Shadows
Conceptually drawing a shadow is quite simple. A shadow is produced when an object keeps light from a source from striking some object or surface behind the object, casting the shadow. The area on the shadowed object's surface outlined by the object casting the shadow appears dark. We can produce a shadow programatically by flattening the original object into the plane of the surface in which the object lies. The object is then drawn in black or some other color. This is a very simple method which works when casting shadows on a flat surface.
从这一篇开始将用到一个第三方库PixieLib,本文先对这个库的使用做简单介绍,后续文章中将不再赘述。
Paul DiLascia是兼职软件顾问和资深的 Web/UI 设计师。他是《Windows++: Writing Reusable Windows Code in C++》(Windows++:在 C++ 中编写可重用 Windows 代码)一书(Addison-Wesley,1992)的作者。Paul 在其业余时间里开发出了 PixieLib,可通过他的网站 www.dilascia.com 来获取该 MFC 类库。
将下载下来的源代码编译后会生成Lib目录,我们需要用到的就是Include和Lib这两个目录,当然你也可以看看它自带的Samples。由于使用的是最新PixieLib7.1版,因此接下来几篇文章都在VS2005下进行开发。
1,将Lib和Include目录拷贝到新建的MFC 项目目录下,配置如下:
1)c/c++à附加包含目录,这里加入”."include”。
2)链接器à附加库目录,这里加入”."lib”
3)输入à附加依赖项,这里加入PixieLib71.lib
2,在stdafx.h中包含进PixieLib库文件:
#include <PixieLib.h> //Pixel Library
3,在CCY457OpenGLView类中加入下述变量:
int m_PixelFormat; //Pixel Format
//Position and Direction
GLfloat m_PosX;
GLfloat m_PosY;
GLfloat m_PosZ;
GLfloat m_DirX;
GLfloat m_DirY;
GLfloat m_DirZ;
//Rotation
GLfloat m_xRot, m_yRot;//绕x,y轴旋转的角度,随时间不断变化
//Increment for Keyboard Control
GLfloat m_PosIncr; //Positional Increment
GLfloat m_AngIncr; //Angular Increment
//Angle of Camera With X Axis
GLfloat m_AngleX;
GLdouble m_texWrap, m_texFilter, m_texMode;
GLfloat m_ShadowMat[4][4];
//All Texture Names
GLuint m_Texture[4];