// Objects.cpp
// OpenGL SuperBible, Chapter 4
// Demonstrates GLTools built-in objects
// Program by Richard S. Wright Jr.
#include <GLTools.h> // OpenGL toolkit
#include <GLMatrixStack.h>
#include <GLFrame.h>
#include <GLFrustum.h>
#include <GLBatch.h>
#include <GLGeometryTransform.h>
#include <math.h>
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif
/
// An assortment of needed classes
GLShaderManager shaderManager;
GLMatrixStack modelViewMatrix;
GLMatrixStack projectionMatrix;
GLFrame cameraFrame;
GLFrame objectFrame;
GLFrustum viewFrustum;
GLTriangleBatch sphereBatch;
GLTriangleBatch torusBatch;
GLTriangleBatch cylinderBatch;
GLTriangleBatch coneBatch;
GLTriangleBatch diskBatch;
GLGeometryTransform transformPipeline;
M3DMatrix44f shadowMatrix;
GLfloat vGreen[] = { 0.0f, 1.0f, 0.0f, 1.0f };
GLfloat vBlack[] = { 0.0f, 0.0f, 0.0f, 1.0f };
// Keep track of effects step
int nStep = 0;
///
// This function does any needed initialization on the rendering context.
// This is the first opportunity to do any OpenGL related tasks.
void SetupRC()
{
// Black background
glClearColor(0.7f, 0.7f, 0.7f, 1.0f);
shaderManager.InitializeStockShaders();
glEnable(GL_DEPTH_TEST);
//管线对象绑定模型视图矩阵和投影矩阵
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
//摄像机,视口 摄像机向后移动15
cameraFrame.MoveForward(-15.0f);
//光栅化
// Sphere 球体
gltMakeSphere(sphereBatch, 3.0, 10, 20);
// Torus 花托
gltMakeTorus(torusBatch, 3.0f, 0.75f, 15, 15);
// Cylinder 圆柱
gltMakeCylinder(cylinderBatch, 2.0f, 2.0f, 3.0f, 13, 2);
// Cone 圆锥体
gltMakeCylinder(coneBatch, 2.0f, 0.0f, 3.0f, 13, 2);
// Disk 磁盘
gltMakeDisk(diskBatch, 1.5f, 3.0f, 13, 3);
}
/
void DrawWireFramedBatch(GLTriangleBatch* pBatch)
{
//shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vGreen);
pBatch->Draw();
// Draw black outline
glPolygonOffset(-1.0f, -1.0f);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glLineWidth(2.5f);
shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBlack);
pBatch->Draw();
// Restore polygon mode and depht testing
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
glLineWidth(1.0f);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
}
///
// Called to draw scene
void RenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
modelViewMatrix.PushMatrix();
// modelViewMatrix -> cameraFrame -> mCamera (刚开始向后移动了15个单位)
M3DMatrix44f mCamera;
cameraFrame.GetCameraMatrix(mCamera);//照相机对象绑定mCamera矩阵对象
modelViewMatrix.MultMatrix(mCamera);//transformPipeline->模型视图矩阵对象绑定mCamera矩阵对象<-照相机对象
//modelViewMatrix -> objectFrame -> mObjectFrame (平移缩放旋转时根据消息动态改变的)
M3DMatrix44f mObjectFrame;
objectFrame.GetMatrix(mObjectFrame);//对象帧对象绑定mObjectFrame矩阵对象(这个矩阵对象是用于旋转变换用的),连接了该对象就可以选择模型视图了
modelViewMatrix.MultMatrix(mObjectFrame);//transformPipeline->modelViewMatrix矩阵对象绑定mObjectFrame矩阵对象<-objectFrame
//存储着色器用于绘制,平移,缩放,填充等
shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vGreen);
switch (nStep) {
case 0:
DrawWireFramedBatch(&sphereBatch);
break;
case 1:
DrawWireFramedBatch(&torusBatch);
break;
case 2:
DrawWireFramedBatch(&cylinderBatch);
break;
case 3:
DrawWireFramedBatch(&coneBatch);
break;
case 4:
DrawWireFramedBatch(&diskBatch);
break;
}
modelViewMatrix.PopMatrix();
// Flush drawing commands
glutSwapBuffers();
}
// Respond to arrow keys by moving the camera frame of reference
void SpecialKeys(int key, int x, int y)
{
if (key == GLUT_KEY_UP)
objectFrame.RotateWorld(m3dDegToRad(-5.0f), 1.0f, 0.0f, 0.0f);
if (key == GLUT_KEY_DOWN)
objectFrame.RotateWorld(m3dDegToRad(5.0f), 1.0f, 0.0f, 0.0f);
if (key == GLUT_KEY_LEFT)
objectFrame.RotateWorld(m3dDegToRad(-5.0f), 0.0f, 1.0f, 0.0f);
if (key == GLUT_KEY_RIGHT)
objectFrame.RotateWorld(m3dDegToRad(5.0f), 0.0f, 1.0f, 0.0f);
glutPostRedisplay();
}
///
// A normal ASCII key has been pressed.
// In this case, advance the scene when the space bar is pressed
void KeyPressFunc(unsigned char key, int x, int y)
{
if (key == 32)
{
nStep++;
if (nStep > 4)
nStep = 0;
}
switch (nStep)
{
case 0:
glutSetWindowTitle("Sphere");
break;
case 1:
glutSetWindowTitle("Torus");
break;
case 2:
glutSetWindowTitle("Cylinder");
break;
case 3:
glutSetWindowTitle("Cone");
break;
case 4:
glutSetWindowTitle("Disk");
break;
}
glutPostRedisplay();
}
///
// Window has changed size, or has just been created. In either case, we need
// to use the window dimensions to set the viewport and the projection matrix.
void ChangeSize(int w, int h)
{
glViewport(0, 0, w, h);
viewFrustum.SetPerspective(35.0f, float(w) / float(h), 1.0f, 500.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
modelViewMatrix.LoadIdentity();
}
///
// Main entry point for GLUT based programs
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(800, 600);
glutCreateWindow("Sphere");
glutReshapeFunc(ChangeSize);
glutKeyboardFunc(KeyPressFunc);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
SetupRC();
glutMainLoop();
return 0;
}
OpenGL 入门教程(四)
最新推荐文章于 2024-08-05 09:37:39 发布
这个OpenGL入门教程展示了如何使用GLTools库来绘制3D对象,包括球体、花托、圆柱、圆锥和磁盘。通过GLShaderManager初始化着色器,启用深度测试,并使用GLTriangleBatch类来构建和渲染各种3D几何体。教程中还包含键盘事件处理,允许用户通过箭头键旋转对象。
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