OpenGL_大球小球案例分析
2020-07-21 本文已影响0人
星星1024
1、地板绘制
1.1 声明变量
GLShaderManager shaderManager; // 着色器管理器
GLMatrixStack modelViewMatrix; // 模型视图矩阵堆栈
GLMatrixStack projectionMatrix; // 投影矩阵堆栈
GLFrustum viewFrustum; // 视景体
GLGeometryTransform transformPipeline; // 几何图形变换管道
GLTriangleBatch torusBatch; //大球
GLTriangleBatch sphereBatch; //小球
GLBatch floorBatch; //地板
//角色帧 照相机角色帧
GLFrame cameraFrame;
GLFrame objectFrame;
1.2 设置投影矩阵,变换管道
//屏幕更改大小或已初始化
void ChangeSize(int nWidth, int nHeight)
{
//1. 设置视口
glViewport(0, 0, nWidth, nHeight);
//2. 创建投影矩阵
viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
//3. 变换管道设置2个矩阵堆栈(管理)
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
1.3 设置地板数据
//1. 初始化
glClearColor(0, 0, 0, 1);
shaderManager.InitializeStockShaders();
//2. 开启深度测试绘制小球需要用到
glEnable(GL_DEPTH_TEST);
//3. 地板数据(物体坐标系)
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();
1.4 地板渲染
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//1. 颜色(地板,大球颜色,小球颜色)
static GLfloat vFloorColor[] = {0.0f,1.0f,0.0f,1.0f};
static GLfloat vTorusColor[] = {1.0f,0.0f,0.0f,1.0f};
static GLfloat vSpereColor[] = {0.0f,0.0f,1.0f,1.0f};
//2. 动画
static CStopWatch rotTimer;
float yRot = rotTimer.GetElapsedSeconds()*60.0f;
modelViewMatrix.PushMatrix();
M3DMatrix44f mCamera;
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.PushMatrix(mCamera);
//4.地面绘制;
shaderManager.UseStockShader(GLT_SHADER_FLAT,transformPipeline.GetModelViewProjectionMatrix(),vFloorColor);
floorBatch.Draw();
2、大球绘制
- SetupRC函数:系统模型创建大球
- RenderScene函数:分为三个部分
(1). 设置定时器,根据时间变化,设置大球自转
(2). 设置点光源位置
(3). 设置大球平移
(4). 开启定时器,渲染大球
2.1 设置大球数据
//4. 设置大球
gltMakeSphere(torusBatch, 0.4f, 40, 80);
2.2 大球渲染
//3. 渲染大球
//设置动画
static CStopWatch rotTimer;
float yRot = rotTimer.GetElapsedSeconds()* 60.f;
//4. 设置点光源位置
M3DVector4f vLightPos = {0, 10, 5, 1};
//5. 大球平移
modelViewMatrix.Translate(0, 0, -3.0);
//6.大球旋转
modelViewMatrix.PushMatrix();
modelViewMatrix.Rotate(yRot, 0, 1, 0);
shadermanager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vLightPos, vTorusColor);
torusBatch.Draw();
modelViewMatrix.PopMatrix();
3、小球绘制
3.1 小球设置
//5. 设置小球
gltMakeSphere(sphereBatch, 0.2f, 12, 24);
for (int i = 0; i < NUM_SPHERES; i++) {
//y轴不变,X,Z产生随机值
GLfloat x = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
GLfloat z = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
//在y方向,将球体设置为0.0的位置,这使得它们看起来是飘浮在眼睛的高度
//对spheres数组中的每一个顶点,设置顶点数据
spheres[i].SetOrigin(x, 0.0f, z);
}
3.2 小球渲染
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(), vLightPos, vSphereColor);
sphereBatch.Draw();
modelViewMatrix.PopMatrix();
}
3.3 设置一个大球围绕小球旋转
//设置旋转
modelViewMatrix.Rotate(-2*yRot, 0, 1, 0);
//设置平移
modelViewMatrix.Translate(0.8, 0, 0);
shadermanager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF,transformPipeline.GetModelViewMatrix(),transformPipeline.GetProjectionMatrix(),vLightPos,vSphereColor);
sphereBatch.Draw();
4、特殊函数
4.1 键位函数
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, 1, 0);
}
if (key == GLUT_KEY_RIGHT) {
cameraFrame.RotateWorld(-angular, 0, 1, 0);
}
}