OpenGL学习四十:正玄移动

正玄波浪曲线的特点是一个周期在x(0-360°)之间,y在(-1,+1)之间移动
其中y=sinx
假定移动一个周期X变化位置0~10,Y的变化位置5~-5,那么可推断出
X=(10-0)/360.0*a 其中a代表角度
Y=sin(a)*5/1

关于C++函数库中算数公式的使用
SIN(弧度)
弧度=PI/180.0f*a 其中a代表角度

 

#include "header.h"

GLuint	texture[1];			
#define PI 3.141592654

float quar=1.0f;


AUX_RGBImageRec *LoadBMP(char *Filename)               
{
	FILE *File=NULL;                                

	if (!Filename)                               
	{
		return NULL;                            
	}

	File=fopen(Filename,"r");                      

	if (File)                                      
	{
		fclose(File);                           
		return auxDIBImageLoad(Filename);       
	}
	return NULL;                                 
}

int LoadGLTextures()                                
{
	int Status=FALSE;                              

	AUX_RGBImageRec *TextureImage[1];               

	memset(TextureImage,0,sizeof(void *)*1);        


	if (TextureImage[0]=LoadBMP("Data/Star.bmp"))
	{
		Status=TRUE;                            

		glGenTextures(1, &texture[0]);          

		
		glBindTexture(GL_TEXTURE_2D, texture[0]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
	}
	if (TextureImage[0])                          
	{
		if (TextureImage[0]->data)              
		{
			free(TextureImage[0]->data);    
		}

		free(TextureImage[0]);                 
	}

	return Status;                                  
}
void ReSizeGLScene(GLsizei width, GLsizei height)		
{
	if (height==0)										
	{
		height=1;									
	}

	glViewport(0,0,width,height);						

	glMatrixMode(GL_PROJECTION);					
	glLoadIdentity();									

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);							
	glLoadIdentity();								
}

int InitGL(void)										
{

	if (!LoadGLTextures())								
	{
		return FALSE;							
	}

	glShadeModel(GL_SMOOTH);							
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);			
	glClearDepth(1.0f);									

	glBlendFunc(GL_SRC_ALPHA,GL_ONE);			
	glEnable(GL_BLEND);
	glEnable(GL_TEXTURE_2D);
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	
	return TRUE;										
}


void DrawGLScene(void)									
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	
	glBindTexture(GL_TEXTURE_2D, texture[0]);			
	glLoadIdentity();	
	glTranslatef(-8.0f,0.0f,-30.0f);	

	float y=sin(PI/180.0f*quar)*4.0f;
	float x=quar*16.0f/360.0f;
	
	glTranslatef(x,y,0.0f);
	glRotatef(quar,1.0f,1.0f,1.0f);

		glBegin(GL_QUADS);
		glColor4ub(rand()%256,rand()%256,rand()%256,255);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		// Back Face
		glColor4ub(rand()%256,rand()%256,rand()%256,255);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		// Top Face
		glColor4ub(rand()%256,rand()%256,rand()%256,255);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		// Bottom Face
		glColor4ub(rand()%256,rand()%256,rand()%256,255);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		// Right face
		glColor4ub(rand()%256,rand()%256,rand()%256,255);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		// Left Face
		glColor4ub(rand()%256,rand()%256,rand()%256,255);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
		glEnd();

	glFlush();
}


void rotate()
{
	quar++;

	if(quar>720.0f)
	{
		quar=0.0f;
	}

	glutPostRedisplay();
}
void keyboard(unsigned char key,int x,int y)
{
	switch (key)
	{

	case 'S':
		glutIdleFunc(rotate);
		break;
	case 'R':
		glutIdleFunc(NULL);
		break;
	}

}


int main(int argc,char **argv)
{
	glutInit(&argc,argv);
	glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
	glutInitWindowSize(800,600);
	glutInitWindowPosition(100,100);
	glutCreateWindow("正玄移动");
	InitGL();
	glutDisplayFunc(DrawGLScene);
	glutKeyboardFunc(keyboard);
	glutReshapeFunc(ReSizeGLScene);
	glutMainLoop();
}


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