OpenGL学习与探索

OpenGL案例-公转和自转

2020-07-19  本文已影响0人  Sheisone

一、案例效果:

本地案例算是对前面所学习内容的一次总结,实现步骤如下:

绘制地板->绘制大小球-> 让大球自转,小球围绕大球公转 -> 移动观察者

最终效果如下:


案例效果.gif

二、代码解析:

.代码流程和之前一样,仍然会用到之前几个函数,如果同学忘记了或者没有印象的话可以看下这篇文章传送门,接下来我们就开始

1.完成地板的绘制

这一步熟悉之前的案例应该比较简答,我们要实现的效果是用绿色的线绘制一个网格地板,效果图如下:


地板.png

代码如下:

//001--综合训练(地板)
GLShaderManager     shaderManager;          // 着色器管理器
GLMatrixStack       modelViewMatrix;        // 模型视图矩阵
GLMatrixStack       projectionMatrix;       // 投影矩阵
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;

//**4、添加附加随机球
#define NUM_SPHERES 50
GLFrame spheres[NUM_SPHERES];

void SetupRC()
{
    //1.初始化
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    shaderManager.InitializeStockShaders();
    
    //2.开启深度测试
    glEnable(GL_DEPTH_TEST);
   
    //3. 设置地板顶点数据
    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();
    
   
}

//进行调用以绘制场景
void RenderScene(void)
{
    //1.颜色值(地板,大球,小球颜色)
    static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f};

    //2.清除颜色缓存区和深度缓冲区
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    //3.绘制地面
    shaderManager.UseStockShader(GLT_SHADER_FLAT,
                                 transformPipeline.GetModelViewProjectionMatrix(),
                                 vFloorColor);
    floorBatch.Draw();
    
    
    //4.执行缓存区交换
    glutSwapBuffers();
    
  
}

//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);
    //viewFrustum.GetProjectionMatrix()  获取viewFrustum投影矩阵
    //并将其加载到投影矩阵堆栈上
    projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
    
    
    //3.设置变换管道以使用两个矩阵堆栈(变换矩阵modelViewMatrix ,投影矩阵projectionMatrix)
    //初始化GLGeometryTransform 的实例transformPipeline.通过将它的内部指针设置为模型视图矩阵堆栈 和 投影矩阵堆栈实例,来完成初始化
    //当然这个操作也可以在SetupRC 函数中完成,但是在窗口大小改变时或者窗口创建时设置它们并没有坏处。而且这样可以一次性完成矩阵和管线的设置。
    transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}

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);
    
    GLenum err = glewInit();
    if (GLEW_OK != err) {
        fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
        return 1;
    }
    
    
    SetupRC();
    glutMainLoop();    
    return 0;
}

2.绘制大小球

这一步主要是修改setupRCRenderSence中代码:

void SetupRC()
{
    //1.初始化
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    shaderManager.InitializeStockShaders();
    
    //2.开启深度测试
    glEnable(GL_DEPTH_TEST);
    
    
    //3. 设置地板顶点数据
    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();
    
    //4.设置大球模型
     gltMakeSphere(torusBatch, 0.4f, 40, 80);
    
    //5. 设置小球球模型
    gltMakeSphere(sphereBatch, 0.1f, 13, 26);
    //6. 随机位置放置小球球
    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);
    }
}
//进行调用以绘制场景
void RenderScene(void)
{
    //1.颜色值(地板,大球,小球颜色)
    static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f};
    static GLfloat vTorusColor[] = { 1.0f, 0.5f, 0.0f, 1.0f};
    static GLfloat vSphereColor[] = { 0.0f, 0.5f, 1.0f, 1.0f};
    
    //2.基于时间动画
    static CStopWatch    rotTimer;
    float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
    
    //3.清除颜色缓存区和深度缓冲区
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    modelViewMatrix.PushMatrix();
    
    //4.绘制地面
    shaderManager.UseStockShader(GLT_SHADER_FLAT,
                                 transformPipeline.GetModelViewProjectionMatrix(),
                                 vFloorColor);
    floorBatch.Draw();
    
    
    //5.获取光源位置
    M3DVector4f vLightPos = {0.0f,10.0f,5.0f,1.0f};
    //6.使得大球位置平移(3.0)向屏幕里面
    modelViewMatrix.Translate(0.0f, 0.0f, -3.0f);
    //7.压栈(复制栈顶)
    modelViewMatrix.PushMatrix();
    //8.大球自转
    modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
    //9.指定合适的着色器(点光源着色器)
    shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(),
                                 transformPipeline.GetProjectionMatrix(), vLightPos, vTorusColor);
    torusBatch.Draw();
    //10.绘制完毕则Pop
    modelViewMatrix.PopMatrix();
    
 
    //11.画小球
    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();
        
    }
    
    modelViewMatrix.PopMatrix();
    
    //12.执行缓存区交换
    glutSwapBuffers();
    
    glutPostRedisplay();
    

}

运行一下,结果如下:

大小球创建.png

3.大球自转和小球围绕大球公转:

这一步我们只修改RenderSence中部分代码即可:

//进行调用以绘制场景
void RenderScene(void)
{
    //1.颜色值(地板,大球,小球颜色)
    static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f};
    static GLfloat vTorusColor[] = { 1.0f, 0.5f, 0.0f, 1.0f};
    static GLfloat vSphereColor[] = { 0.0f, 0.5f, 1.0f, 1.0f};
    
    //2.基于时间动画
    static CStopWatch    rotTimer;
    float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
    
    //3.清除颜色缓存区和深度缓冲区
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    modelViewMatrix.PushMatrix();
    
    //5.绘制地面
    shaderManager.UseStockShader(GLT_SHADER_FLAT,
                                 transformPipeline.GetModelViewProjectionMatrix(),
                                 vFloorColor);
    floorBatch.Draw();
    
    
    //6.获取光源位置
    M3DVector4f vLightPos = {0.0f,10.0f,5.0f,1.0f};
   
    //7.使得大球位置平移(3.0)向屏幕里面
    modelViewMatrix.Translate(0.0f, 0.0f, -3.0f);
    //8.压栈(复制栈顶)
    modelViewMatrix.PushMatrix();
    //9.大球自转
    modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
    //10.指定合适的着色器(点光源着色器)
    shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(),
                                 transformPipeline.GetProjectionMatrix(), vLightPos, vTorusColor);
    torusBatch.Draw();
    //11.绘制完毕则Pop
    modelViewMatrix.PopMatrix();
    
 
    //12.画小球
    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();
        
    }
    
    
    //13. 让一个小篮球围绕大球公众自转
    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(),vLightPos,vSphereColor);
    sphereBatch.Draw();
    
    modelViewMatrix.PopMatrix();
    
    
    //14.执行缓存区交换
    glutSwapBuffers();
    
    glutPostRedisplay();
    
  
}
值得注意的是:我们在让蓝球实现公转的效果的时候,并没有进行矩阵栈的操作,这是因为这个蓝球的绘制是所有图形绘制过程中最后一个,在它之后我们会pop掉矩阵栈中所有的矩阵,所以可以不对它进行矩阵的pushpop,当然你也可以选择增加pushpop,但是请注意位置必须要正确。

代码如下:

modelViewMatrix.PushMatrix();
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(),vLightPos,vSphereColor);
    sphereBatch.Draw();
modelViewMatrix.PopMatrix();

4.增加移动逻辑

glutSpecialFunc(SpeacialKeys);
void SpeacialKeys(int key,int x,int y){
    //移动步长
    float linear = 0.1f;
    //旋转度数
    float angular = float(m3dDegToRad(5.0f));
    
    if (key == GLUT_KEY_UP) {
        //MoveForward 平移
        cameraFrame.MoveForward(linear);
    }
    if (key == GLUT_KEY_DOWN) {
        cameraFrame.MoveForward(-linear);
    }
    
    if (key == GLUT_KEY_LEFT) {
        //RotateWorld 旋转
        cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
    }
    
    if (key == GLUT_KEY_RIGHT) {
        cameraFrame.RotateWorld(-angular, 0.0f, 1.0f, 0.0f);
    }
   
}
//进行调用以绘制场景
void RenderScene(void)
{
    //1.颜色值(地板,大球,小球颜色)
    static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f};
    static GLfloat vTorusColor[] = { 1.0f, 0.5f, 0.0f, 1.0f};
    static GLfloat vSphereColor[] = { 0.0f, 0.5f, 1.0f, 1.0f};
    
    //2.基于时间动画
    static CStopWatch rotTimer;
    float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
    
    //3.清除颜色缓存区和深度缓冲区
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    modelViewMatrix.PushMatrix();
    
    //4.加入观察者 平移10步(地板,大球,小球,小小球)
    M3DMatrix44f mCamera;
    cameraFrame.GetCameraMatrix(mCamera);
    modelViewMatrix.PushMatrix(mCamera);

    //5.获取光源位置
    M3DVector4f vLightPos = {0.0f,10.0f,5.0f,1.0f};
    
    //6.绘制地面
    shaderManager.UseStockShader(GLT_SHADER_FLAT,
                                 transformPipeline.GetModelViewProjectionMatrix(),
                                 vFloorColor);
    floorBatch.Draw();
    
    //大球默认位置(0,0,0)Z深度(3.0) 正负指的是方向, 数字指的移动距离
    //7.使得大球位置平移(3.0)向屏幕里面  只移动1次
     modelViewMatrix.Translate(0.0f, 0.0f,-3.0f);
    
    //8.压栈(复制栈顶)
    modelViewMatrix.PushMatrix();
   
    //9.大球自转
    modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
    
    //10.指定合适的着色器(点光源着色器)
    shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(),
                                 transformPipeline.GetProjectionMatrix(), vLightPos, vTorusColor);
    torusBatch.Draw();
    //11.绘制完毕则Pop
    modelViewMatrix.PopMatrix();
    
 
    //12.画小球
    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();
        
    }

    //13. 让一个小篮球围绕大球公众自转
    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(),vLightPos,vSphereColor);
    sphereBatch.Draw();
    
    modelViewMatrix.PopMatrix();
    modelViewMatrix.PopMatrix();
    //14.执行缓存区交换
    glutSwapBuffers();
    
    //15
    glutPostRedisplay();
  
}

ok,接下来运行工程,按上下左右的时候,观察者就就会进行的相应的移动了。

5.完整代码:

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;

//**4、添加附加随机球
#define NUM_SPHERES 50
GLFrame spheres[NUM_SPHERES];

void SetupRC()
{
    //1. 初始化
    glClearColor(0, 0, 0, 1);
    shaderManager.InitializeStockShaders();
    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();
    
    //4. 设置一个球体(基于gltools模型)
    gltMakeSphere(torusBatch, 0.4f, 40, 80);
    
    //5. 绘制小球;
    gltMakeSphere(sphereBatch, 0.1f, 30, 60);
    //6. 随机位置放置小球球
    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);
    }
    
}

//进行调用以绘制场景
void RenderScene(void)
{
    //3.
    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,0.5f,0.0f,1.0f};
    static GLfloat vSpereColor[] = {0.0f,0.5f,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();
    
    
    //5. 设置点光源位置
    M3DVector4f vLightPos = {0,10,5,1};
    
    //6. 使得整个大球往里平移3.0
    modelViewMatrix.Translate(0.0f, 0.0f, -3.0f);
    
    //7. 大球
    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();
    
    
    //8. 小球
    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,vSpereColor);
        sphereBatch.Draw();
        modelViewMatrix.PopMatrix();
        
    }
    
    
    //9.让一个小球围着大球公转;
    modelViewMatrix.Rotate(yRot * -2.0f, 0, 1, 0);
    modelViewMatrix.Translate(0.8f, 0.0f, 0.0f);
    shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF,transformPipeline.GetModelViewMatrix(),transformPipeline.GetProjectionMatrix(),vLightPos,vSpereColor);
    sphereBatch.Draw();
    
    
    modelViewMatrix.PopMatrix();
    modelViewMatrix.PopMatrix();
    glutSwapBuffers();
    glutPostRedisplay();
    
    
}

//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);
    
}

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);
    }

}

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;
}

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