,3.0);/圓環(huán)auxSolidTorus(1.0,3.0);/auxWireCylinder(2.0,4.0);auxSolidCylinder(2.0,4.0);/auxWireIcosahedron(4.0);auxSolidIcosahedron(4.0);/二十面體 /auxWireOctahedron(4.0);auxSolidOctahedron(4.0);/八面體 /auxWireTetrahedron(4.0);auxSolidTetrahedron(4.0);/四面體 /auxWireDodecahedron(4.0);auxSolidDodecahedron(4.0);/十二面體 /auxWireCone(2.0,4.0);auxSolidCone(2.0,4.0);/圓錐體 SwapBuffers(pDC-m_hDC); /雙緩沖wglMakeCurrent(NULL,NULL); 實驗三 光照與材質一:實驗目的:1. 掌握利用OpenGL編寫繪制具有真實感效果的圖形方法。2. 掌握添加光源和設置顏色材料屬性的方法。二:實驗內容:1. 掌握添加光源的實現(xiàn)方法。2. 掌握設置顏色和材料屬性的方法。三:實驗要求通過本實驗,掌握添加光源和設置顏色材料屬性的方法,利用OpenGL編寫繪制具有真實感效果的圖形。四:實驗程序實驗步驟14與上述實驗1相同5在OpenGLPlatView.cpp中OnDraw函數(shù)中添加以下代碼:wglMakeCurrent(pDC-m_hDC,m_hRC);glClearColor(1.0f,1.0f,1.0f,1.0f);glClearDepth(1.0);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glEnable(GL_COLOR_MATERIAL);glEnable(GL_LIGHTING);glEnable(GL_LIGHT0);glEnable(GL_AUTO_NORMAL);glEnable(GL_NORMALIZE);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LESS);/設置模型變換矩陣glMatrixMode(GL_MODELVIEW);glLoadIdentity(); /設置光源參數(shù)GLfloat light_position=1.0f,1.0f,1.0f,0.0f;GLfloat light_ambient=0.2f,0.2f,0.2f,0.2f;GLfloat light_diffuse=0.5f,0.5f,0.2f,0.2f;GLfloat light_specular=0.5f,0.5f,0.5f,0.2f;glLightfv(GL_LIGHT0,GL_POSITION,light_position);glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);/設置材質參數(shù)GLfloat material_ambient=0.2f,0.2f,0.2f,0.2f;GLfloat material_diffuse=0.2f,0.8f,0.4f,0.8f;GLfloat material_specular=0.2f,0.8f,0.4f,0.8f;GLfloat material_emission=0.2f,0.2f,0.2f,1.0f;GLfloat material_shiness=10.0f; glMaterialfv(GL_BACK,GL_AMBIENT,material_ambient);/FRONT_AND_BACKglMaterialfv(GL_BACK,GL_DIFFUSE,material_diffuse);glMaterialfv(GL_BACK,GL_SPECULAR,material_specular);glMaterialfv(GL_BACK,GL_EMISSION,material_emission);glMaterialfv(GL_BACK,GL_SHININESS,material_shiness);glColor3f(1.0f,0.0f,0.0f);/紅色glRotated(60.0,1.0,1.0,1.0);auxSolidTeapot(2.0);SwapBuffers(pDC-m_hDC); /雙緩沖wglMakeCurrent(NULL,NULL); 實驗結果:實驗四 紋理映射一:實驗目的1. 掌握二維紋理映射方法。2. 掌握利用OpenGL編寫繪制具有真實感效果的圖形方法。二:實驗內容掌握二維紋理映射方法。三:實驗要求通過本實驗,掌握掌握二維紋理映射方法。四:實驗程序實驗步驟14與上述實驗1相同5在OpenGLPlatView.cpp中OnDraw函數(shù)中添加以下代碼:wglMakeCurrent(pDC-m_hDC,m_hRC);glClearColor(1.0f,1.0f,1.0f,1.0f);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glEnable(GL_COLOR_MATERIAL);glEnable(GL_LIGHTING);glEnable(GL_LIGHT0); glEnable(GL_AUTO_NORMAL);glEnable(GL_NORMALIZE);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LESS); glMatrixMode(GL_MODELVIEW);glLoadIdentity(); /設置光源參數(shù)GLfloat light_position=1.0f,1.0f,1.0f,0.0f;GLfloat light_ambient=0.2f,0.2f,0.2f,0.2f;GLfloat light_diffuse=0.5f,0.5f,0.2f,0.2f;GLfloat light_specular=0.5f,0.5f,0.5f,0.2f;glLightfv(GL_LIGHT0,GL_POSITION,light_position);glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);/設置材質參數(shù)GLfloat material_ambient=0.2f,0.2f,0.2f,0.2f;GLfloat material_diffuse=0.2f,0.8f,0.4f,0.8f;GLfloat material_specular=0.2f,0.8f,0.4f,0.8f;GLfloat material_emission=0.2f,0.2f,0.2f,1.0f;GLfloat material_shiness=10.0f; glMaterialfv(GL_BACK,GL_AMBIENT,material_ambient);/FRONT_AND_BACKglMaterialfv(GL_BACK,GL_DIFFUSE,material_diffuse);glMaterialfv(GL_BACK,GL_SPECULAR,material_specular);glMaterialfv(GL_BACK,GL_EMISSION,material_emission);glMaterialfv(GL_BACK,GL_SHININESS,material_shiness);glRotated(80.0,1.0,1.0,1.0);AUX_RGBImageRec *picture=auxDIBImageLoad(_T(C:tsIcon.bmp);/(此處圖片路徑為C盤根目錄下)if(picture!=NULL)glEnable(GL_TEXTURE_2D);glPixelStorei(GL_UNPACK_ALIGNMENT,1);glTexImage2D(GL_TEXTURE_2D,/二維紋理 0,/紋理層次 3,/顏色分量個數(shù) picture-sizeX,/紋理寬度 picture-sizeY,/紋理高度 0,/紋理邊框寬度(或) GL_RGB,/像素數(shù)據(jù)格式 GL_UNSIGNED_BYTE,/像素數(shù)據(jù)類型 picture-data);/存儲圖象數(shù)據(jù)glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);/循環(huán)glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);/GL_DECAL,GL_glBegin(GL_QUADS);glColor3f(0.0,1.0,0.0);glTexCoord2d(-2.0,-2.0);glVertex3d(-2.5,-2.5,3);glTexCoord2d(-2.0,2.0);glVertex3d(2.5,-2.5,3);glTexCoord2d(2.0,2.0);glVertex3d(2.5,2.5,3);glTexCoord2d(2.0,-2.0);glVertex3d(-2.5,2.5,3);glColor3f(1.0,1.0,0.0);glTexCoord2d(0.0,0.0);glVertex3d(-2.5,2.5,0);glTexCoord2d(0.0,1.0);glVertex3d(2.5,2.5,0);glTexCoord2d(1.0,1.0);glVertex3d(2.5,2.5,3);glTexCoord2d(1.0,0.0);glVertex3d(-2.5,2.5,3);glColor3f(1.0,0.0,1.0);glTexCoord2d(0.4,0.4);glVertex3d(-2.5,-2.5,0);glTexCoord2d(0.4,0.6);glVertex3d(-2.5,-2.5,3);glTexCoord2d(0.6,0.6);glVertex3d(-2.5,2.5,3);glTexCoord2d(0.4,0.4);glVertex3d(-2.5,2.5,0);glEnd();SwapBuffers(pDC-m_hDC); /雙緩沖wglMakeCurrent(NULL,NULL); 實驗五 基于OpenGL的動畫編程一:實驗目的1. 掌握VC中的文檔視圖架構。2. 掌握利用OpenGL編寫動畫效果的方法。二:實驗內容掌握VC中的文檔視圖架構及動畫程序編寫。三:實驗要求通過本實驗,掌握利用OpenGL編寫動畫效果的方法。四:實驗程序實驗步驟14與上述實驗1相同5.添加Star類在Star.h中添加以下代碼#pragma once#include #include #include class Starpublic: Star(void); int m_n; int m_sign;/變形符:增加,-1:減少 double m_radiusCenter; double m_radiusMiddle; double m_radiusCorner; GLfloat m_redCenter,m_greenCenter,m_blueCenter; GLfloat m_redMiddle,m_greenMiddle,m_blueMiddle; GLfloat m_redCorner,m_greenCorner,m_blueCorner; GLdouble m_angle;/旋轉角度 GLdouble m_point263;/每個頂點坐標值 GLfloat m_color263;/每個頂點顏色值 void mb_adjustGLfloat(GLfloat& f,GLfloat min,GLfloat max); void mb_calculatePoint(void);/計算頂點坐標值 void mb_draw(void);/繪制圖形 void mb_nextFrame(void);/計算下一幀public: Star(void); 在Star.cpp中添加以下代碼: #include StdAfx.h#include Star.h/ 構造函數(shù):初始化各個成員變量Star:Star(void) m_radiusCenter=2.0; / 中心球半徑 m_radiusMiddle=2.828; / 中間球半徑,這里2sqrt(2)2.828 m_radiusCorner=3.464; / 角上球半徑,這里2sqrt(3)3.464 m_redCenter=1.0f; / 中心球點顏色 m_greenCenter=0.0f; m_blueCenter=1.0f; m_redMiddle=0.0f; / 中間球點顏色 m_greenMiddle=1.0f; m_blueMiddle=0.0f; m_redCorner=0.0f; / 角上球點顏色 m_greenCorner=0.0f; m_blueCorner=1.0f; m_angle=45.0; / 旋轉角度 mb_calculatePoint( ); m_n=0; / 變形計數(shù)器 m_sign=1; / 變形符號: 1: 增加; -1: 減小 / 構造函數(shù)Star結束/ 析構函數(shù)Star:Star(void) / 析構函數(shù)Star結束/ 值調整函數(shù):強制使得參數(shù)f的值位于區(qū)間min, max內void Star:mb_adjustGLfloat(GLfloat& f, GLfloat min, GLfloat max) if (fmax) f=max; / 函數(shù)mb_adjustGLfloat結束/ 計算頂點的坐標值和顏色值void Star:mb_calculatePoint(void) int i, j; int id1 =0, 2, 6, 8, 1, 3, 5, 7; int id2 =9, 11, 14, 16, 10, 12, 13, 15; int sign1 =-1, 1, -1, 1, 0, -1, 1, 0; int sign2 = 1, 1, -1, -1, 1, 0, 0, -1; for (i=0, j=4; i4; i+, j+) / 下面0.577是“sqrt(3)/3”的近似值 m_pointid1i0=0.577*m_radiusCorner*sign1i; m_pointid1i1=0.577*m_radiusCorner*sign2i; m_pointid1i2=0.577*m_radiusCorner; m_colorid1i0=m_redCorner; m_colorid1i1=m_greenCorner; m_colorid1i2=m_blueCorner; / 下面0.707是“sqrt(2)/2”的近似值 m_pointid1j0=0.707*m_radiusMiddle*sign1j; m_pointid1j1=0.707*m_radiusMiddle*sign2j; m_pointid1j2=0.707*m_radiusMiddle; m_colorid1j0=m_redMiddle; m_colorid1j1=m_greenMiddle; m_colorid1j2=m_blueMiddle; / for循環(huán)結束 m_point40=0.0; m_point41=0.0; m_point42=m_radiusCenter; m_color40=m_redCenter; m_color41=m_greenCenter; m_color42=m_blueCenter; for (i=9; i17; i+) m_pointi2=0.0; for (i=0, j=4; i4; i+, j+) / 下面0.707是“sqrt(2)/2”的近似值 m_pointid2i0=0.707*m_radiusMiddle*sign1i; m_pointid2i1=0.707*m_radiusMiddle*sign2i; m_colorid2i0=m_redMiddle; m_colorid2i1=m_greenMiddle; m_colorid2i2=m_blueMiddle; m_pointid2j0=m_radiusCenter*sign1j; m_pointid2j1=m_radiusCenter*sign2j; m_colorid2j0=m_redCenter; m_colorid2j1=m_greenCenter; m_colorid2j2=m_blueCenter; / for循環(huán)結束 for (i=0, j=17; i9; i+, j+) m_pointj0=m_pointi0; m_pointj1=m_pointi1; m_pointj2=-m_pointi2; m_colorj0=m_colori0; m_colorj1=m_colori1; m_colorj2=m_colori2; / for循環(huán)結束 / 函數(shù)mb_calculatePoint結束/ 繪制圖形void Star:mb_draw(void) int i, j, k, m; int id38= 0, 0, 1, 4, 3, 6, 4, 8, / 上表面三角形映射關系 3, 4, 4, 5, 6, 7, 7, 5, 4, 1, 2, 2, 4, 4, 8, 4 ; int face49= 0, 1, 2, 9, 10, 11, 17, 18, 19, / 側面與表面的頂點映射關系 0, 3, 6, 9, 12, 14, 17, 20, 23, 6, 7, 8, 14, 15, 16, 23, 24, 25, 8, 5, 2, 16, 13, 11, 25, 22, 19 ; glBegin(GL_TRIANGLES); for (i=0; i8; i+) / 上表面 for (j=0; j3; j+) m=idji; glColor3f (m_colorm0, m_colorm1, m_colorm2); glVertex3d(m_pointm0, m_pointm1, m_pointm2); / for循環(huán)結束 for (k=0; k4; k+) / 四個側面 for (i=0; i8; i+) for (j=0; j3; j+) m=facekidji; glColor3f (m_colorm0, m_colorm1, m_colorm2); glVertex3d(m_pointm0, m_pointm1, m_pointm2); / for循環(huán)結束 for (i=0; i8; i+) / 下表面 for (j=0; jnMax) m_sign=-1; if (m_n360) m_angle=0.0; mb_calculatePoint( ); / 函數(shù)mb_nextFrame結束6在COpenGLPlatView類開頭添加#include Star.h在view中添加一個WM_TIMER函數(shù) void COpenGLPlatView:OnTimer(UINT_PTR nIDEvent)/ TODO: 在此添加消息處理程序代碼和/或調用默認值 COpenGLPlatDoc* pDoc=GetDocument(); ASSERT_VALID(pDoc); if(!pDoc) return; pDoc-m_star.mb_nextFrame(); Invalidate();CView:OnTimer(nIDEvent);在COpenGLPlatDoc類中添加m_star變量:public:Star m_star;7.在view中的OnCreate函數(shù)中添加時間觸發(fā):int COpenGLPlatView:OnCreate(LPCREATESTRUCT lpCreateStruct)if (CView:OnCreate(lpCreateStruct) = -1)return -1;/ TODO: 在此添加您專用的創(chuàng)建代碼. SetTimer(1,33,NULL);return 0;8.在view中的OnDestroy函數(shù)中添加代碼:KillTimer(1);9.在OpenGLPlatView.cpp中OnDraw函數(shù)中添加以下代碼void CMy4View:OnDraw(CDC* pDC)CMy4Doc* pDoc = GetDocument();ASSERT_VALID(pDoc);if (!pDoc)return;wglMakeCurrent(pDC-m_hDC,m_hRC);glClearColor(1.0f,1.0f,1.0f,1.0f);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glEnable(GL_COLOR_MATERIAL);glEnable(GL_LIGHTING);glEnable(GL_LIGHT0); glEnable(GL_AUTO_NORMAL);glEnable(GL_NORMALIZE);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LESS); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); /設置光源參數(shù)GLfloat light_position=1.0f,1.0f,1.0f,0.0f;GLfloat light_ambient=0.2f,0.2f,0.2f,0.2f;GLfloat light_diffuse=0.5f,0.5f,0.2f,0.2f;GLfloat light_specular=0.5f,0.5f,0.5f,0.2f;glLightfv(GL_LIGHT0,GL_POSITION,light_p

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