OpenGL綜合練習(xí)

最終效果
#include "GLTools.h"
#include "GLShaderManager.h"
#include "GLFrustum.h"
#include "GLBatch.h"
#include "GLMatrixStack.h"
#include "GLGeometryTransform.h"
#include "StopWatch.h"

#include <math.h>
#include <stdio.h>

#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif

GLShaderManager     shaderManager;          // 著色器管理器
GLMatrixStack       modelViewMatrix;        // 模型視圖矩陣
GLMatrixStack       projectionMatrix;       // 投影矩陣
GLFrustum           viewFrustum;            // 視景體
GLGeometryTransform transformPipeline;      // 幾何圖形變換管道

GLTriangleBatch     lSphereBatch;           //大球
GLTriangleBatch     sSphereBatch;           //小球
GLBatch             floorBatch;             //地板

//角色幀 照相機(jī)角色幀
GLFrame             cameraFrame;

//隨機(jī)位置的球
#define NUM_SPHERES 50
GLFrame spheres[NUM_SPHERES];

void SetupRC() {
    //設(shè)置clear color
    glClearColor(0.0, 0.0, 0.0, 1.0);
    //初始化固定管線
    shaderManager.InitializeStockShaders();
    //設(shè)置管線的模型視圖矩陣和投影矩陣引用
    transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
    //按一個(gè)方塊一個(gè)方塊的添加地板頂點(diǎn)
    floorBatch.Begin(GL_LINES, 324);
    for (GLfloat idx = -20.0; idx <= 20.0; idx+=0.5) {
        floorBatch.Vertex3f(idx, -0.55, 20.0);
        floorBatch.Vertex3f(idx, -0.55, -20.0);
        floorBatch.Vertex3f(20, -0.55, idx);
        floorBatch.Vertex3f(-20, -0.55, idx);
    }
    floorBatch.End();
    //開(kāi)啟深度測(cè)試
    glEnable(GL_DEPTH_TEST);
    //初始化大球頂點(diǎn)數(shù)據(jù)
    gltMakeSphere(lSphereBatch, 0.4f, 40, 80);
    //初始化小球頂點(diǎn)數(shù)據(jù)
    gltMakeSphere(sSphereBatch, 0.1f, 26, 13);
    //初始化小球隨機(jī)位置
    for (int idx = 0; idx < NUM_SPHERES; idx++) {
        GLfloat x = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
        GLfloat z = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
        spheres[idx].SetOrigin(x, 0.0, z);
    }
}

//進(jìn)行調(diào)用以繪制場(chǎng)景
void RenderScene(void) {
    //地板、大球、小球顏色
    static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f};
    static GLfloat vLargeSphereColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };
    static GLfloat vSmallSphereColor[] = { 0.0f, 0.0f, 1.0f, 1.0f};
    //點(diǎn)光源位置
    M3DVector4f vLightPos = {0.0f, 10.0f, 5.0f, 1.0f};
    
    //利用一個(gè)計(jì)時(shí)器獲取時(shí)間的增量
    static CStopWatch rotTimer;
    GLfloat yRot = rotTimer.GetElapsedSeconds() * 60.0;
    
    //清空顏色和深度緩沖
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    //入棧相機(jī)矩陣
    M3DMatrix44f mCamera;
    cameraFrame.GetCameraMatrix(mCamera);
    modelViewMatrix.PushMatrix(mCamera);
    
    //繪制地板
    shaderManager.UseStockShader(GLT_SHADER_FLAT,
                                 transformPipeline.GetModelViewProjectionMatrix(),
                                 vFloorColor);
    floorBatch.Draw();
    
    //模型視圖矩陣向z軸負(fù)方向移動(dòng)3.0
    modelViewMatrix.Translate(0.0, 0.0, -3.0);
    
    //繪制小球
    for (int idx = 0; idx < NUM_SPHERES; idx++) {
        //模型視圖矩陣入棧
        modelViewMatrix.PushMatrix();
        //移動(dòng)小球到設(shè)定的位置
        modelViewMatrix.MultMatrix(spheres[idx]);
        //繪制小球
        shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF,
                                     transformPipeline.GetModelViewMatrix(),
                                     transformPipeline.GetProjectionMatrix(),
                                     vLightPos,
                                     vSmallSphereColor);
        sSphereBatch.Draw();
        //模型視圖矩陣出棧
        modelViewMatrix.PopMatrix();
    }
    
    //模型視圖矩陣入棧
    modelViewMatrix.PushMatrix();
    //模型視圖矩陣入陣?yán)@y旋轉(zhuǎn)yRot度,完成自轉(zhuǎn)
    modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
    //繪制大球
    shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF,
                                 transformPipeline.GetModelViewMatrix(),
                                 transformPipeline.GetProjectionMatrix(),
                                 vLightPos,
                                 vLargeSphereColor);
    lSphereBatch.Draw();
    //模型視圖矩陣出棧
    modelViewMatrix.PopMatrix();
    
    //模型視圖矩陣入陣?yán)@y旋轉(zhuǎn)yRot * -1.5度
    modelViewMatrix.Rotate(yRot * -1.5, 0.0, 1.0, 0.0);
    //模型視圖矩陣入陣向x軸正方向移動(dòng)0.8
    modelViewMatrix.Translate(0.8, 0.0, 0.0);
    //還是利用點(diǎn)光源繪制公轉(zhuǎn)的小球
    shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF,
                                 transformPipeline.GetModelViewMatrix(),
                                 transformPipeline.GetProjectionMatrix(),
                                 vLightPos,
                                 vSmallSphereColor);
    sSphereBatch.Draw();
    //模型視圖矩陣出棧
    modelViewMatrix.PopMatrix();
    
    //交換緩沖幀
    glutSwapBuffers();
    //繪制下一幀
    glutPostRedisplay();
}

//屏幕更改大小或已初始化
void ChangeSize(int nWidth, int nHeight) {
    //設(shè)置視口
    glViewport(0, 0, nWidth, nHeight);
    //輔助計(jì)算投影矩陣
    viewFrustum.SetPerspective(35.0, float(nWidth) / float(nHeight), 1.0, 100.0);
    //將計(jì)算出的投影矩陣,加載到投影矩陣堆棧
    projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
    //模型矩陣還原為單位陣
    modelViewMatrix.LoadIdentity();
}

//上下左右按鍵處理
void SpeacialKeys(int key,int x,int y){
    //前后移動(dòng)步長(zhǎng)
    float linear = 0.1;
    //左右旋轉(zhuǎn)角度
    float angular = float(m3dDegToRad(3.0));
    switch (key) {
        case GLUT_KEY_UP:
            //相機(jī)前進(jìn)
            cameraFrame.MoveForward(linear);
            break;
        case GLUT_KEY_DOWN:
            //相機(jī)后退
            cameraFrame.MoveForward(-linear);
            break;
        case GLUT_KEY_LEFT:
            //相機(jī)繞z軸旋轉(zhuǎn)angular度
            cameraFrame.RotateWorld(angular, 0.0, 1.0, 0.0);
            break;
        case GLUT_KEY_RIGHT:
            //相機(jī)繞z軸旋轉(zhuǎn)-angular度
            cameraFrame.RotateWorld(-angular, 0.0, 1.0, 0.0);
            break;
        default:
            break;
    }
}

int main(int argc, char* argv[])
{
    gltSetWorkingDirectory(argv[0]);
    //初始化配置
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STENCIL);
    //初始化窗口
    glutInitWindowSize(800, 800);
    glutCreateWindow("OpenGL SphereWorld");
    //設(shè)置回調(diào)函數(shù)
    glutReshapeFunc(ChangeSize);
    glutSpecialFunc(SpeacialKeys);
    glutDisplayFunc(RenderScene);
    //設(shè)置GLEW
    GLenum err = glewInit();
    if (GLEW_OK != err) {
        fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
        return 1;
    }
    //初始化場(chǎng)景信息
    SetupRC();
    //開(kāi)啟loop
    glutMainLoop();
    return 0;
}
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