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2004/10/23 [23:41:36] (Sat)

tips96x96OpenGL Programming ???P???????????B

???????????????????B

????????????????????????????????B

http://www.westernvillage.co.jp/openglprogram.htm

http://pc5.2ch.net/test/read.cgi/tech/1091724463/-100



GLUT: http://www.opengl.org/developers/documentation/glut.html

SDL: http://www.libsdl.org/

GLUI: http://www.cs.unc.edu/~rademach/glui/

wxWindows: http://www.wxwindows.org/

FLTK: http://www.fltk.org/

Qt: http://www.trolltech.com/

FOX: http://www.fox-toolkit.org/

csgl(C#): http://csgl.sourceforge.net/

GLT: http://www.nigels.com/glt/

WideStudio: http://www.widestudio.org/

Cal3D: http://cal3d.sourceforge.net/

GtkGLExt: http://gtkglext.sourceforge.net/

JOGL(Java) https://jogl.dev.java.net/



- ??{?A?I?????W?{ -

http://www.opengl.org/documentation/red_book_1.0/

http://3dshaders.com/



- ????T?C?g -

http://www.opengl.org/resources/tutorials/

http://nehe.gamedev.net/

http://www.flipcode.com/

http://www.gamedev.net/

http://esprit.campus.luth.se/~humus/

http://www.exa-corp.co.jp/solution/VISUAL/OpenGL/index.shtml

http://www.t-pot.com/

http://www.wakayama-u.ac.jp/~tokoi/opengl/libglut.html

http://www.gamdev.org/
OpenGL??W??



OpenGL??V?[????`??????A?V?[????e??_???W????{????B

????????L???????B

?i?P?j???f???r???[??W??

??_????????f?????u?t???B

????A??_???_??????_?????イ??????_??W?n?B

?i?Q?j???e??W??

?V?[????????N???b?s???O???????e???s???B

?N???b?s???O??r???[?{?????[??(??????p????B

??????e????R?c??????B

?i?R?j?r???[?|?[?g??W??

?V?[????e??_??X?N???[?????????????????????B







???e??W??



??????e(??????e?@)??s???w????B

glMatrixMode(GL_PROJECTION);



???I???????s???P??s?????[?h???B

glLoadIdentity();



?r???[?{?????[??(??????w?????B

???????????A?E?A??A?A??N???b?v??A???N???b?v????W???`

glFrustum(-1.0, 1.0, -1.0, 1.0, 2.0, 7.0);



??s???e????p???????AglOrtho()??g?p???B





???f???r???[??W??



???f???r???[??s???p??????????w????B

glMatrixMode(GL_MODELVIEW);



???I???????s???P??s?????[?h???B

glLoadIdentity();



?????s??????????B

glTranslatef(0.0f, 0.0f, -5.0f);

????X?P?[???????O???????B

glScalef(2.0f, 2.0f, 2.0f);

?????]???????B

glRotatef(45, 1.0f, 0.0f, 0.0f);







?|?[?g?r???[??W??



glViewport(Left, Bottom, Width, Height);



???`????`????????A?A?X?y?N?g?????p???B

gldAspect = Width / Height;

gluPerspective(30.0f, ???p

gldAspect, ?????A?X?y?N?g?

1.0, ??N???b?v?????

100.0); ???N???b?v?????

glViewport(0, 0, Width, Height);







?????`



OpenGL???W?????????????B

GL_LIGHT0?AGL_LIGHT1?A?E?E?E?E?E?E?AGL_LIGHT7???B



?e?????A?S???^?C?v????????B

?i?P?j????ambient)?F??x??S???????????B

?i?Q?j?g???diffuse)?F??????????A?S????????B

?i?R?j????specular)?F????A????X?|?b?g??????`????????B

?i?S?j????emission)?F?????v?????????o???B



???l??z???????B

GLfloat glfLightAmbient[] = {0.1, 0.1, 0.1, 1.0};

GLfloat glfLightDiffuse[] = {0.7, 0.7, 0.7, 1.0};

GLfloat glfLightSpecular[] = {0.0, 0.0, 0.0, 1.0};



???l??z???penGL??^???B

glLightfv(GL_LIGHT0, GL_AMBIENT, glfLightAmbient);

glLightfv(GL_LIGHT0, GL_DIFFUSE, glfLightDiffuse);

glLightfv(GL_LIGHT0, GL_SPECULAR,glfLightSpecular);

glLightfv??g???????

GL_AMBIENT

GL_DIFFUSE

GL_SPECULAR

GL_POSITION

GL_SPOT_DIRECTION

GL_SPOT_EXPONENT

GL_SPOT_CUTOFF

GL_CONSTANT_ATTENUATION

GL_LINEAR_ATTENUATION

GL_QUADRATIC_ATTENUATION



????A????f????L??????B

glEnable(GL_LIGHTING);



???A??????g?p????`????B

glEnable(GL_LIGHT0);







?}?e???A?????`



?V?[??????I?u?W?F?N?g?????????`???B

?i?P?j????ambient)?F?I?u?W?F?N?g?????Y??

?i?Q?j?????diffuse)?F????U???U???????A????????????B

?i?R?j????specular)?F???????????????????s????B

?i?S?j????emission)?F????X?b?|?g??????`??????B

????l??????B



?????????l??i?[???z???????BRGBA??l?B

GLfloat glfMaterialColor[] = {0.0, 0.0, 1.0, 1.0};



OpenGL??^???B

glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, glfMaterialColor);



??P?p?????[?^

GL_FRONT

GL_BACK

GL_FRONT_AND_BACK

??Q?p?????[?^

GL_AMBIENT

GL_DIFFUSE

GL_SPECULAR

GL_EMISSION

GL_SHININESS

GL_AMBIENT_AND_DIFFUSE

GL_COLOR_INDEXES

????????

glMaterialfv(GL_FRONT, GL_SHININESS, 90.0f);

??R?p?????[?^??O???P?Q?W





?@????`



OpenGL??A????f????????p??????A

?I?u?W?F?N?g???_??????

?I?u?W?F?N?g????e??_????@????`???K?v?????B

OpenGL????@?????p??????_???????????????B

????@???w???????AglNormal3f()??g?p????B

??????lVertex3f()????o???A

??????_??A???@?????????????B

??j

glBegin(GL_POLYGON);

glNormal3f(1.0, 0.0, 0.0);

glVertex3f(1.0, 1.0, 1.0);

glVertex3f(1.0, -1.0, 1.0);

glVertex3f(1.0, -1.0, -1.0);

glVertex3f(1.0, 1.0, -1.0);

glEnd;







?V?F?[?f?B???O???f??



OpenGL??A?V?[????X???[?X?V?F?[?f?B???O?A?t???b?g?V?F?[?f?B???O????B



?t???b?g?V?F?[?f?B???O?F?I?u?W?F?N?g??????|???S?????

?|???S??????S??s?N?Z????P?x????

???l??h?????B



?X???[?X?V?F?[?f?B???O?F????|???S????????????????B

?t?H???V?F?[?f?B???O?A?O?[???[?V?F?[?f?B???O?????B





glShadeModel(GL_SMOOTH);

?p?????[?^

GL_FLAT

GL_SMOOTH





?f?v?X?e?X?g



??p?`??e??t?????A?e??p?`??O???W???????K?v?????B

????????A?f?v?X?e?X?g?????B

???f?v?X?e?X?g??L??????B



glEnable(GL_DEPTH_TEST);



?f?v?X?e?X?g???A????o?t?@?[??g?p????

?V?[????????_?????O?????o?t?@?[??N???A????B

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);





?B???????



?B???????I??A???S???Y????A

?i?P?jZ??[?g?A???S???Y??

?i?Q?jZ?o?b?t?@?[?A???S???Y??

1280x1024x32bit = 5MBytes???o?b?t?@?[??K?v???B

?i?R?j?X?L???????C???A???S???Y??

???????B





?_?u???o?b?t?@??



?_?u???o?b?t?@?????????A

OpenGL??_?u???o?b?t?@???????????m????K?v?????B

?t?????g?^?o?b?N?o?b?t?@?[??????????????????B

???A???????A??p?v???b?g?z?[?????????????????B

????AWindows???m?F??????B





?????h??W?A???[?J????W



???I?u?W?F?N?g??W??????I?u?W?F?N?g?????????A

?????h????[?J??????????_??p????W????l?????

??P??????????B



?????h??W???_??A?R???f?J???g??W???_?????B

???[?J????W???_??A?I?u?W?F?N?g????S?????B

???n??p????A?u???b?N??????????A

?R???I?u?W?F?N?g?????????????B



????A??L???????????????B



glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

glTranslatef(0.0f, 0.0f, -1.0f);

glRotatef(m_angle2, 0.0f, 1.0f, 0.0f);

auxSolidCube(1.0f);

glTranslatef(0.0f, -1.1f, 0.0f);

auxSolidCube(0.9f);

glTranslatef(0.0f, 2.1f, 0.0f);

auxSolidCube(0.75f);

glFlush();





?`????



?o?b?t?@?????O????penGL?`???????????B

glFlush(void);



?o?b?t?@?????O????penGL?`?????????A

???????????????????????B

glFinish(void);



?s??X?^?b?N



??{????f???r???[????????A

???s????W?????s?????A

????A???s???????

?i??{????f???r???[?????????s???j

???????B



?????????????A?s??X?^?b?N???B

glPushMatrix()?AglPopMatrix()???B





[??{????f???r???[????

glPushMatrix();

[???s????W???

[?`??

glPopMatrix();

[?????f???r???[????





glNewList



glNewList(List?? GL_COMPILE) ? glEndList()

????L????penGL???

[List???????O??L??????B

????A??? glCallList(List?? ????o????B



?}?`???`?????B

glNewList(DRAWCUBE, GL_COMPILE);

[???`???`???

glEndList ();



???A??L???????o????B



for (i=-3.0;i <= 3.0; i++) {

for (j=-3.0;j <= 3.0; j++){

for (k=-3.0;k <= 3.0; k++){

glPushMatrix;

glTranslatef(i, j, k);

glCallList(DRAWCUBE);

glPopMatrix;

}

}

}





???



?????L??

glEnable(GL_BLEND);

???????

glDisable(GL_BLEND);



?????????

glBlendFunc(GLenum sfactor, GLenum dfactor);



??P?p?????[?^ sfactor?FRGBA??[?X????????????w?

GL_ZERO

GL_ONE

GL_DST_COLOR

GL_ONE_MINUS_DST_COLOR

GL_SRC_ALPHA

GL_ONE_MINUS_SRC_ALPHA

GL_DST_ALPHA

GL_ONE_MINUS_DST_ALPHA

GL_SRC_ALPHA_SATURATE

??Q?p?????[?^ dfactor?FRGBA?e?X?e?B?l?[?V????????????????w?

GL_ZERO

GL_ONE

GL_SRC_COLOR

GL_ONE_MINUS_SRC_COLOR

GL_SRC_ALPHA

GL_ONE_MINUS_SRC_ALPHA

GL_DST_ALPHA

GL_ONE_MINUS_DST_ALPHA



??jglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

?Q????p?`??????d?????????B???d???

?????[?X?A???????e?X?e?B?l?[?V?????????B

glClearColor(1,1,1,1);

glClear(GL_COLOR_BUFFER_BIT);

glEnable(GL_BLEND);

glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

glColor4f(0,1,1,1);

[?e?X?e?B?l?[?V??????p?`?`??

glColor4f(1,0,0,0.5);

[??[?X??p?`?`??

glFlush();

glDisable(GL_BLEND);

??????????A2?x???lColor4f(1,0,0,0.5)??A???t?@?l0.5??g?p?????B

??[?X??d????????e?s?N?Z????????{?A???t?@?l????????B

???A???????e?X?e?B?l?[?V??????d????????e?s?N?Z????????A

?i?P?|?{?A???t?@?l?j????????B

?????A?A???t?@?l???????s??????B

?A???t?@?l????????????B



???????



?????????I?u?W?F?N?g??`???????A

?f?v?X?e?X?g????i???[?h?I?????[?j??????K?v???????B

?????A

?i?P?j?f?v?X?e?X?g?L?

?i?Q?j?s????I?u?W?F?N?g??S??`?

?i?R?j?f?v?X?e?X?g????[?h?I?????[???

?i?S?j?????I?u?W?F?N?g??`?

?i?T?j?f?v?X?e?X?g????[?h?I?????[?^???C?g???

????`?????K?v???????B



??j

glClearColor(0.3,0.3,0.3,0.0);

glClear(GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT);

glEnable(GL_BLEND);

glEnable(GL_LIGHTING);

glEnable(GL_LIGHT0);

glEnable(GL_DEPTH_TEST);

glBlendFunc(GL_ONE, GL_ZERO);



GLfloat lightAmbient[] = {0.1f, 0.1f, 0.1f, 0.0f};

GLfloat lightDiffuse[] = {1.0f, 1.0f, 1.0f, 0.0f};

GLfloat lightSpecular[] = {1.0f, 1.0f, 1.0f, 0.0f};

GLfloat lightPosition[] = {2.0f, 0.5f, 3.0f, 1.0f};

GLfloat materialSpecular[] = {1.0f, 1.0f, 1.0f, 0.0f};

GLfloat materialSphere1[] = {1.0f, 0.0f, 0.0f, 0.0f};

GLfloat materialSphere2[] = {0.0f, 1.0f, 0.0f, 0.0f};

GLfloat materialCube[] = {1.0f, 1.0f, 0.0f, 0.0f};

materialCube[] = {1.0f, 1.0f, 0.0f, 0.5f};



glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);

glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);

glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular);

glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);

glMaterialfv(GL_FRONT, GL_SPECULAR, materialSpecular);

glMaterialf(GL_FRONT, GL_SHININESS, 50.0f);



glTranslatef(-1.5f, 0.5f, -3.0f);

glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialSphere1);

auxSolidSphere(1.0);

glTranslatef(2.0f, -0.8f, 3.0f);

glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialSphere2);

auxSolidSphere(0.75);



glDepthMask(GL_FALSE);

glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);



glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialCube);

glTranslatef(-1.0f, 0.0f, -1.5f);

glRotatef(40.0f, 1.0f, 0.0f, 0.0f);

glRotatef(40.0f, 0.0f, 1.0f, 0.0f);

auxSolidCube(1.0);



glFlush();

glDepthMask(GL_TRUE);

glDisable(GL_LIGHTING);

glDisable(GL_DEPTH_TEST);

glDisable(GL_BLEND);





?A???`?G???A?V???O



?X?N???[??????W???M?[????????????????B



?i?P?j?A???`?G???A?V???O??L????

glEnable(GL_LINE_SMOOTH);

????AGL_POINT_SMOOTH?AGL_POLYGON_SMOOTH???????B

?i?Q?j?????L??

glEnable(GL_BLEND);

glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

?i?R?jOpenGL??X???[?W???O??q???g???

glHint(GL_LINE_SMOOTH_HINT,GL_DONT_CARE);



??P?p?????[?^

( GL_FOG_HINT )

GL_LINE_SMOOTH_HINT

( GL_PERSPECTIVE_CORRECTION_HINT )

GL_POINT_SMOOTH_HINT

GL_POLYGON_SMOOTH_HINT

??Q?p?????[?^

GL_DONT_CARE:?D???????

GL_FASTTEST:??????@??g?p??

GL_NICEST:??m???@??g?p??





??j???A???`?G???A?V???O



glClearColor(0.3,0.3,0.3,0.0);

glClear(GL_COLOR_BUFFER_BIT);

glEnable(GL_LINE_SMOOTH);

glEnable(GL_BLEND);

glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);



glLineWidth(2.0f);

glShadeModel(GL_FLAT);

glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

auxWireSphere(1.0);

glDisable(GL_LINE_SMOOTH);

glDisable(GL_BLEND);





?t?H?O



?i?P?j?t?H?O??L??

glEnable(GL_FOG);

?i?Q?j?t?H?O???????

glFogi(GL_FOG_MODE,GL_LINEAR);



??P?p?????[?^

GL_FOG_MODE

??Q?p?????[?^

GL_LINEAR, GL_EXP, GL_EXP2



????AGL_LINEAR?????????A

?t?H?O??J??_??I??_????????B

glFogf(GL_FOG_START, 0.0f);

glFogf(GL_FOG_END,10.0f);



???AGL_EXP, GL_EXP2?????????A

?t?H?O??Z?x??w??????B

glFogf(GL_FOG_DENSITY, 3.0f);

?i?R?j?t?H?O??F???

glFloat fogc[]={0.6f,0.6f,0.5f,1.0f};

glFogfv(GL_FOG_COLOR,fogc);





?i?S?j?t?H?O??q???g???

glHint(GL_FOG_HINT,GL_DONT_CARE);



??P?p?????[?^

GL_FOG_HINT

??Q?p?????[?^

GL_DONT_CARE:?D???????

GL_FASTTEST:??????@??g?p??

GL_NICEST:??m???@??g?p??





??_?z?????p



OpenGL Ver 1.1?????B

???w?I?v???~?e?B?u??????_?????O????????B

?i?P?j???U???z???L???????B

glEnableClientState(GL_NORMAL_ARRAY); ???@?

glEnableClientState(GL_VERTEX_ARRAY); ??_??W

????A GL_COLOR_ARRAY:RGBA?J???[

GL_INDEX_ARRAY:?J???[??W

GL_TEXTURE_COLORD_ARRAY:?e?N?X?`????W

GL_EDGE_FLAG_ARRAY:?|???S????G?b?W?t???O

?????B



????????AglDisableClientState(GL_NORMAL_ARRAY);



?i?Q?j?z??f?[?^???

????A

static GLint vert{25,25,

100,325,

175,25,

175,325};



?i?R?jOpenGL??z???w?

glVertexPointer(size,type,stride,pointer)



glVertexPointer(2,GLint,0,vert);

????A

glColorPointer()

glNormalPointer()

gltexCoordPointer()

glEdgeFlagPointer()



glInterleavedArrays(format,stride,pointer)

?????????z???w??????B

?f?[?^?z???A?e???f?[?^????????????B



?i?S?j?????_?????O

glArrayElement(i)

?L???z?????????Ai?????_????o????B

??j

glBegin(GL_TRIANGLES);

glArrayElement(1);

glArrayElement(2);

glArrayElement(3);

glEnd();



glDrawElements(mode,count,type,indices)

count???v?f??g?p???Amode??????z?B

type??Aindices??^??w?????B

indices??A?f?[?^?z??B



glDrawArrays(mode,first,count)

?L?????z???irst???irst+count-1???z??v?f??p???A

?????????B
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