Xcode+Opengl学习(6)管理管线与照相机相关设置

利用的类

  • GLFrame
  • GLGeometryTransform
  • GLMatrixStack

使用方法

GLMatrixStack        modelViewMatrix;
GLMatrixStack        projectionMatrix;
GLFrustum            viewFrustum;
GLGeometryTransform    transformPipeline;

GLFrame          cameraFrame;

viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
   
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);

shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(),
                                    transformPipeline.GetProjectionMatrix(), vLightEyePos, vSphereColor);

-------------------
**照相机设置**
```c
modelViewMatrix.PushMatrix();
   
   M3DMatrix44f mCamera;
   cameraFrame.GetCameraMatrix(mCamera);
   modelViewMatrix.PushMatrix(mCamera);


光源设置

 M3DVector4f vLightPos = { 0.0f, 10.0f, 5.0f, 1.0f };
    M3DVector4f vLightEyePos;
    m3dTransformVector4(vLightEyePos, vLightPos, mCamera);
  

示例源代码

#include <GLTools.h>
#include <GLShaderManager.h>
#include <GLFrustum.h>
#include <GLBatch.h>
#include <GLFrame.h>
#include <GLMatrixStack.h>
#include <GLGeometryTransform.h>
#include <StopWatch.h>

#include <math.h>
#include <stdio.h>

#include <glut/glut.h>

GLFrame spheres[50];

GLShaderManager        shaderManager;
GLMatrixStack        modelViewMatrix;
GLMatrixStack        projectionMatrix;
GLFrustum            viewFrustum;
GLGeometryTransform    transformPipeline;

GLTriangleBatch        torusBatch;
GLBatch                floorBatch;
GLTriangleBatch     sphereBatch;
GLFrame             cameraFrame;

void SetupRC()
{
    shaderManager.InitializeStockShaders();
    
    glEnable(GL_DEPTH_TEST);
    
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    
    gltMakeTorus(torusBatch, 0.4f, 0.15f, 30, 30);
    
    gltMakeSphere(sphereBatch, 0.1f, 26, 13);
    
    floorBatch.Begin(GL_LINES, 324);
    for(GLfloat x = -20.0; x <= 20.0f; x+= 0.5) {
        floorBatch.Vertex3f(x, -0.55f, 20.0f);
        floorBatch.Vertex3f(x, -0.55f, -20.0f);
        
        floorBatch.Vertex3f(20.0f, -0.55f, x);
        floorBatch.Vertex3f(-20.0f, -0.55f, x);
    }
    floorBatch.End();
    
    for(int i = 0; i < 50; i++) {
        GLfloat x = ((GLfloat)((rand() % 400) - 200) * 0.1f);
        GLfloat z = ((GLfloat)((rand() % 400) - 200) * 0.1f);
        spheres[i].SetOrigin(x, 0.0f, z);
    }
}


void ChangeSize(int nWidth, int nHeight)
{
    glViewport(0, 0, nWidth, nHeight);
    
    viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
    projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
    
    transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}


void SpecialKeys(int key, int x, int y)
{
    float linear = 0.1f;
    float angular = float(m3dDegToRad(5.0f));
    
    if(key == GLUT_KEY_UP)
        cameraFrame.MoveForward(linear);
    
    if(key == GLUT_KEY_DOWN)
        cameraFrame.MoveForward(-linear);
    
    if(key == GLUT_KEY_LEFT)
        cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
    
    if(key == GLUT_KEY_RIGHT)
        cameraFrame.RotateWorld(-angular, 0.0f, 1.0f, 0.0f);
}

void RenderScene(void)
{
    static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f};
    static GLfloat vTorusColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };
    static GLfloat vSphereColor[] = { 0.0f, 0.0f, 1.0f, 1.0f };
    
    static CStopWatch    rotTimer;
    float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
    
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    modelViewMatrix.PushMatrix();
    
    M3DMatrix44f mCamera;
    cameraFrame.GetCameraMatrix(mCamera);
    modelViewMatrix.PushMatrix(mCamera);
    
    M3DVector4f vLightPos = { 0.0f, 10.0f, 5.0f, 1.0f };
    M3DVector4f vLightEyePos;
    m3dTransformVector4(vLightEyePos, vLightPos, mCamera);
    
    shaderManager.UseStockShader(GLT_SHADER_FLAT,transformPipeline.GetModelViewProjectionMatrix(),vFloorColor);
    floorBatch.Draw();
    
    for(int i = 0; i < 50 ;i++)
    {
        modelViewMatrix.PushMatrix();
        modelViewMatrix.MultMatrix(spheres[i]);
        shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(),
                                     transformPipeline.GetProjectionMatrix(), vLightEyePos, vSphereColor);
        sphereBatch.Draw();
        modelViewMatrix.PopMatrix();
    }

    
    modelViewMatrix.Translate(0.0f, 0.0f, -4.0f);
    
    modelViewMatrix.PushMatrix();
    
    modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
    shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(),
                                 transformPipeline.GetProjectionMatrix(), vLightEyePos, vTorusColor);
    torusBatch.Draw();
    modelViewMatrix.PopMatrix();
    
    modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f);
    modelViewMatrix.Translate(0.8f, 0.0f, 0.0f);
    shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(),
                                 transformPipeline.GetProjectionMatrix(), vLightEyePos, vSphereColor);
    sphereBatch.Draw();
    
    modelViewMatrix.PopMatrix();
    modelViewMatrix.PopMatrix();

    glutSwapBuffers();
    
    glutPostRedisplay();
}




int main(int argc, char* argv[])
{
    gltSetWorkingDirectory(argv[0]);
    
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(800,600);
    
    glutCreateWindow("OpenGL SphereWorld");
    
    glutSpecialFunc(SpecialKeys);
    glutReshapeFunc(ChangeSize);
    glutDisplayFunc(RenderScene);
    
    GLenum err = glewInit();
    if (GLEW_OK != err) {
        fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
        return 1;
    }
    
    
    SetupRC();
    glutMainLoop();
    return 0;
}








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