OpenGL蓝宝书源码学习(二)第二章——Move.cpp

通过按箭头键移动图型的源码实例。

// Move.cpp
// Move a Block based on arrow key movements

#include 
    
    
     
     	// OpenGL toolkit
#include 
     
     
      
      

#ifdef __APPLE__
#include 
      
      
       
       
#else
#define FREEGLUT_STATIC
#include 
       
       
        
        
#endif

GLBatch	squareBatch;
GLShaderManager	shaderManager;


GLfloat blockSize = 0.1f;
GLfloat vVerts[] = { -blockSize, -blockSize, 0.0f, 
	                  blockSize, -blockSize, 0.0f,
					  blockSize,  blockSize, 0.0f,
					 -blockSize,  blockSize, 0.0f};

///
// 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(0.0f, 0.0f, 1.0f, 1.0f );
    
	shaderManager.InitializeStockShaders();

	// Load up a triangle
	squareBatch.Begin(GL_TRIANGLE_FAN, 4);
	squareBatch.CopyVertexData3f(vVerts);
	squareBatch.End();
	}

// Respond to arrow keys by moving the camera frame of reference
void SpecialKeys(int key, int x, int y)
    {
	GLfloat stepSize = 0.025f;

	GLfloat blockX = vVerts[0];   // Upper left X
	GLfloat blockY = vVerts[7];  // Upper left Y

	if(key == GLUT_KEY_UP)
		blockY += stepSize;

	if(key == GLUT_KEY_DOWN)
		blockY -= stepSize;
	
	if(key == GLUT_KEY_LEFT)
		blockX -= stepSize;

	if(key == GLUT_KEY_RIGHT)
		blockX += stepSize;

	// Collision detection
	if(blockX < -1.0f) blockX = -1.0f;
	if(blockX > (1.0f - blockSize * 2)) blockX = 1.0f - blockSize * 2;;
	if(blockY < -1.0f + blockSize * 2)  blockY = -1.0f + blockSize * 2;
	if(blockY > 1.0f) blockY = 1.0f;

	// Recalculate vertex positions
	vVerts[0] = blockX;
	vVerts[1] = blockY - blockSize*2;
	
	vVerts[3] = blockX + blockSize*2;
	vVerts[4] = blockY - blockSize*2;
	
	vVerts[6] = blockX + blockSize*2;
	vVerts[7] = blockY;

	vVerts[9] = blockX;
	vVerts[10] = blockY;

	squareBatch.CopyVertexData3f(vVerts);

	glutPostRedisplay();
	}





///
// 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);

	GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 1.0f };
	shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
	squareBatch.Draw();

	// Flush drawing commands
	glutSwapBuffers();
	}



///
// 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);
	}

///
// 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);
	glutInitWindowSize(800, 600);
	glutCreateWindow("Move Block with Arrow Keys");
	
	GLenum err = glewInit();
	if (GLEW_OK != err)
		{
		// Problem: glewInit failed, something is seriously wrong.
		fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
		return 1;
		}
	
	glutReshapeFunc(ChangeSize);
	glutDisplayFunc(RenderScene);
    glutSpecialFunc(SpecialKeys);

	SetupRC();

	glutMainLoop();
	return 0;
	}
       
       
      
      
     
     
    
    

特殊按键和刷新显示

GLUT提供了一个回调函数,即glutSpecialFunc。它注册了一个能够在按一个特殊按键时被调用的函数。在GLUT语法中,特殊按键是指功能键或者方向键(上、下、左

右箭头键,page up/down键灯)中的一个。在主函数加入glutSpecialFunc(SpecialKeys);来注册SpeciaKeys回调函数。

本例中将顶点存储在全局数组中,可以在按键时相应修改正方形的位置。

void SpecialKeys(int key,int x, int  y)函数,实现了按键移动图形的功能。


GLfloat stepSize = 0.025f;

设置按键按一下移动的步长;


GLfloat blockX = vVerts[0];   // Upper left X
GLfloat blockY = vVerts[7];  // Upper left Y

得到四边形左上顶点的x坐标和左上顶点的y坐标;(四边形左边顶点的x坐标相同,上边的y坐标相同,右边的x坐标相同,下边的x坐标相同)


if(key == GLUT_KEY_UP)
blockY += stepSize;

按下上箭头,x坐标不变,y坐标加步长;


if(key == GLUT_KEY_DOWN)
blockY -= stepSize;

按下下箭头,x坐标不变,y坐标减步长;


if(key == GLUT_KEY_LEFT)
blockX -= stepSize;

按下左箭头,y坐标不变,x坐标减步长;


if(key == GLUT_KEY_RIGHT)
blockX += stepSize;

按下箭头,y坐标不变,x坐标步长;


// Collision detection碰撞检测,防止按下按键时,图形超出窗口的范围    

if(blockX < -1.0f) blockX = -1.0f;  
if(blockX > (1.0f - blockSize * 2)) blockX = 1.0f - blockSize * 2;
if(blockY < -1.0f + blockSize * 2)  blockY = -1.0f + blockSize * 2;
if(blockY > 1.0f) blockY = 1.0f;

要知道全局变量blockSize=0.1f; 局部变量stepSize = 0.025f; 并且坐标是映射到实际的屏幕像素;blockX和blockY分别对应左上角顶点的x坐标和右上角顶点的y坐标;(0,0,0)坐标位于屏幕的中心。即以四边上上面的边为参考边,确保不会超出窗口的范围即可,可画图理解。(我把blockSize理解成四边形边长的一半,有好的见解希望评论。)



// Recalculate vertex positions
vVerts[0] = blockX;
vVerts[1] = blockY - blockSize*2;

vVerts[3] = blockX + blockSize*2;
vVerts[4] = blockY - blockSize*2;

vVerts[6] = blockX + blockSize*2;
vVerts[7] = blockY;


vVerts[9] = blockX;
vVerts[10] = blockY;

重新赋值顶点坐标,记住blockX初始值是四边形左边顶点的x的坐标值,blockY初始值是四边形上边顶点的y的坐标值。可画图理解。

例如vVerts[0]是四边形左下角顶点的x坐标,所以等于blockX(左边顶点的x坐标相等);vVerts[1]是四边形左下角顶点的y坐标,是由上面的y坐标值减去2*blockSize,画图理解更清晰。

glutPostRedisplay();

默认情况下,在窗口创建和改变大小或者需要重绘是,GLUT通过调用RenderScene函数来更新窗口。可以通过调用glutPostRedisplay()来告诉GLUT发生了某些改变,应该对场景进行渲染了。本例的glutPostRedisplay方法是在SpecialKeys里面调用的,当然在RenderScene方法中调用也可以,也是很方便的。

欢迎评论,共勉!!!





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