Tutorial 2: Hello dot!

Basic environment : VS2017

Configuration : freeglut-3.2.1 GLEW

首先添加math_3d.h的头文件,并添加代码

#pragma once
#ifndef MATH_3D_H
#define	MATH_3D_H
 
#include <stdio.h>
#include <math.h>
 
#define ToRadian(x) ((x) * M_PI / 180.0f)
#define ToDegree(x) ((x) * 180.0f / M_PI)
 
struct Vector2i
{
	int x;
	int y;
};
 
struct Vector2f
{
	float x;
	float y;
 
	Vector2f()
	{
	}
 
	Vector2f(float _x, float _y)
	{
		x = _x;
		y = _y;
	}
};
 
 
struct Vector3f
{
	float x;
	float y;
	float z;
 
	Vector3f()
	{
	}
 
	Vector3f(float _x, float _y, float _z)
	{
		x = _x;
		y = _y;
		z = _z;
	}
 
	Vector3f& operator+=(const Vector3f& r)
	{
		x += r.x;
		y += r.y;
		z += r.z;
 
		return *this;
	}
 
	Vector3f& operator-=(const Vector3f& r)
	{
		x -= r.x;
		y -= r.y;
		z -= r.z;
 
		return *this;
	}
 
	Vector3f& operator*=(float f)
	{
		x *= f;
		y *= f;
		z *= f;
 
		return *this;
	}
 
	Vector3f Cross(const Vector3f& v) const;
 
	Vector3f& Normalize();
 
	void Rotate(float Angle, const Vector3f& Axis);
 
	void Print() const
	{
		printf("(%.02f, %.02f, %.02f", x, y, z);
	}
};
 
 
inline Vector3f operator+(const Vector3f& l, const Vector3f& r)
{
	Vector3f Ret(l.x + r.x,
		l.y + r.y,
		l.z + r.z);
 
	return Ret;
}
 
inline Vector3f operator-(const Vector3f& l, const Vector3f& r)
{
	Vector3f Ret(l.x - r.x,
		l.y - r.y,
		l.z - r.z);
 
	return Ret;
}
 
inline Vector3f operator*(const Vector3f& l, float f)
{
	Vector3f Ret(l.x * f,
		l.y * f,
		l.z * f);
 
	return Ret;
}
 
 
class Matrix4f
{
public:
	float m[4][4];
 
	Matrix4f()
	{
	}
 
 
	inline void InitIdentity()
	{
		m[0][0] = 1.0f; m[0][1] = 0.0f; m[0][2] = 0.0f; m[0][3] = 0.0f;
		m[1][0] = 0.0f; m[1][1] = 1.0f; m[1][2] = 0.0f; m[1][3] = 0.0f;
		m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = 1.0f; m[2][3] = 0.0f;
		m[3][0] = 0.0f; m[3][1] = 0.0f; m[3][2] = 0.0f; m[3][3] = 1.0f;
	}
 
	inline Matrix4f operator*(const Matrix4f& Right) const
	{
		Matrix4f Ret;
 
		for (unsigned int i = 0; i < 4; i++) {
			for (unsigned int j = 0; j < 4; j++) {
				Ret.m[i][j] = m[i][0] * Right.m[0][j] +
					m[i][1] * Right.m[1][j] +
					m[i][2] * Right.m[2][j] +
					m[i][3] * Right.m[3][j];
			}
		}
 
		return Ret;
	}
 
	void InitScaleTransform(float ScaleX, float ScaleY, float ScaleZ);
	void InitRotateTransform(float RotateX, float RotateY, float RotateZ);
	void InitTranslationTransform(float x, float y, float z);
	void InitCameraTransform(const Vector3f& Target, const Vector3f& Up);
	void InitPersProjTransform(float FOV, float Width, float Height, float zNear, float zFar);
};
 
 
struct Quaternion
{
	float x, y, z, w;
 
	Quaternion(float _x, float _y, float _z, float _w);
 
	void Normalize();
 
	Quaternion Conjugate();
};
 
Quaternion operator*(const Quaternion& l, const Quaternion& r);
 
Quaternion operator*(const Quaternion& q, const Vector3f& v);
 
#endif	/* MATH_3D_H */

接下来是主函数的内容

#include <stdio.h>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include "math_3d.h"
 
GLuint VBO;
 
void myDisplay()
{
    glClear(GL_COLOR_BUFFER_BIT);
 
    /*打开顶点属性的缓冲
   */
    glEnableVertexAttribArray(0);
 
    /*再一次绑定顶点缓冲*/
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
 
    /*
    这个函数告诉管线,怎么解释顶点缓冲中的数据。
    第一个参数指定属性的索引,第二个参数是属性的数量(3,表示,x,y,z),第三个参数是属性的数据类型,
    第四个参数是属性是否是归一化的,第五个参数是stride,表示属性的字节数目,
   */
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
 
    //这个函数是看你想画的内容,这里是画三角形,第三个参数是你有几个顶点
    glDrawArrays(GL_POINTS, 0, 1);
 
    /*关闭顶点属性,防止未知的错误*/
    glDisableVertexAttribArray(0);
 
    glutSwapBuffers();
}
 
void createVertex()
{
    Vector3f Vertices[1];
    Vertices[0] = Vector3f(0.0f, 0.0f, 0.0f);
 
    glGenBuffers(1, &VBO);
 
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
 
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
}
 
 
int main(int argc, char **argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
    glutInitWindowSize(400, 400);
    glutInitWindowPosition(100, 100);
    glutCreateWindow("117");
 
    glutDisplayFunc(&myDisplay);
 
    // Must be done after glut is initialized!
    GLenum res = glewInit();
    if (res != GLEW_OK)
    {
        fprintf(stderr, "Error: '%s'\n", glewGetErrorString(res));
        return  1;
    }
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    createVertex();
    glutMainLoop();
    return  0;
}

 

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值