OpenGL Programming for Windows MFC
7. Addition of Light
7.1 Light1GL
GLint Light1GL()
{
// Light1
GLfloat light1_specular[] = {1.0, 0.0, 0.0, 1.0} ; // Red light
GLfloat light1_diffuse[] = {1.0, 0.0, 0.0, 1.0} ;
GLfloat light1_position[] = {1.0, 1.0, 1.0, 1.0} ; // Positional
glEnable(GL_LIGHT1) ; // Light0 ON
glLightfv(GL_LIGHT1, GL_SPECULAR, light1_specular) ;
glLightfv(GL_LIGHT1, GL_DIFFUSE , light1_diffuse ) ;
glNewList(3,GL_COMPILE) ;
glLightfv(GL_LIGHT1, GL_POSITION, light1_position) ;
glEndList() ;
return (0) ;
}
7.2 OnCreateを以下のように変更
int CXXXView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct) == -1)
return -1;
m_pDC = new CClientDC(this) ; // Get device context
SetDCPixelFormat(m_pDC->m_hDC) ; // Set OpenGL pixel format
m_GLRC = wglCreateContext (m_pDC->m_hDC); // Create rendering context
wglMakeCurrent (m_pDC->m_hDC, m_GLRC); // Current context set
InitGL() ; // Initalize OpenGL
m_pRGBImage = auxDIBImageLoad("tiger.bmp"); // DIB Image load
//m_pRGBImage = auxDIBImageLoad("cow.bmp");
MatGL() ; // Material setup
// Texture setup
TexGL(m_pRGBImage->sizeX, m_pRGBImage->sizeY, m_pRGBImage->data) ;
Light1GL() ; // Light1 Setup
return 0;
}
OnCreate is changed as mentioned above.
7.3 DrawGLを以下のように変更
GLint DrawGL(GLfloat m_curquat[4])
{
GLfloat m[4][4] ;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ;
glMatrixMode(GL_MODELVIEW) ;
glLoadIdentity() ;
glTranslated(0.0, 0.0, -3.0) ;
build_rotmatrix(m , m_curquat) ;
glMultMatrixf(&m[0][0]) ;
glCallList(1) ; // Object material
glEnable(GL_TEXTURE_2D ) ;
glCallList(2) ; // Texture
glCallList(3) ; // Light1 position(rotate with object)
glEnable(GL_NORMALIZE) ;
glEnable(GL_AUTO_NORMAL) ;
auxSolidTeapot(1.0) ;
glDisable(GL_AUTO_NORMAL) ;
glDisable(GL_NORMALIZE) ;
glDisable(GL_TEXTURE_2D ) ;
return(0) ;
}
DrawGL is changed as mentioned above.
7.4 Build and Execute
prev next