#include <GL/glut.h>
#include <stdlib.h>
#include <math.h>
/* 初始化显示窗口大小 */
GLsizei winWidth = 600, winHeight = 600;
/* 设置世界坐标系的显示范围 */
GLfloat xwcMin = 0.0, xwcMax = 225.0;
GLfloat ywcMin = 0.0, ywcMax = 225.0;
/* 定义二维点数据结构 */
class wcPt2D
{ public:
GLfloat x, y;
};
typedef GLfloat Matrix4x3[4][3];
//定义复合矩阵
typedef GLfloat Matrix3x3[3][3];
Matrix3x3 matComposite;
const GLdouble pi = 3.14159;
void init(void)
{ /* 设置显示窗口的背景颜色为白色 */
glClearColor(1.0, 1.0, 1.0, 0.0);
}
/* 构建3*3的单位矩阵,对角线为(1,1,1) */
void matrix3x3SetIdentity(Matrix3x3 matIdent3x3)
{
GLint row, col;
for (row = 0; row<3; row++)
for (col = 0; col<3; col++)
matIdent3x3[row][col] = (row == col);
}
/* 变换矩阵m1 乘矩阵m2,储存结果到m2中,即矩阵乘法 */
void matrix3x3PreMultiply(Matrix3x3 m1, Matrix3x3 m2)
{
GLint row, col;
Matrix3x3 matTemp;
for (row = 0; row<3; row++)
for (col = 0; col<3; col++)
matTemp[row][col] = m1[row][0] * m2[0][col]
+ m1[row][1] * m2[1][col] + m1[row][2] * m2[2][col];//行×行,列×列
for (row = 0; row<3; row++)
for (col = 0; col<3; col++)
m2[row][col] = matTemp[row][col];
}
/* 平移变换函数,平移量tx,ty */
void translate2D(GLfloat tx, GLfloat ty)
{ Matrix3x3 matTransl;
/* 初始化平移矩阵为单位矩阵 */
matrix3x3SetIdentity(matTransl);
matTransl[0][2] = tx;//tx为平移的横坐标
matTransl[1][2] = ty;//ty为平移的纵坐标
/* 将平移矩阵前乘到复合矩阵matComposite中 */
matrix3x3PreMultiply(matTransl, matComposite);
}
/* 旋转变换函数,参数为中心点pivotPt和旋转角度theta */
void rotate2D(wcPt2D pivotPt, GLfloat theta)
{
Matrix3x3 matRot;
/* 初始化旋转矩阵为单位矩阵 */
matrix3x3SetIdentity(matRot);
matRot[0][0] = cos(theta);
matRot[0][1] = -sin(theta);
matRot[0][2] = pivotPt.x*(1 - cos(theta)) + pivotPt.y*sin(theta);//先把旋转点平移到原点,再旋转,再平移回去
matRot[1][0] = sin(theta);
matRot[1][1] = cos(theta);
matRot[1][2] = pivotPt.y*(1 - cos(theta)) - pivotPt.x*sin(theta);//先把旋转点平移到原点,再旋转,再平移回去
/* 将旋转矩阵前乘到复合矩阵matComposite中 */
matrix3x3PreMultiply(matRot, matComposite);
}
void transformVerts2D(GLint nVerts, wcPt2D * verts)
{
GLint k;
GLfloat temp;
for (k = 0; k<nVerts; k++)
{
//变换矩阵和原来的齐次坐标矩阵相乘
temp = matComposite[0][0] * verts[k].x + matComposite[0][1] * verts[k].y + matComposite[0][2];
verts[k].y = matComposite[1][0] * verts[k].x + matComposite[1][1] * verts[k].y + matComposite[1][2];
verts[k].x = temp;
}
}
void square(wcPt2D * verts)
{
GLint k;
glBegin(GL_POLYGON);//绘制四边形的每一个点
for (k = 0; k<4; k++) glVertex2f(verts[k].x, verts[k].y);
glEnd();
}
void displayFcn(void)
{
GLint nVerts = 4;
wcPt2D verts[4] = { { 50.0,25.0 },{ 150.0,25.0 },{ 150.0,70.0 },{50.0,70.0} };
wcPt2D centroidPt;
GLint k, xSum = 0, ySum = 0;
for (k = 0; k<nVerts; k++)
{ xSum += verts[k].x;
ySum += verts[k].y; }
centroidPt.x = GLfloat(xSum) / GLfloat(nVerts);//横坐标平均值为旋转点的x
centroidPt.y = GLfloat(ySum) / GLfloat(nVerts);//纵坐标平均值为旋转点的y
/* 设置几何变换参数*/
wcPt2D pivPt, fixedPt;
pivPt = centroidPt;
fixedPt = centroidPt;
GLdouble theta = pi / 2.0;
glClear(GL_COLOR_BUFFER_BIT); // 清空显示窗口
glColor3f(0.0, 0.6, 0.6); // 设置前景色为蓝色
square(verts); //显示蓝色三角形(变换前)
/* 初始化复合矩阵为单位矩阵 */
matrix3x3SetIdentity(matComposite);
/* 根据变换序列重建复合矩阵 */
rotate2D(pivPt, theta); //变换序列2:旋转变换
translate2D(0.0, 100.0); //变换序列3:平移变换
/* 应用复合矩阵到四边形 */
transformVerts2D(nVerts, verts);
glColor3f(1.0, 0.5, 0.0); //重新设置前景色为红色
square(verts); //显示红色三角形(变换后)
glFlush();
}
void winReshapeFcn(GLint newWidth, GLint newHeight)
{glMatrixMode(GL_PROJECTION); //将当前矩阵指定为投影矩阵
glLoadIdentity(); //将当前矩阵设置为单位矩阵
gluOrtho2D(xwcMin, xwcMax, ywcMin, ywcMax);
//定义二维正投影窗口
glClear(GL_COLOR_BUFFER_BIT); //清除当前可写的颜色缓冲
}
void main(int argc, char ** argv)
{
glutInit(&argc, argv); // 初始化GLUT库
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
//单缓冲,建立RGB模式窗口
glutInitWindowPosition(50, 50);//窗口位置
glutInitWindowSize(winWidth, winHeight);//窗口大小
glutCreateWindow("二维几何变换实例-复合变换");
init();
glutDisplayFunc(displayFcn);//显示图形
glutReshapeFunc(winReshapeFcn);
glutMainLoop();
}
通过矩阵的乘法来确定变换矩阵——平移和旋转(缩放也简单,但没时间写了)在本例中尽管变换的是四边形,但是变换矩阵依然是3X3的。