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十、OpenGL - 公转自转优化(镜面及纹理)

十、OpenGL - 公转自转优化(镜面及纹理)

作者: 恍然如梦_b700 | 来源:发表于2020-07-22 16:46 被阅读0次
    球.gif image.png

    setupRC函数

    创建需要的小球,地板,加载图像为2D纹理

    void SetupRC()
    {
        //1.设置清屏颜色到颜色缓存区
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        
        //2.初始化着色器管理器
        shaderManager.InitializeStockShaders();
        
        //3.开启深度测试/背面剔除
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
    
        //4.设置大球球
        gltMakeSphere(torusBatch, 0.4f, 40, 80);
        
        //5.设置小球(公转自转)
        gltMakeSphere(sphereBatch, 0.1f, 26, 13);
        
        //6.设置地板顶点数据&地板纹理
        GLfloat texSize = 10.0f;
        floorBatch.Begin(GL_TRIANGLE_FAN, 4,1);
        floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
        floorBatch.Vertex3f(-20.f, -0.41f, 20.0f);
        
        floorBatch.MultiTexCoord2f(0, texSize, 0.0f);
        floorBatch.Vertex3f(20.0f, -0.41f, 20.f);
        
        floorBatch.MultiTexCoord2f(0, texSize, texSize);
        floorBatch.Vertex3f(20.0f, -0.41f, -20.0f);
        
        floorBatch.MultiTexCoord2f(0, 0.0f, texSize);
        floorBatch.Vertex3f(-20.0f, -0.41f, -20.0f);
        floorBatch.End();
        
        //7.随机小球球顶点坐标数据
        for (int i = 0; i < NUM_SPHERES; i++) {
            
            //y轴不变,X,Z产生随机值
            GLfloat x = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
            GLfloat z = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
            
            //在y方向,将球体设置为0.0的位置,这使得它们看起来是飘浮在眼睛的高度
            //对spheres数组中的每一个顶点,设置顶点数据
            spheres[i].SetOrigin(x, 0.0f, z);
        }
        
        
        //8.命名纹理对象
        glGenTextures(3, uiTextures);
        
        //9.将TGA文件加载为2D纹理。
        //参数1:纹理文件名称
        //参数2&参数3:需要缩小&放大的过滤器
        //参数4:纹理坐标环绕模式
        glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
        LoadTGATexture("marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
        
        
        glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
        LoadTGATexture("marslike.tga", GL_LINEAR_MIPMAP_LINEAR,
                       GL_LINEAR, GL_CLAMP_TO_EDGE);
        
        
        glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
        LoadTGATexture("moonlike.tga", GL_LINEAR_MIPMAP_LINEAR,
                       GL_LINEAR, GL_CLAMP_TO_EDGE);
        
       
    }
    
    

    渲染

    //进行调用以绘制场景
    void RenderScene(void)
    {
        //1.地板颜色值
        static GLfloat vFloorColor[] = { 1.0f, 1.0f, 0.0f, 0.75f};
        
        //2.基于时间动画
        static CStopWatch   rotTimer;
        float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
        
        //3.清除颜色缓存区和深度缓冲区
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        //4.压入栈(栈顶)
        modelViewMatrix.PushMatrix();
        
        //5.设置观察者矩阵
        M3DMatrix44f mCamera;
        cameraFrame.GetCameraMatrix(mCamera);
        modelViewMatrix.MultMatrix(mCamera);
        
        //6.压栈(镜面)
        modelViewMatrix.PushMatrix();
        
        //7.---添加反光效果---
        //翻转Y轴
        modelViewMatrix.Scale(1.0f, -1.0f, 1.0f);
        //镜面世界围绕Y轴平移一定间距
        modelViewMatrix.Translate(0.0f, 0.8f, 0.0f);
        
        //8.指定顺时针为正面
        glFrontFace(GL_CW);
      
        //9.绘制地面以外其他部分(镜面)
        drawSomething(yRot);
       
        //10.恢复为逆时针为正面
        glFrontFace(GL_CCW);
        
        //11.绘制镜面,恢复矩阵
        modelViewMatrix.PopMatrix();
        
        //12.开启混合功能(绘制地板)
        glEnable(GL_BLEND);
        //13. 指定glBlendFunc 颜色混合方程式
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        
        //14.绑定地面纹理
        glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
        
        /*15.
         纹理调整着色器(将一个基本色乘以一个取自纹理的单元nTextureUnit的纹理)
         参数1:GLT_SHADER_TEXTURE_MODULATE
         参数2:模型视图投影矩阵
         参数3:颜色
         参数4:纹理单元(第0层的纹理单元)
         
         */
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE,
                                     transformPipeline.GetModelViewProjectionMatrix(),
                                     vFloorColor,
                                     0);
        //shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE,transformPipeline.GetModelViewProjectionMatrix(),0);
        
        //开始绘制
        floorBatch.Draw();
        //取消混合
        glDisable(GL_BLEND);
        
        //16.绘制地面以外其他部分
        drawSomething(yRot);
        
        //17.绘制完,恢复矩阵
        modelViewMatrix.PopMatrix();
        
        //18.交换缓存区
        glutSwapBuffers();
        
        //19.提交重新渲染
        glutPostRedisplay();
        
    }
    

    大小球的渲染是相同的,我们可以将功能抽离出来

    void drawSomething(GLfloat yRot)
    {
        //1.定义光源位置&漫反射颜色
        static GLfloat vWhite[] = { 1.0f, 1.0f, 1.0f, 1.0f };
        static GLfloat vLightPos[] = { 0.0f, 3.0f, 0.0f, 1.0f };
        
        //2.绘制悬浮小球球
        glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
        for(int i = 0; i < NUM_SPHERES; i++) {
            modelViewMatrix.PushMatrix();
            modelViewMatrix.MultMatrix(spheres[i]);
            shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
                                         modelViewMatrix.GetMatrix(),
                                         transformPipeline.GetProjectionMatrix(),
                                         vLightPos,
                                         vWhite,
                                         0);
            sphereBatch.Draw();
            modelViewMatrix.PopMatrix();
        }
        
        //3.绘制大球球
        modelViewMatrix.Translate(0.0f, 0.2f, -2.5f);
        modelViewMatrix.PushMatrix();
        modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
        glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
                                     modelViewMatrix.GetMatrix(),
                                     transformPipeline.GetProjectionMatrix(),
                                     vLightPos,
                                     vWhite,
                                     0);
        torusBatch.Draw();
        modelViewMatrix.PopMatrix();
        
        //4.绘制公转小球球(公转自转)
        modelViewMatrix.PushMatrix();
        modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f);
        modelViewMatrix.Translate(0.8f, 0.0f, 0.0f);
        glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,
                                     modelViewMatrix.GetMatrix(),
                                     transformPipeline.GetProjectionMatrix(),
                                     vLightPos,
                                     vWhite,
                                     0);
        sphereBatch.Draw();
        modelViewMatrix.PopMatrix();
        
    }
    

    键位控制

    //**3.移动照相机参考帧,来对方向键作出响应
    void SpeacialKeys(int key,int x,int y)
    {
        
        float linear = 0.1f;
        float angular = float(m3dDegToRad(5.0f));
        
        if (key == GLUT_KEY_UP) {
            
            //MoveForward 平移
            cameraFrame.MoveForward(linear);
        }
        
        if (key == GLUT_KEY_DOWN) {
            cameraFrame.MoveForward(-linear);
        }
        
        if (key == GLUT_KEY_LEFT) {
            //RotateWorld 旋转
            cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
        }
        
        if (key == GLUT_KEY_RIGHT) {
            cameraFrame.RotateWorld(-angular, 0.0f, 1.0f, 0.0f);
        }
        
    }
    

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          本文标题:十、OpenGL - 公转自转优化(镜面及纹理)

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