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OpenGL_大球小球案例分析

OpenGL_大球小球案例分析

作者: 星星1024 | 来源:发表于2020-07-21 21:24 被阅读0次

    1、地板绘制

    1.1 声明变量
    GLShaderManager     shaderManager;          // 着色器管理器
    GLMatrixStack       modelViewMatrix;        // 模型视图矩阵堆栈
    GLMatrixStack       projectionMatrix;       // 投影矩阵堆栈
    GLFrustum           viewFrustum;            // 视景体
    GLGeometryTransform transformPipeline;      // 几何图形变换管道
    
    GLTriangleBatch     torusBatch;             //大球
    GLTriangleBatch     sphereBatch;            //小球
    GLBatch             floorBatch;          //地板
    
    //角色帧 照相机角色帧
    GLFrame   cameraFrame;
    GLFrame  objectFrame;
    
    
    1.2 设置投影矩阵,变换管道
    
    //屏幕更改大小或已初始化
    void ChangeSize(int nWidth, int nHeight)
    {
        //1. 设置视口
        glViewport(0, 0, nWidth, nHeight);
    
        //2. 创建投影矩阵
        viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
        projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
        
        //3. 变换管道设置2个矩阵堆栈(管理)
        transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
        
    }
    
    1.3 设置地板数据
       //1. 初始化
        glClearColor(0, 0, 0, 1);
        shaderManager.InitializeStockShaders();
        //2. 开启深度测试绘制小球需要用到
        glEnable(GL_DEPTH_TEST);
        
        //3. 地板数据(物体坐标系)
        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();
    
    1.4 地板渲染
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        //1. 颜色(地板,大球颜色,小球颜色)
        static GLfloat vFloorColor[] = {0.0f,1.0f,0.0f,1.0f};
        static GLfloat vTorusColor[] = {1.0f,0.0f,0.0f,1.0f};
        static GLfloat vSpereColor[] = {0.0f,0.0f,1.0f,1.0f};
        
        
        //2. 动画
        static CStopWatch rotTimer;
        float yRot = rotTimer.GetElapsedSeconds()*60.0f;
        
        modelViewMatrix.PushMatrix();
        
        M3DMatrix44f mCamera;
        cameraFrame.GetCameraMatrix(mCamera);
        modelViewMatrix.PushMatrix(mCamera);
        
        
        //4.地面绘制;
        shaderManager.UseStockShader(GLT_SHADER_FLAT,transformPipeline.GetModelViewProjectionMatrix(),vFloorColor);
        floorBatch.Draw();
    

    2、大球绘制

    • SetupRC函数:系统模型创建大球
    • RenderScene函数:分为三个部分
      (1). 设置定时器,根据时间变化,设置大球自转
      (2). 设置点光源位置
      (3). 设置大球平移
      (4). 开启定时器,渲染大球
    2.1 设置大球数据
    //4. 设置大球
    gltMakeSphere(torusBatch, 0.4f, 40, 80);
    
    2.2 大球渲染
        //3. 渲染大球
        //设置动画
        static CStopWatch rotTimer;
        float yRot = rotTimer.GetElapsedSeconds()* 60.f;
        
        //4. 设置点光源位置
        M3DVector4f vLightPos = {0, 10, 5, 1};
        
        //5. 大球平移
        modelViewMatrix.Translate(0, 0, -3.0);
        
        //6.大球旋转
        modelViewMatrix.PushMatrix();
        modelViewMatrix.Rotate(yRot, 0, 1, 0);
        shadermanager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vLightPos, vTorusColor);
        torusBatch.Draw();
        modelViewMatrix.PopMatrix();
    

    3、小球绘制

    3.1 小球设置
       //5. 设置小球
        gltMakeSphere(sphereBatch, 0.2f, 12, 24);
        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);
        }
    
    3.2 小球渲染
       for (int i = 0; i < NUM_SPHERES; i++) {
            modelViewMatrix.PushMatrix();
            modelViewMatrix.MultMatrix(spheres[i]);
            shadermanager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vLightPos, vSphereColor);
            sphereBatch.Draw();
            modelViewMatrix.PopMatrix();
        }
    
    3.3 设置一个大球围绕小球旋转
    //设置旋转
        modelViewMatrix.Rotate(-2*yRot, 0, 1, 0);
    //设置平移
        modelViewMatrix.Translate(0.8, 0, 0);
        shadermanager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF,transformPipeline.GetModelViewMatrix(),transformPipeline.GetProjectionMatrix(),vLightPos,vSphereColor);
           sphereBatch.Draw();
    

    4、特殊函数

    4.1 键位函数

    void SpeacialKeys(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, 1, 0);
        }
        if (key == GLUT_KEY_RIGHT) {
            cameraFrame.RotateWorld(-angular, 0, 1, 0);
        }
    }
    

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