WinCE OpenGL绘制立方体和纹理贴图

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        最近工作之余,开始学习OpenGL,  想到WINCE也是支持OpenGL的,只不过是嵌入式的OpenGL ES。于是尝试写了一个WINCE下的OpenGL测试程序,实现了绘制立方体和纹理。效果图如下:

     

      需要注意的是,WINCE系统上开发OpenGL程序需具备以下条件:

      1. 处理器的支持,嵌入式处理器需支持3D加速渲染(测试使用的是Telichips 8901);

      2. WINCE内核的支持,定制内核时需添加OpenGL ES相关组件。

      以下是具体的参考代码:

/********************************************************************filename: WinceOpenGLDemo.cppcreated:2011-01-05author:firehoodpurpose:利用OpenGL ES实现了绘制立方体和纹理效果*********************************************************************/// WinceOpenGLDemo.cpp : 定义应用程序的入口点。//#include "stdafx.h"#include "WinceOpenGLDemo.h"#include <windows.h>#include <commctrl.h>#include "ImgLoader.h"// OpenGL ES Includes   #include <GLES/gl.h>#include <GLES/glext.h>#include <EGL/egl.h>#include <EGL/eglext.h>// OpenGL lib#pragma comment(lib, "OpenGlLib\\libGLESv1_CM.lib")   #pragma comment(lib, "OpenGlLib\\libEGL.lib")// 全局变量:HINSTANCEg_hInst;// 当前实例TCHAR       szAppName[] = L"OpenGLES";        /*The application name and the window caption*/CImgLoader  g_Image;// OpenGL variables   EGLDisplay glesDisplay;  // EGL display   EGLSurface glesSurface;  // EGL rendering surface   EGLContext glesContext;  // EGL rendering context  GLuint texture[6] = {0};  // 立方体定点坐标GLshort vertices[] = {  -1,-1,1,  1,-1,1,  1,1,1,  -1,1,1,  -1,-1,-1,  -1,1,-1,  1,1,-1,  1,-1,-1,  -1,1,-1,  -1,1,1,  1,1,1,  1,1,-1,  -1,-1,-1,  1,-1,-1,  1,-1,1,  -1,-1,1,  1,-1,-1,  1,1,-1,  1,1,1,  1,-1,1,  -1,-1,-1,  -1,-1,1,  -1,1,1,  -1,1,-1};  // 各个面纹理坐标GLshort texCoords[] = {  0,0,1,0,1,1,0,1,      0,0,1,0,1,1,0,1,     0,0,1,0,1,1,0,1,     0,0,1,0,1,1,0,1,     0,0,1,0,1,1,0,1,     0,0,1,0,1,1,0,1,     };  // 三角形索引数据GLbyte indices1[] = {  0,1,3,2,  0,0,0,0,  0,0,0,0,  0,0,0,0,  0,0,0,0,  0,0,0,0 }; GLbyte indices2[] = {  0,0,0,0,  4,5,7,6,  0,0,0,0,  0,0,0,0,  0,0,0,0,  0,0,0,0 }; GLbyte indices3[] = {  0,0,0,0,  0,0,0,0,  8,9,11,10,  0,0,0,0,  0,0,0,0,  0,0,0,0 };  GLbyte indices4[] = {  0,0,0,0,  0,0,0,0,  0,0,0,0,  12,13,15,14,  0,0,0,0,  0,0,0,0};  GLbyte indices5[] = {  0,0,0,0,  0,0,0,0,  0,0,0,0,  0,0,0,0,  16,17,19,18,  0,0,0,0};  GLbyte indices6[] = {  0,0,0,0,  0,0,0,0,  0,0,0,0,  0,0,0,0,  0,0,0,0,  20,21,23,22};// 此代码模块中包含的函数的前向声明:ATOMMyRegisterClass(HINSTANCE, LPTSTR);BOOLInitInstance(HINSTANCE, int);LRESULT CALLBACKWndProc(HWND, UINT, WPARAM, LPARAM);BOOL InitOGLES(HWND hWnd);void CreateSurface();BOOL LoadTexture(LPCTSTR lpFileName,GLuint *id);void Render();void Clean();int WINAPI WinMain(HINSTANCE hInstance,                   HINSTANCE hPrevInstance,                   LPTSTR    lpCmdLine,                   int       nCmdShow){MSG msg;// 执行应用程序初始化:if (!InitInstance(hInstance, nCmdShow)) {return FALSE;}BOOL done = FALSE;// 主消息循环:while(!done)  {  if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))  {  if(msg.message==WM_QUIT)  done = TRUE;  else  {   TranslateMessage(&msg);  DispatchMessage(&msg);  }  }  else{Render();};}  return (int) msg.wParam;}////  函数: MyRegisterClass()////  目的: 注册窗口类。////  注释://ATOM MyRegisterClass(HINSTANCE hInstance, LPTSTR szWindowClass){WNDCLASS wc;wc.style         = CS_HREDRAW | CS_VREDRAW;wc.lpfnWndProc   = WndProc;wc.cbClsExtra    = 0;wc.cbWndExtra    = 0;wc.hInstance     = hInstance;wc.hIcon         = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_WINCEOPENGLDEMO));wc.hCursor       = 0;wc.hbrBackground = (HBRUSH) GetStockObject(NULL_BRUSH);wc.lpszMenuName  = 0;wc.lpszClassName = szWindowClass;return RegisterClass(&wc);}////   函数: InitInstance(HINSTANCE, int)////   目的: 保存实例句柄并创建主窗口////   注释:////        在此函数中,我们在全局变量中保存实例句柄并//        创建和显示主程序窗口。//BOOL InitInstance(HINSTANCE hInstance, int nCmdShow){    HWND hWnd;    g_hInst = hInstance; // 将实例句柄存储在全局变量中    if (!MyRegisterClass(hInstance, szAppName))    {    return FALSE;    }    hWnd = CreateWindow(szAppName,szAppName,WS_VISIBLE,        0,0,::GetSystemMetrics(SM_CXSCREEN),::GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);    if (!hWnd)    {        return FALSE;    }   if(!InitOGLES(hWnd)){printf("InitOGLES failed\n");return FALSE;}CreateSurface();    ShowWindow(hWnd, SW_SHOW);    UpdateWindow(hWnd);    return TRUE;}////  函数: WndProc(HWND, UINT, WPARAM, LPARAM)////  目的: 处理主窗口的消息。////  WM_COMMAND- 处理应用程序菜单//  WM_PAINT- 绘制主窗口//  WM_DESTROY- 发送退出消息并返回////LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam){    PAINTSTRUCT ps;    HDC hdc;    switch (message)     {        case WM_CREATE:            break;        case WM_PAINT:            hdc = BeginPaint(hWnd, &ps);                        // TODO: 在此添加任意绘图代码...                        EndPaint(hWnd, &ps);            break;        case WM_DESTROY:{Clean();PostQuitMessage(0);}            break;        default:            return DefWindowProc(hWnd, message, wParam, lParam);    }    return 0;}BOOL InitOGLES(HWND hWnd){    EGLint matchingConfigs;     EGLint majorVersion = 0;  EGLint minorVersion = 0;  glesDisplay = eglGetDisplay(GetDC(hWnd));  //Ask for an available display if( glesDisplay == EGL_NO_DISPLAY || eglGetError() != EGL_SUCCESS )  return FALSE;  EGLConfig *configs_list;  EGLint     num_configs;  // Display initialization (we don't care about the OGLES version numbers)   if( eglInitialize( glesDisplay, &majorVersion, &minorVersion) == EGL_FALSE)  {printf("eglInitialize failed, eglGetError = 0x%04x\n",eglGetError());return FALSE;  }// find out how many configurations are supported   if ( eglGetConfigs( glesDisplay, NULL, 0, &num_configs)==EGL_FALSE || eglGetError() != EGL_SUCCESS )  return FALSE;  configs_list = (EGLConfig*) malloc(num_configs * sizeof(EGLConfig));  if (configs_list == NULL)  return FALSE;  // Get Configurations   if( eglGetConfigs( glesDisplay, configs_list, num_configs, &num_configs)== EGL_FALSE || eglGetError() != EGL_SUCCESS )  return FALSE;  // Obtain the first configuration with a depth buffer of 16 bits   EGLint attrs[] = {EGL_RED_SIZE,      5,EGL_GREEN_SIZE,    6,EGL_BLUE_SIZE,     5,EGL_DEPTH_SIZE,   16,EGL_NONE};if (!eglChooseConfig(glesDisplay, attrs, configs_list, num_configs, &matchingConfigs))  {  return eglGetError();  }  // If there isn't any configuration enough good   if (matchingConfigs < 1)    return FALSE;     /*eglCreateWindowSurface creates an onscreen EGLSurface and returns  a handle  to it. Any EGL rendering context created with a  compatible EGLConfig can be used to render into this surface.*/  glesSurface = eglCreateWindowSurface(glesDisplay, configs_list[0], hWnd, 0);    if(!glesSurface)   return FALSE;  // Let's create our rendering context   glesContext=eglCreateContext(glesDisplay, configs_list[0], 0, 0);  if(!glesContext)   return FALSE;  //Now we will activate the context for rendering     eglMakeCurrent(glesDisplay, glesSurface, glesSurface, glesContext);   /*Remember: because we are programming for a mobile device, we cant  use any of the OpenGL ES functions that finish in 'f', we must use  the fixed point version (they finish in 'x'*/  glClearColorx(0, 0, 0, 0);  glShadeModel(GL_SMOOTH);     RECT rc;  GetWindowRect(hWnd, &rc);  UINT width = rc.right - rc.left;UINT height = rc.bottom - rc.top;// 设置OpenGL场景的大小   glViewport(rc.left, rc.top, width, height);      // 设置投影矩阵   glMatrixMode(GL_PROJECTION);  glLoadIdentity();// 投影变换(透视投影)float ratio = (float) width / height;  glFrustumf(-ratio, ratio, -1, 1, 2, 10);//glOrthox(FixedFromInt(-50),FixedFromInt(50), FixedFromInt(-50), FixedFromInt(50), FixedFromInt(-50), FixedFromInt(50));// 选择模型观察矩阵   glMatrixMode(GL_MODELVIEW);   // 重置模型观察矩阵   glLoadIdentity();  return TRUE;  }void CreateSurface()  {  glDisable(GL_DITHER);  // 告诉系统对透视进行修正   glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);  // 黑色背景   glClearColor(0, 0, 0, 0);  // 启用阴影平滑   glShadeModel(GL_SMOOTH);  // 设置深度缓存glClearDepthf(1.0f);  // 启用深度测试   glEnable(GL_DEPTH_TEST);  // 所作深度测试的类型glDepthFunc(GL_LEQUAL);  // 启用2D纹理glEnable(GL_TEXTURE_2D); // 加载纹理LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[0]);LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[1]);LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[2]);LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[3]);LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[4]);LoadTexture(_T("\\NAND2\\OpenGlRes\\1.png"),&texture[5]);}void Render(){static float rotation = 0;// 清除屏幕和深度缓存   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  glMatrixMode(GL_MODELVIEW);  // 重置当前的模型观察矩阵   glLoadIdentity();  // 坐标变换glTranslatef(0.0f, 0.0f, -5.0f);  // 设置旋转   glRotatef(rotation++, 0.0f, 1.0f, 0.0f);  glRotatef(rotation++, 1.0f, 0.0f, 0.0f);  glEnableClientState(GL_VERTEX_ARRAY);  glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_SHORT, 0, vertices);  glTexCoordPointer(2, GL_SHORT, 0, texCoords);   // 绘制立方体并绑定纹理glBindTexture(GL_TEXTURE_2D, texture[0]);glDrawElements(GL_TRIANGLE_STRIP, 4,  GL_UNSIGNED_BYTE, indices1);  glBindTexture(GL_TEXTURE_2D, texture[1]);glDrawElements(GL_TRIANGLE_STRIP, 8,  GL_UNSIGNED_BYTE, indices2);  glBindTexture(GL_TEXTURE_2D, texture[2]);glDrawElements(GL_TRIANGLE_STRIP, 12,  GL_UNSIGNED_BYTE, indices3);  glBindTexture(GL_TEXTURE_2D, texture[3]);glDrawElements(GL_TRIANGLE_STRIP, 16,  GL_UNSIGNED_BYTE, indices4);  glBindTexture(GL_TEXTURE_2D, texture[4]);glDrawElements(GL_TRIANGLE_STRIP, 20,  GL_UNSIGNED_BYTE, indices5);  glBindTexture(GL_TEXTURE_2D, texture[5]);glDrawElements(GL_TRIANGLE_STRIP, 24,  GL_UNSIGNED_BYTE, indices6);  glDisableClientState(GL_TEXTURE_COORD_ARRAY);  glDisableClientState(GL_VERTEX_ARRAY);  eglSwapBuffers(glesDisplay, glesSurface);  }void Clean(){  if(glesDisplay)  {  eglMakeCurrent(glesDisplay, NULL, NULL, NULL);    if(glesContext) eglDestroyContext(glesDisplay, glesContext);  if(glesSurface) eglDestroySurface(glesDisplay, glesSurface);  eglTerminate(glesDisplay);  }}   BOOL LoadTexture(LPCTSTR lpFileName,GLuint *id){if(!g_Image.Load(lpFileName))return FALSE;// 创建纹理glGenTextures(1, id);// 绑定纹理glBindTexture(GL_TEXTURE_2D, *id);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_Image.Width(), g_Image.Height(), 0, GL_RGB, GL_UNSIGNED_BYTE, g_Image.GetBmpImage()); g_Image.Free();return TRUE;}


 以下实现了一个文件加载类,用以将外部图片资源转化成绘制纹理时所需的位图数据。参考代码如下:

/********************************************************************filename: CImgLoader.hcreated:2011-01-05author:firehoodpurpose:文件加载类,将外部图片资源转化成绘制纹理时所需的位图数据            图片格式支持bmp、png、jpg.*********************************************************************/#pragma onceclass CImgLoader{public:CImgLoader(void);~CImgLoader(void);public:// 加载图片资源BOOL Load(LPCTSTR lpFileName);// 获取位图数据unsigned char* GetBmpImage(void);// 释放图片资源void Free();// 获取图像宽度int Width();// 获取图像高度int Height();private:int m_Width;                  // 图像宽度int m_Height;                 // 图像高度unsigned char *m_pImage;      // 指向图像数据的指针};

 

/********************************************************************filename: CImgLoader.cppcreated:2011-01-05author:firehoodpurpose:文件加载类,将外部图片资源转化成绘制纹理时所需的位图数据            图片格式支持bmp、png、jpg.*********************************************************************/#include "StdAfx.h"#include "ImgLoader.h"// IImage Includer#include <imaging.h>#include <initguid.h>#include <imgguids.h> // IImage lib#pragma comment(lib, "Imaging.lib")CImgLoader::CImgLoader(void){m_pImage = NULL;m_Width = 0;m_Height = 0;}CImgLoader::~CImgLoader(void){}// 加载图片资源BOOL CImgLoader::Load(LPCTSTR lpFileName){IImagingFactory *pImgFactory = NULL;IImage *pImage = NULL;IBitmapImage *pBmpImg = NULL;// CoInitializeEx(NULL, COINIT_MULTITHREADED);if (!SUCCEEDED(CoCreateInstance(CLSID_ImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_IImagingFactory, (void **) &pImgFactory))) return FALSE;if (!SUCCEEDED(pImgFactory->CreateImageFromFile(lpFileName, &pImage))) return FALSE;// 获取图像大小信息ImageInfo ImgInfo;pImage->GetImageInfo(&ImgInfo);m_Width = ImgInfo.Width;m_Height = ImgInfo.Height;if (FAILED(pImgFactory->CreateBitmapFromImage(pImage,m_Width,m_Height,PixelFormat24bppRGB,InterpolationHintDefault,&pBmpImg))){return FALSE;}RECT rect = {0,0,m_Width,m_Height};BitmapData *BmpData = new BitmapData;if (FAILED(pBmpImg->LockBits(&rect,ImageLockModeRead|ImageLockModeWrite,PixelFormat24bppRGB,BmpData))){return FALSE;}int line = BmpData->Stride;LPBYTE lpData, lpLine, lpCurPixel; lpData = lpLine = (LPBYTE)BmpData->Scan0;   // 获取BMP位图实际值的地址指针// 若为Bottom-Up(从下到上)的位图,则指向buffer的结尾// 若为Top-Down(从上到下)的位图,则指向buffer的开头// int nBytesPP = nBPP >> 3;     // 左移三位即除以8,获取图像每像素字节数m_pImage = new unsigned char[m_Width * m_Height * 3];memset(m_pImage, 0, m_Width * m_Height * 3);if(m_pImage == NULL)return FALSE;if (line>0){int pos = m_Width * m_Height * 3-1;for(int i = 0; i<m_Height; i++)                  // 行{lpLine = lpData + i * line;               // 获取图像每一行地址指针for(int j = m_Width-1; j>-1; j--)           // 列{lpCurPixel = lpLine + j * 3;          // 获取每行每像素地址指针m_pImage[pos--] = *lpCurPixel ;       // Rm_pImage[pos--] = *(lpCurPixel + 1);  // Gm_pImage[pos--] = *(lpCurPixel + 2);  // B}}}else{int pos = 0 ;for(int i = m_Height-1; i>-1; i--)               // 行{lpLine = lpData + i * line;               // 获取图像每一行地址指针for(int j = 0; j<m_Width; j++)              // 列{lpCurPixel = lpLine + j * 3;          // 获取每行每像素地址指针m_pImage[pos++] = *(lpCurPixel + 2);  // Rm_pImage[pos++] = *(lpCurPixel + 1);  // Gm_pImage[pos++] = *lpCurPixel;        // B}}}if (FAILED(pBmpImg->UnlockBits(BmpData))){return FALSE;}delete BmpData;pBmpImg = NULL;pImage->Release(); pImgFactory->Release(); return TRUE;}// 获取图片数据unsigned char* CImgLoader::GetBmpImage(void){return m_pImage;}// 获取图像宽度int CImgLoader::Width(){return m_Width;}// 获取图像高度int CImgLoader::Height(){return m_Height;}// 释放图片资源void CImgLoader::Free(){if(m_pImage){delete []m_pImage;m_pImage = NULL;}}