前言
在上一篇OpenGL 深度测试基础上修改main.cpp
文件,完成此demo
。
代码
本篇主要是使用矩阵相关操作,来完成视图的变换。与之前demo
的区别在与,之前通过改变观察点位置来获取不同位置物体的视图。次demo
则是直接通过矩阵变换修改物体的位置,来让观察者看到不同位置的物体。代码如下:
#include "GLMatrixStack.h"
#include "GLFrame.h"
#include "GLFrustum.h"
#include "GLBatch.h"
#include "GLGeometryTransform.h"
#include <math.h>
#include <GLUT/GLUT.h>
#include "GLTools.h"
#include "StopWatch.h"
GLShaderManager shaderManager;
GLMatrixStack modelViewMatrix;
//投影矩阵
GLFrustum viewFrustum;
GLTriangleBatch cylinderBatch;
void changeSize(int w, int h) {
glViewport(0, 0, w, h);
//设置透视投影
viewFrustum.SetPerspective(30.0f, float(w) / float(h), 2.0f, 400.0f);
}
void renderScene() {
//清理缓冲区
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
static CStopWatch rotTimer;
float yRot = rotTimer.GetElapsedSeconds() * 30;
M3DMatrix44f mTranslate, mRotate, mModelView, mModelViewProjection;
//创建平移矩阵
m3dTranslationMatrix44(mTranslate,0.0f,0.0f,-8.0f);
//创建旋转矩阵
m3dRotationMatrix44(mRotate, m3dDegToRad(yRot), 0.0f,1.0f,0.0f);
//模型矩阵 = 旋转矩阵 * 平移矩阵
m3dMatrixMultiply44(mModelView, mTranslate, mRotate);
//模型视图矩阵 = 视图矩阵 * 模型矩阵
m3dMatrixMultiply44(mModelViewProjection, viewFrustum.GetProjectionMatrix(), mModelView);
GLfloat vOrange[] = {1.0f,0.6f,0.0f,1.0f};
shaderManager.UseStockShader(GLT_SHADER_FLAT,mModelViewProjection,vOrange);
cylinderBatch.Draw();
glutSwapBuffers();
glutPostRedisplay();
}
void setupRC() {
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
shaderManager.InitializeStockShaders();
glEnable(GL_DEPTH_TEST);
gltMakeCylinder(cylinderBatch, 0.3f, 0.8f, 0.8f, 100, 1);
}
int main(int argc, char* argv[]) {
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(600, 600);
glutCreateWindow("dowZhang");
glutReshapeFunc(changeSize);
glutDisplayFunc(renderScene);
GLenum err = glewInit();
if (GLEW_OK != err) {
return 1;
}
setupRC();
glutMainLoop();
return 0;
}
复制代码
效果如下: