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OpenGL 正方形相关操作

OpenGL 正方形相关操作

作者: ChenL | 来源:发表于2020-07-05 11:20 被阅读0次

    一、绘制正方形


    1.png 2.png

    定义顶点到原心距离,即 正方形边长 = blockSize * 2

    //blockSize 边长
    GLfloat blockSize = 0.1f;
    

    修改顶点数组

    //正方形的4个点坐标
    GLfloat vVerts[] = {
            -blockSize,-blockSize,0.0f,
            blockSize,-blockSize,0.0f,
            blockSize,blockSize,0.0f,
            -blockSize,blockSize,0.0f
    };
    

    收到渲染消息执行:


    3.png
    1、清除一个或者一组特定的缓存区
    GL_COLOR_BUFFER_BIT :指示当前激活的用来进行颜色写入缓冲区
    GL_DEPTH_BUFFER_BIT :指示深度缓存区
    GL_STENCIL_BUFFER_BIT:指示模板缓冲区
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
    
     2、设置一组浮点数来表示红色
     GLfloat vRed[] = {1.0,0.0,0.0,1.0f};
    
    3、 提交着色器
     triangleBatch.Draw();
    
    4、将后台缓冲区进行渲染,然后结束后交换给前台
     glutSwapBuffers();
    

    修改setupRC函数中图元的连接方式

    设置清屏颜色(背景颜色)
     glClearColor(0.98f, 0.40f, 0.7f, 1);
    
    修改为GL_TRIANGLE_FAN ,4个顶点
      triangleBatch.Begin(GL_TRIANGLE_FAN, 4);
      triangleBatch.CopyVertexData3f(vVerts);
      triangleBatch.End();
    

    二、特殊键位移动函数

    1、坐标更新方式


    4.png
    void SpecialKeys(int key, int x, int y){
        
        GLfloat stepSize = 0.025f;
        
        GLfloat blockX = vVerts[0];
        GLfloat blockY = vVerts[10];
        
        printf("v[0] = %f\n",blockX);
        printf("v[10] = %f\n",blockY);
        
        
        if (key == GLUT_KEY_UP) {
            
            blockY += stepSize;
        }
        
        if (key == GLUT_KEY_DOWN) {
            
            blockY -= stepSize;
        }
        
        if (key == GLUT_KEY_LEFT) {
            blockX -= stepSize;
        }
        
        if (key == GLUT_KEY_RIGHT) {
            blockX += stepSize;
        }
    
        //触碰到边界(4个边界)的处理
        
        //当正方形移动超过最左边的时候
        if (blockX < -1.0f) {
            blockX = -1.0f;
        }
        
        //当正方形移动到最右边时
        //1.0 - blockSize * 2 = 总边长 - 正方形的边长 = 最左边点的位置
        if (blockX > (1.0 - blockSize * 2)) {
            blockX = 1.0f - blockSize * 2;
        }
        
        //当正方形移动到最下面时
        //-1.0 - blockSize * 2 = Y(负轴边界) - 正方形边长 = 最下面点的位置
        if (blockY < -1.0f + blockSize * 2 ) {
            
            blockY = -1.0f + blockSize * 2;
        }
        
        //当正方形移动到最上面时
        if (blockY > 1.0f) {
            
            blockY = 1.0f;
            
        }
    
        printf("blockX = %f\n",blockX);
        printf("blockY = %f\n",blockY);
        
        // Recalculate vertex positions
        vVerts[0] = blockX;
        vVerts[1] = blockY - blockSize*2;
        printf("(%f,%f)\n",vVerts[0],vVerts[1]);
        
        vVerts[3] = blockX + blockSize*2;
        vVerts[4] = blockY - blockSize*2;
        printf("(%f,%f)\n",vVerts[3],vVerts[4]);
        
        vVerts[6] = blockX + blockSize*2;
        vVerts[7] = blockY;
        printf("(%f,%f)\n",vVerts[6],vVerts[7]);
        
        vVerts[9] = blockX;
        vVerts[10] = blockY;
        printf("(%f,%f)\n",vVerts[9],vVerts[10]);
        
        triangleBatch.CopyVertexData3f(vVerts);
        
        glutPostRedisplay();
    }
    

    2、矩阵方法

    收到消息渲染—>RenderScene函数


    5.png
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
        
        GLfloat vRed[] = {1.0f,0.0f,0.0f,0.0f};
        
        M3DMatrix44f mFinalTransform,mTransfromMatrix,mRotationMartix;
        
        //平移
        m3dTranslationMatrix44(mTransfromMatrix, xPos, yPos, 0.0f);
        
        //每次平移时,旋转5度
        static float yRot = 0.0f;
        yRot += 5.0f;
        m3dRotationMatrix44(mRotationMartix, m3dDegToRad(yRot), 0.0f, 0.0f, 1.0f);
        
        //将旋转和移动的矩阵结果 合并到mFinalTransform (矩阵相乘)
        m3dMatrixMultiply44(mFinalTransform, mTransfromMatrix, mRotationMartix);
        
        //将矩阵结果 提交给固定着色器(平面着色器)中绘制
        shaderManager.UseStockShader(GLT_SHADER_FLAT,mFinalTransform,vRed);
        triangleBatch.Draw();
        
        //执行交换缓存区
        glutSwapBuffers();
    

    矩阵方式的SpecialKeys函数

    6.png
    void SpecialKeys(int key, int x, int y){
        GLfloat stepSize = 0.025f;
     
        if (key == GLUT_KEY_UP) {
            
            yPos += stepSize;
        }
        
        if (key == GLUT_KEY_DOWN) {
            yPos -= stepSize;
        }
        
        if (key == GLUT_KEY_LEFT) {
            xPos -= stepSize;
        }
        
        if (key == GLUT_KEY_RIGHT) {
            xPos += stepSize;
        }
        
        //碰撞检测
        if (xPos < (-1.0f + blockSize)) {
            
            xPos = -1.0f + blockSize;
        }
        
        if (xPos > (1.0f - blockSize)) {
            xPos = 1.0f - blockSize;
        }
        
        if (yPos < (-1.0f + blockSize)) {
            yPos = -1.0f + blockSize;
        }
        
        if (yPos > (1.0f - blockSize)) {
            yPos = 1.0f - blockSize;
        }
        glutPostRedisplay();
    }
    
    

    参考:https://www.jianshu.com/p/acb2f3a1cc2e

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