Code mắt nhìn và chiếu sáng trong môn đồ họa máy tính

Thứ hai , 15/05/2017, 08:05 GMT+7
     

Các bài trước chúng ta đã đi qua một số hướng dẫn code các bài tập về xư lý ảnh trong đồ họa máy tính

         + Code Thay đổi hình dạng vật thể

         + Chương trình nhận dạng khuôn mặt trong video

         + Lý thuyết đồ thị trong môn lập trình Symbolic

 

Mắt nhìn và chiếu sáng

 

#include // Header File For Windows
#include // Header File For The OpenGL32 Library
#include // Header File For The GLu32 Library
#include // Header File For The Glaux Library
 
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
 
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
GLfloat LightAmbient[]= { 1.0f, 1.0f, 1.0f, 1.0f };//chỉnh độ sáng của nền xuang quanh hình 
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };//chỉnh độ sáng khuếch sáng ????
GLfloat LightPosition[]= { 0.0f, 0.0f, -5.0f, 0.0f };//3 tọa độ đầu bằng hàm glTranslatef
GLUquadricObj *quadratic;
GLfloat xe=0.0f,ye=0.0f,ze=-5.0f;
 
bool light; // Lighting ON/OFF
bool lp; // L Pressed?
bool fp; // F Pressed?
bool    sp; // Spacebar Pressed? ( NEW )
 
int part1; // Start Of Disc ( NEW )
int part2; // End Of Disc ( NEW )
int p1=0; // Increase 1 ( NEW )
int p2=1; // Increase 2 ( NEW )
 
GLfloat xrot; // X Rotation
GLfloat yrot; // Y Rotation
GLfloat xspeed; // X Rotation Speed
GLfloat yspeed; // Y Rotation Speed
GLfloat z=-5.0f; // Depth Into The Screen
GLfloat rtri=0.0f; // Angle For The Triangle ( NEW )
GLfloat rquad; // Angle For The Quad     ( NEW )
 
GLuint filter; // Which Filter To Use
GLuint texture[3]; // Storage for 3 textures
GLuint  object=0; // Which Object To Draw ( NEW )
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
int texture_id[6];
GLvoid glDrawCube() // Draw A Cube
{
glBegin(GL_QUADS); // Start Drawing Quads
// Front Face
glNormal3f( 0.0f, 0.0f, 1.0f); // Normal Facing Forward
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f); // Top Left Of The Texture and Quad
// Back Face
glNormal3f( 0.0f, 0.0f,-1.0f); // Normal Facing Away
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
// Top Face
glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Facing Up
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f); // Top Right Of The Texture and Quad
// Bottom Face
glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Facing Down
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f); // Bottom Right Of The Texture and Quad
// Right face
glNormal3f( 1.0f, 0.0f, 0.0f); // Normal Facing Right
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f); // Bottom Left Of The Texture and Quad
// Left Face
glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Facing Left
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f); // Top Left Of The Texture and Quad
glEnd(); // Done Drawing Quads
}
int LoadGLTextures()
{
AUX_RGBImageRec* textureImage[6];
memset(textureImage,0,sizeof(void*)* 6);
int n=1;
//glGenTextures(6,&texture_id[0]);
char* filename[]={"E:1.bmp"};
for(int i=0;i
{
if(textureImage[i]=auxDIBImageLoad(filename[i]))
{
glBindTexture(GL_TEXTURE_2D,texture_id[i]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,3,textureImage[i]->sizeX,textureImage[i]->sizeY,0,GL_RGB,GL_UNSIGNED_BYTE,textureImage[i]->data);
}else return 0;
}
return 1;
 
}
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();
}
 
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
 
if (!LoadGLTextures()) // Jump To Texture Loading Routine
{
return FALSE; // If Texture Didn't Load Return FALSE
}
 
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light
//glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // Position The Light
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light
 
quadratic=gluNewQuadric(); // Create A Pointer To The Quadric Object ( NEW )
gluQuadricNormals(quadratic, GLU_SMOOTH); // Create Smooth Normals ( NEW )
gluQuadricTexture(quadratic, GL_TRUE); // Create Texture Coords ( NEW )
glEnable(GL_LIGHT1);
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
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,z); // Translate Into/Out Of The Screen By z
glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis By xrot
glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis By yrot
glBindTexture(GL_TEXTURE_2D, texture[filter]); // Select A Texture Based On filter
gluLookAt(xe,ye,ze, //3 tham số đầu cho vị trí mắt
0,0,0, //Điểm nhìn
0,1,0); //Hướng nhìn
// glEnable(GL_LIGHTING);
switch(object) // Check object To Find Out What To Draw
{
case 0: // Drawing Object 1
glDrawCube(); // Draw Our Cube
break; // Done
case 1: // Drawing Object 2
glTranslatef(0.0f,0.0f,-1.5f); // Center The Cylinder
gluCylinder(quadratic,1.0f,1.0f,3.0f,32,32); // Draw Our Cylinder
break;
case 2: // Drawing Object 3
gluDisk(quadratic,0.5f,1.5f,32,32); // Draw A Disc (CD Shape)
break; // Done
 
case 3: // Drawing Object 4
gluSphere(quadratic,1.3f,32,32); // Draw A Sphere
break; // Done
case 4: // Drawing Object 5
glTranslatef(0.0f,0.0f,-1.5f); // Center The Cone
gluCylinder(quadratic,1.0f,0.0f,3.0f,32,32); // A Cone With A Bottom Radius Of .5 And A Height Of 2
break; // Done
case 5: // Drawing Object 6
part1+=p1; // Increase Start Angle
part2+=p2; // Increase Sweep Angle
 
if(part1>359) // 360 Degrees
{
p1=0; // Stop Increasing Start Angle
part1=0; // Set Start Angle To Zero
p2=1; // Start Increasing Sweep Angle
part2=0; // Start Sweep Angle At Zero
}
if(part2>359) // 360 Degrees
{
p1=1; // Start Increasing Start Angle
p2=0; // Stop Increasing Sweep Angle
}
gluPartialDisk(quadratic,0.5f,1.5f,32,32,part1,part2-part1); // A Disk Like The One Before
break; // Done
};
xrot+=xspeed; // Add xspeed To xrot
yrot+=yspeed; // Add yspeed To yrot
glBindTexture(GL_TEXTURE_2D,texture_id[0]);
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);//gọi vị trí chiếu sáng
return TRUE; // Keep Going
};
 
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
gluDeleteQuadric(quadratic);
}
 
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
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; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name
 
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.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
 
// 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 BynYour 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
 
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
}
 
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}
 
return 0; // Return To The Message Loop
}
 
case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}
 
case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}
 
case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}
 
case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}
 
case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}
 
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
 
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
 
// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
}
 
// Create Our OpenGL Window
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
 
while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
if (active) // Program Active?
{
if (keys[VK_ESCAPE]) // Was ESC Pressed?
{
done=TRUE; // ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
 
// thêm cái vô sẽ khiến hiệu ứng nhấp nháy
// SwapBuffers(hDC); // Swap Buffers (Double Buffering)
 
 
if (keys['L'] && !lp) // L Key Being Pressed Not Held?
{
lp=TRUE; // lp Becomes TRUE
light=!light; // Toggle Light TRUE/FALSE
if (!light) // If Not Light
{
glDisable(GL_LIGHTING); // Disable Lighting
}
else // Otherwise
{
glEnable(GL_LIGHTING); // Enable Lighting
}
}
if (!keys['L']) // Has L Key Been Released?
{
lp=FALSE; // If So, lp Becomes FALSE
}
if (keys[VK_PRIOR]) // Is Page Up Being Pressed?
{
z-=0.02f; // If So, Move Into The Screen
}
if (keys[VK_NEXT]) // Is Page Down Being Pressed?
{
z+=0.02f; // If So, Move Towards The Viewer
}
if (keys[VK_UP]) // Is Up Arrow Being Pressed?
{
xspeed-=0.001f; // If So, Decrease xspeed
}
if (keys[VK_DOWN]) // Is Down Arrow Being Pressed?
{
xspeed+=0.001f; // If So, Increase xspeed
}
 
if (keys[VK_RIGHT]) // Is Right Arrow Being Pressed?
{
yspeed+=0.001f; // If So, Increase yspeed
}
if (keys[VK_LEFT]) // Is Left Arrow Being Pressed?
{
yspeed-=0.001f; // If So, Decrease yspeed
}
if (keys[' '] && !sp) // Is Spacebar Being Pressed?
{
sp=TRUE; // If So, Set sp To TRUE
object++; // Cycle Through The Objects
if(object>5) // Is object Greater Than 5?
object=0; // If So, Set To Zero
}
if (!keys[' ']) // Has The Spacebar Been Released?
{
sp=FALSE; // If So, Set sp To FALSE
}
if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("NeHe's Textures, Lighting & Keyboard Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
if (keys['Q']) // Has L Key Been Released?
{
xe-=0.01f; thay đổi tọa độ mắt nhìn trục X
}
if (keys['W']) // Has L Key Been Released?
{
xe+=0.01f; thay đổi tọa độ mắt nhìn trục X
}
if (keys['A']) // Has L Key Been Released?
{
ye+=0.01f; thay đổi tọa độ mắt nhìn trục Y
}
if (keys['S']) // Has L Key Been Released?
{
ye-=0.01f; thay đổi tọa độ mắt nhìn trục Y
}
if (keys['Z']) // Has L Key Been Released?
{
ze+=0.01f; thay đổi tọa độ mắt nhìn trục Z
}
if (keys['X']) // Has L Key Been Released?
{
ze-=0.01f; thay đổi tọa độ mắt nhìn trục Z
}
//4 phím O P J K chỉ biết dùng cho việc dời vị trí điê sáng thui!chứ ko rõ cơ chế thế nào-do thầy ko chỉ
//t cái này ><
if(keys['O'])
{
LightPosition[1]+=0.02f;//
}
if (keys['P'])
{
LightPosition[1]-=0.02f;
}
if (keys['J'])
{
LightPosition[0]+=0.02f;
}
if (keys['K'])
{
LightPosition[0]-=0.02f;
}
if (keys['H']) // Is Down Arrow Being Pressed?
{
// xrot=0.0f;
xspeed=0.0f;
//yrot=0.0f;
yspeed=0.0f;
}
}
}
}
}
 
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
 
thay doi hinh dang vat the code do hoa may tinh code c++ opencl uit mat nhin + chieu sang