OpenGL学习(七) 矩阵学习

// ModelviewProjection.cpp
// OpenGL SuperBible
// Demonstrates OpenGL the ModelviewProjection matrix
// Program by Richard S. Wright Jr.
#include <GLTools.h>	// OpenGL toolkit
#include <GLMatrixStack.h>
#include <GLFrame.h>
#include <GLFrustum.h>
#include <GLGeometryTransform.h>
#include <GLBatch.h>
#include <StopWatch.h>

#include <math.h>
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif


// Global view frustum class
GLFrustum           viewFrustum;

// The shader manager
GLShaderManager     shaderManager;

// The torus
GLTriangleBatch     torusBatch;


// Set up the viewport and the projection matrix
void ChangeSize(int w, int h)
    {
	// Prevent a divide by zero
	if(h == 0)
		h = 1;
    
	// Set Viewport to window dimensions
    glViewport(0, 0, w, h);
    
    viewFrustum.SetPerspective(35.0f, float(w)/float(h), 1.0f, 1000.0f);
    }


// Called to draw scene
void RenderScene(void)
	{
    // Set up time based animation
    static CStopWatch rotTimer;
    float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
    
	// Clear the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Matrix Variables
    M3DMatrix44f mTranslate, mRotate, mModelview, mModelViewProjection;
    
    // Create a translation matrix to move the torus back and into sight
    m3dTranslationMatrix44(mTranslate, 0.0f, 0.0f, -2.5f);
    
    // Create a rotation matrix based on the current value of yRot
    m3dRotationMatrix44(mRotate, m3dDegToRad(yRot), 0.0f, 1.0f, 0.0f);
    
    // Add the rotation to the translation, store the result in mModelView
    m3dMatrixMultiply44(mModelview, mTranslate, mRotate);
    
    // Add the modelview matrix to the projection matrix, 
    // the final matrix is the ModelViewProjection matrix.
    m3dMatrixMultiply44(mModelViewProjection, viewFrustum.GetProjectionMatrix(),mModelview);
		
    // Pass this completed matrix to the shader, and render the torus
    GLfloat vBlack[] = { 0.0f, 0.0f, 0.0f, 1.0f };
    shaderManager.UseStockShader(GLT_SHADER_FLAT, mModelViewProjection, vBlack);  
    torusBatch.Draw();


    // Swap buffers, and immediately refresh
    glutSwapBuffers();
    glutPostRedisplay();
	}

// This function does any needed initialization on the rendering
// context. 
void SetupRC()
	{
	// Black background
	glClearColor(0.8f, 0.8f, 0.8f, 1.0f );

    glEnable(GL_DEPTH_TEST);

    shaderManager.InitializeStockShaders();
  
    // This makes a torus
    gltMakeTorus(torusBatch, 0.4f, 0.15f, 30, 30);


    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	}


///
// 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("ModelViewProjection Example");
    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;
    }

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