Demo使用glRotatef ,glTranslatef来实现一个太阳、地球、月亮运动的3D图形。
1.glTranslatef() ——模型变换函数移动
voidglTranslatef(GLfloatx, GLfloaty, GLfloatz);
这个函数表示模型是怎样移动的。举个例子:
glTranslatef(-1.0,0.0,-2.0);//表示物体沿x负方向移动1.0,沿z轴负方向移动2.0。
2.glRotatef()——模型变换函数旋转
voidglRotatef(GLfloatangle, GLfloatx, GLfloaty, GLfloatz);
angle表示旋转的角度(注意单位不是弧度),(x,y,z)表示转轴。举个例子:
glRotatef(45.0, 0.0, 0.0, 1.0);//表示模型沿着(0,0,1)这个轴旋转45°。
3.glPerspective() ——投影变换函数透视投影
voidgluPerspective(GLdoublefovy, GLdoubleaspect, GLdoublezNear, GLdoublezFar);
glPerspective函数的相关参数代表的意义参看下图:
fovy视角宽度
aspect:w/h
平移、旋转、以及缩放效果:
正交投影以及透视投影:
正交投影下显示效果:
右击鼠标右键菜单选择是否显示坐标轴以及透视和正交投影模式:
透视投影:
源代码:
// GlutSolarDemo.cpp : 定义控制台应用程序的入口点。
//
#include "stdafx.h"
#include <gl/glut.h>
#include <math.h>
//圆周率宏
#define GL_PI 3.1415f
//获取屏幕的宽度
GLint SCREEN_WIDTH=0;
GLint SCREEN_HEIGHT=0;
//设置程序的窗口大小
GLint windowWidth=400;
GLint windowHeight=300;
//绕x轴旋转角度
GLfloat xRotAngle=0.0f;
//绕y轴旋转角度
GLfloat yRotAngle=0.0f;
//受支持的点大小范围
GLfloat sizes[2];
//受支持的点大小增量
GLfloat step;
//最大的投影矩阵堆栈深度
GLint iMaxProjectionStackDepth;
//最大的模型视图矩阵堆栈深度
GLint iMaxModeviewStackDepth;
//最大的纹理矩阵堆栈深度
GLint iMaxTextureStackDepth;
GLfloat whiteLight[] = { 0.4f, 0.4f, 0.4f, 1.0f };
GLfloat sourceLight[] = { 0.8f, 0.8f, 0.8f, 1.0f };
GLfloat lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLint iCoordinateaxis=2;
GLint iProjectionMode=1;
void changSize(GLint w,GLint h);
//菜单回调函数
void processMenu(int value){
switch(value){
case 1:
iCoordinateaxis=1;
break;
case 2:
iCoordinateaxis=2;
break;
case 3:
iProjectionMode=1;
//强制调用窗口大小变化回调函数,更改投影模式为正交投影
changSize(glutGet(GLUT_WINDOW_WIDTH),glutGet(GLUT_WINDOW_HEIGHT));
break;
case 4:
iProjectionMode=2;
//强制调用窗口大小变化回调函数,更改投影模式为透视投影
changSize(glutGet(GLUT_WINDOW_WIDTH),glutGet(GLUT_WINDOW_HEIGHT));
break;
default:
break;
}
//重新绘制
glutPostRedisplay();
}
//显示回调函数
void renderScreen(void){
static float fMoonRot = 0.0f;
static float fEarthRot = 0.0f;
//将窗口颜色清理为黑色
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
//把整个窗口清理为当前清理颜色:黑色;清除深度缓冲区。
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//将当前Matrix状态入栈
glPushMatrix();
if(2==iProjectionMode)
glTranslatef(0.0f, 0.0f, -250.0f); //透视投影为便于观察整个坐标系往内移动250个单位
//坐标系绕x轴旋转xRotAngle
glRotatef(xRotAngle,1.0f,0.0f,0.0f);
//坐标系绕y轴旋转yRotAngle
glRotatef(yRotAngle,0.0f,1.0f,0.0f);
//进行平滑处理
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH,GL_NICEST);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH,GL_NICEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
//白色绘制坐标系
if(1==iCoordinateaxis){
glColor3f(1.0f,1.0f,1.0f);
glBegin(GL_LINES);
glVertex3f(-90.0f,00.0f,0.0f);
glVertex3f(90.0f,0.0f,0.0f);
glVertex3f(0.0f,-90.0f,0.0f);
glVertex3f(0.0f,90.0f,0.0f);
glVertex3f(0.0f,0.0f,-90.0f);
glVertex3f(0.0f,0.0f,90.0f);
glEnd();
glPushMatrix();
glTranslatef(90.0f,0.0f,0.0f);
glRotatef(90.0f,0.0f,1.0f,0.0f);
glutSolidCone(3,6,10,10);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f,90.0f,0.0f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glutSolidCone(3,6,10,10);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f,0.0f,90.0f);
glRotatef(70.0f,0.0f,0.0f,1.0f);
glutSolidCone(3,6,10,10);
glPopMatrix();
}
glPushMatrix();
glDisable(GL_LIGHTING);
//Draw sun at(0.0f,0.0f,0.0f)
glColor3ub(255, 255, 0);
glutSolidSphere(15.0f, 30, 17);
glEnable(GL_LIGHTING);
//Move the light after we draw the sun!
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
//Rotate coordinate system
glColor3ub(0,0,255);
glRotatef(fEarthRot, 0.0f, 1.0f, 0.0f);
fEarthRot += 5.0f;
if(fEarthRot > 360.0f)
fEarthRot = 0.0f;
glTranslatef(105.0f,0.0f,0.0f);
//Draw the Earth
glutSolidSphere(15.0f, 30, 17);
//Rotate from Earth based coordinates and draw Moon
glColor3ub(200,200,200);
glRotatef(fMoonRot,0.0f, 1.0f, 0.0f);
fMoonRot+= 15.0f;
if(fMoonRot > 360.0f)
fMoonRot = 0.0f;
glTranslatef(30.0f, 0.0f, 0.0f);
glutSolidSphere(6.0f, 30, 17);
glPopMatrix();
//恢复压入栈的Matrix
glPopMatrix();
//交换两个缓冲区的指针
glutSwapBuffers();
}
//设置Redering State
void setupRederingState(void){
// Enable lighting
glEnable(GL_LIGHTING);
// Setup and enable light 0
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,whiteLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,sourceLight);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
// Enable color tracking
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_DEPTH_TEST); //使能深度测试
glFrontFace(GL_CCW); //多边形正面为逆时针方向
glEnable(GL_CULL_FACE); //不显示背面
//设置清理颜色为黑色
glClearColor(0.0f,0.0,0.0,1.0f);
//设置绘画颜色为绿色
glColor3f(1.0f,1.0f,0.0f);
//使能深度测试
glEnable(GL_DEPTH_TEST);
//获取受支持的点大小范围
glGetFloatv(GL_POINT_SIZE_RANGE,sizes);
//获取受支持的点大小增量
glGetFloatv(GL_POINT_SIZE_GRANULARITY,&step);
//获取最大的投影矩阵堆栈深度
glGetIntegerv( GL_MAX_PROJECTION_STACK_DEPTH,&iMaxProjectionStackDepth);
//获取最大的模型视图矩阵堆栈深度
glGetIntegerv( GL_MAX_MODELVIEW_STACK_DEPTH,&iMaxModeviewStackDepth);
//获取最大的纹理矩阵堆栈深度
glGetIntegerv( GL_MAX_TEXTURE_STACK_DEPTH,&iMaxTextureStackDepth);
printf("point size range:%f-%f\n",sizes[0],sizes[1]);
printf("point step:%f\n",step);
printf("iMaxProjectionStackDepth=%d\n",iMaxProjectionStackDepth);
printf("iMaxModeviewStackDepth=%d\n",iMaxModeviewStackDepth);
printf("iMaxTextureStackDepth=%d\n",iMaxTextureStackDepth);
}
//窗口大小变化回调函数
void changSize(GLint w,GLint h){
//横宽比率
GLfloat ratio;
//设置坐标系为x(-100.0f,100.0f)、y(-100.0f,100.0f)、z(-100.0f,100.0f)
GLfloat coordinatesize=120.0f;
//窗口宽高为零直接返回
if((w==0)||(h==0))
return;
//设置视口和窗口大小一致
glViewport(0,0,w,h);
//对投影矩阵应用随后的矩阵操作
glMatrixMode(GL_PROJECTION);
//重置当前指定的矩阵为单位矩阵
glLoadIdentity();
ratio=(GLfloat)w/(GLfloat)h;
//正交投影
if(1==iProjectionMode){
printf("glOrtho\n");
if(w<h)
glOrtho(-coordinatesize,coordinatesize,-coordinatesize/ratio,coordinatesize/ratio,-coordinatesize*2.0f,coordinatesize*2.0f);
else
glOrtho(-coordinatesize*ratio,coordinatesize*ratio,-coordinatesize,coordinatesize,-coordinatesize*2.0f,coordinatesize*2.0f);
//当前矩阵设置为模型视图矩阵
glMatrixMode(GL_MODELVIEW);
//重置当前指定的矩阵为单位矩阵
glLoadIdentity();
}
else{
printf("gluPerspective\n");
gluPerspective(45,ratio,10.0f,500.0f);
//当前矩阵设置为模型视图矩阵
glMatrixMode(GL_MODELVIEW);
//重置当前指定的矩阵为单位矩阵
glLoadIdentity();
}
}
//按键输入处理回调函数
void specialKey(int key,int x,int y){
if(key==GLUT_KEY_UP){
xRotAngle-=5.0f;
}
else if(key==GLUT_KEY_DOWN){
xRotAngle+=5.0f;
}
else if(key==GLUT_KEY_LEFT){
yRotAngle-=5.0f;
}
else if(key==GLUT_KEY_RIGHT){
yRotAngle+=5.0f;
}
//重新绘制
glutPostRedisplay();
}
void timerFunc(int value)
{
glutPostRedisplay();
glutTimerFunc(100, timerFunc, 1);
}
int main(int argc, char* argv[])
{
//菜单
GLint iMainMenu;
GLint iCoordinateaxisMenu;
GLint iOrthoOrPerspectMenu;
//初始化glut
glutInit(&argc,argv);
//使用双缓冲区、深度缓冲区。
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH);
//获取系统的宽像素
SCREEN_WIDTH=glutGet(GLUT_SCREEN_WIDTH);
//获取系统的高像素
SCREEN_HEIGHT=glutGet(GLUT_SCREEN_HEIGHT);
//创建窗口,窗口名字为OpenGL Solar Demo
glutCreateWindow("OpenGL Solar Demo");
//设置窗口大小
glutReshapeWindow(windowWidth,windowHeight);
//窗口居中显示
glutPositionWindow((SCREEN_WIDTH-windowWidth)/2,(SCREEN_HEIGHT-windowHeight)/2);
//窗口大小变化时的处理函数
glutReshapeFunc(changSize);
//设置显示回调函数
glutDisplayFunc(renderScreen);
//设置按键输入处理回调函数
glutSpecialFunc(specialKey);
//菜单回调函数
iCoordinateaxisMenu=glutCreateMenu(processMenu);
//添加菜单
glutAddMenuEntry("Display coordinate axis",1);
glutAddMenuEntry("Don't dispaly coordinate axis",2);
iOrthoOrPerspectMenu=glutCreateMenu(processMenu);
glutAddMenuEntry("Ortho",3);
glutAddMenuEntry("Perspect",4);
iMainMenu=glutCreateMenu(processMenu);
glutAddSubMenu("Display or hide coordinate axis",iCoordinateaxisMenu);
glutAddSubMenu("Ortho Or Perspect",iOrthoOrPerspectMenu);
//将菜单榜定到鼠标右键上
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutTimerFunc(250,timerFunc, 1);
//设置全局渲染参数
setupRederingState();
glutMainLoop();
return 0;
}