1. 8.OpenGL公转自转案例
源码
#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
#define NUM_SPHERES 50
GLFrame spheres[NUM_SPHERES];
GLShaderManager shaderManager;
GLMatrixStack modelViewMatrix;
GLMatrixStack projectionMatrix;
GLFrustum viewFrustum;
GLGeometryTransform transformPipeline;
GLTriangleBatch torusBatch;
GLBatch floorBatch;
GLTriangleBatch sphereBatch;
GLFrame cameraFrame;
void SetupRC()
{
shaderManager.InitializeStockShaders();
glEnable(GL_DEPTH_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gltMakeTorus(torusBatch, 0.4f, 0.15f, 30, 30);
gltMakeSphere(sphereBatch, 0.1f, 26, 13);
floorBatch.Begin(GL_LINES, 324);
for(GLfloat x = -20.0; x <= 20.0f; x+= 0.5) {
floorBatch.Vertex3f(x, -0.55f, 20.0f);
floorBatch.Vertex3f(x, -0.55f, -20.0f);
floorBatch.Vertex3f(20.0f, -0.55f, x);
floorBatch.Vertex3f(-20.0f, -0.55f, x);
}
floorBatch.End();
for (int i = 0; i < NUM_SPHERES; i++) {
GLfloat x = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
GLfloat z = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
spheres[i].SetOrigin(x, 0.0f, z);
}
}
void ChangeSize(int nWidth, int nHeight)
{
glViewport(0, 0, nWidth, nHeight);
viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
void RenderScene(void)
{
static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f};
static GLfloat vTorusColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };
static GLfloat vSphereColor[] = { 0.0f, 0.0f, 1.0f, 1.0f };
static CStopWatch rotTimer;
float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
modelViewMatrix.PushMatrix();
M3DMatrix44f mCamera;
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.PushMatrix(mCamera);
M3DVector4f vLightPos = {0.0f,10.0f,5.0f,1.0f};
M3DVector4f vLightEyePos;
m3dTransformVector4(vLightEyePos, vLightPos, mCamera);
shaderManager.UseStockShader(GLT_SHADER_FLAT,transformPipeline.GetModelViewProjectionMatrix(),vFloorColor);
floorBatch.Draw();
for (int i = 0; i < NUM_SPHERES; i++) {
modelViewMatrix.PushMatrix();
modelViewMatrix.MultMatrix(spheres[i]);
shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(),
transformPipeline.GetProjectionMatrix(), vLightEyePos, vSphereColor);
sphereBatch.Draw();
modelViewMatrix.PopMatrix();
}
modelViewMatrix.Translate(0.0f, 0.0f, -2.5f);
modelViewMatrix.PushMatrix();
modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(),
transformPipeline.GetProjectionMatrix(), vLightEyePos, vTorusColor);
torusBatch.Draw();
modelViewMatrix.PopMatrix();
modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f);
modelViewMatrix.Translate(0.8f, 0.0f, 0.0f);
shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(),
transformPipeline.GetProjectionMatrix(), vLightEyePos, vSphereColor);
sphereBatch.Draw();
modelViewMatrix.PopMatrix();
modelViewMatrix.PopMatrix();
glutSwapBuffers();
glutPostRedisplay();
}
void SpeacialKeys(int key,int x,int y)
{
float linear = 0.1f;
float angular = float(m3dDegToRad(5.0f));
if (key == GLUT_KEY_UP) {
cameraFrame.MoveForward(linear);
}
if (key == GLUT_KEY_DOWN) {
cameraFrame.MoveForward(-linear);
}
if (key == GLUT_KEY_LEFT) {
cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
}
if (key == GLUT_KEY_RIGHT) {
cameraFrame.RotateWorld(-angular, 0.0f, 1.0f, 0.0f);
}
}
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800,600);
glutCreateWindow("OpenGL SphereWorld");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutSpecialFunc(SpeacialKeys);
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
SetupRC();
glutMainLoop();
return 0;
}