内容简介:在上一篇demo基础上修改详细代码已做注释:
在上一篇demo基础上修改 main.cpp
文件,完成使用 OpenGL
图片绘制和移动效果。
详细代码已做注释:
#include "GLTools.h" #include "GLMatrixStack.h" #include "GLFrame.h" #include "GLFrustum.h" #include "GLBatch.h" #include "GLGeometryTransform.h" #include <math.h> #include <GLUT/GLUT.h> GLShaderManager shaderManager; GLMatrixStack modelViewMatrix; GLMatrixStack projectionMatrix; //参考帧 GLFrame cameraFrame; GLFrame objectFrame; //投影矩阵 GLFrustum viewFrustum; GLBatch triangleFanBatch; //几何变换管道 GLGeometryTransform transformPipeline; void changeSize(int w, int h) { glViewport(0, 0, w, h); //设置透视投影 viewFrustum.SetPerspective(30.0f, float(w) / float(h), 2.0f, 400.0f); //加载透视矩阵 projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix()); //加载一个单元矩阵 modelViewMatrix.LoadIdentity(); } void specialKeys(int key, int x, int y){ if (key == GLUT_KEY_UP) { objectFrame.RotateWorld(m3dDegToRad(-10.0f), 1.0f, 0.0f, 0.0f); } else if (key == GLUT_KEY_DOWN) { objectFrame.RotateWorld(m3dDegToRad(10.0f), 1.0f, 0.0f, 0.0f); } else if (key == GLUT_KEY_LEFT) { objectFrame.RotateWorld(m3dDegToRad(-10.0f), 0.0f, -1.0f, 0.0f); } else if (key == GLUT_KEY_RIGHT) { objectFrame.RotateWorld(m3dDegToRad(10.0f), 0.0f, 1.0f, 0.0f); } glutPostRedisplay(); } void renderScene() { //清理缓冲区 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); //压栈 modelViewMatrix.PushMatrix(); //获取透视矩阵 M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.MultMatrix(mCamera); M3DMatrix44f mObjectFrame; objectFrame.GetMatrix(mObjectFrame); modelViewMatrix.MultMatrix(mObjectFrame); GLfloat vBlue[] = {0.41f, 0.35f, 0.0f, 0.8f}; shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBlue); triangleFanBatch.Draw(); //边框绘制 GLfloat vMoccasin[] = {1.0f,0.9f,0.71f,1.0f}; glPolygonOffset(-1.0f, -1.0f); glEnable(GL_POLYGON_OFFSET_LINE); glLineWidth(3.0f); glEnable(GL_LINE_SMOOTH); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vMoccasin); triangleFanBatch.Draw(); //恢复 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDisable(GL_POLYGON_OFFSET_LINE); glLineWidth(1.0f); glDisable(GL_LINE_SMOOTH); modelViewMatrix.PopMatrix(); glutSwapBuffers(); } void setupRC() { glClearColor(0.5f, 0.5f, 0.5f, 1.0f); shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix); cameraFrame.MoveForward(-20.0f); GLfloat vPoints[100][3]; int nVert = 0; GLfloat r = 3.5f; //原点 vPoints[nVert][0] = 0.0f; vPoints[nVert][1] = 0.0f; vPoints[nVert][2] = 0.0f; //绘制圆形 for (GLfloat angle = 0; angle < M3D_2PI; angle += (M3D_2PI / 6.0f)) { nVert++; //x点坐标 vPoints[nVert][0] = float(cos(angle)) * r; //y点坐标 vPoints[nVert][1] = float(sin(angle)) * r; //z点坐标 vPoints[nVert][2] = -1.5f; } nVert++; vPoints[nVert][0] = r; vPoints[nVert][1] = 0; vPoints[nVert][2] = 0.0f; triangleFanBatch.Begin(GL_TRIANGLE_FAN, 8); triangleFanBatch.CopyVertexData3f(vPoints); triangleFanBatch.End(); } int main(int argc, char* argv[]) { gltSetWorkingDirectory(argv[0]); glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL); glutInitWindowSize(600, 600); glutCreateWindow("dowZhang"); glutReshapeFunc(changeSize); glutSpecialFunc(specialKeys); glutDisplayFunc(renderScene); GLenum err = glewInit(); if (GLEW_OK != err) { return 1; } setupRC(); glutMainLoop(); return 0; } 复制代码
以上所述就是小编给大家介绍的《OpenGL 绘制伞面》,希望对大家有所帮助,如果大家有任何疑问请给我留言,小编会及时回复大家的。在此也非常感谢大家对 码农网 的支持!
猜你喜欢:- ViewGroup 默认顺序绘制子 View,如何修改?什么场景需要修改绘制顺序?
- Shader 绘制基础图形
- css绘制特殊图形
- View 绘制流程分析
- CSS图形绘制总结
- Flutter绘制弯曲虚线
本站部分资源来源于网络,本站转载出于传递更多信息之目的,版权归原作者或者来源机构所有,如转载稿涉及版权问题,请联系我们。
Machine Learning in Action
Peter Harrington / Manning Publications / 2012-4-19 / GBP 29.99
It's been said that data is the new "dirt"—the raw material from which and on which you build the structures of the modern world. And like dirt, data can seem like a limitless, undifferentiated mass. ......一起来看看 《Machine Learning in Action》 这本书的介绍吧!