OpenGL 入門教程(四)
阿新 • • 發佈:2018-12-31
// Objects.cpp // OpenGL SuperBible, Chapter 4 // Demonstrates GLTools built-in objects // Program by Richard S. Wright Jr. #include <GLTools.h> // OpenGL toolkit #include <GLMatrixStack.h> #include <GLFrame.h> #include <GLFrustum.h> #include <GLBatch.h> #include <GLGeometryTransform.h> #include <math.h> #ifdef __APPLE__ #include <glut/glut.h> #else #define FREEGLUT_STATIC #include <GL/glut.h> #endif ///////////////////////////////////////////////////////////////////////////////// // An assortment of needed classes GLShaderManager shaderManager; GLMatrixStack modelViewMatrix; GLMatrixStack projectionMatrix; GLFrame cameraFrame; GLFrame objectFrame; GLFrustum viewFrustum; GLTriangleBatch sphereBatch; GLTriangleBatch torusBatch; GLTriangleBatch cylinderBatch; GLTriangleBatch coneBatch; GLTriangleBatch diskBatch; GLGeometryTransform transformPipeline; M3DMatrix44f shadowMatrix; GLfloat vGreen[] = { 0.0f, 1.0f, 0.0f, 1.0f }; GLfloat vBlack[] = { 0.0f, 0.0f, 0.0f, 1.0f }; // Keep track of effects step int nStep = 0; /////////////////////////////////////////////////////////////////////////////// // This function does any needed initialization on the rendering context. // This is the first opportunity to do any OpenGL related tasks. void SetupRC() { // Black background glClearColor(0.7f, 0.7f, 0.7f, 1.0f); shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); //管線物件繫結模型檢視矩陣和投影矩陣 transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix); //攝像機,視口 攝像機向後移動15 cameraFrame.MoveForward(-15.0f); //光柵化 // Sphere 球體 gltMakeSphere(sphereBatch, 3.0, 10, 20); // Torus 花托 gltMakeTorus(torusBatch, 3.0f, 0.75f, 15, 15); // Cylinder 圓柱 gltMakeCylinder(cylinderBatch, 2.0f, 2.0f, 3.0f, 13, 2); // Cone 圓錐體 gltMakeCylinder(coneBatch, 2.0f, 0.0f, 3.0f, 13, 2); // Disk 磁碟 gltMakeDisk(diskBatch, 1.5f, 3.0f, 13, 3); } ///////////////////////////////////////////////////////////////////////// void DrawWireFramedBatch(GLTriangleBatch* pBatch) { //shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vGreen); pBatch->Draw(); // Draw black outline glPolygonOffset(-1.0f, -1.0f); glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_POLYGON_OFFSET_LINE); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glLineWidth(2.5f); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBlack); pBatch->Draw(); // Restore polygon mode and depht testing glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDisable(GL_POLYGON_OFFSET_LINE); glLineWidth(1.0f); glDisable(GL_BLEND); glDisable(GL_LINE_SMOOTH); } /////////////////////////////////////////////////////////////////////////////// // Called to draw scene void RenderScene(void) { // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); modelViewMatrix.PushMatrix(); // modelViewMatrix -> cameraFrame -> mCamera (剛開始向後移動了15個單位) M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera);//照相機物件繫結mCamera矩陣物件 modelViewMatrix.MultMatrix(mCamera);//transformPipeline->模型檢視矩陣物件繫結mCamera矩陣物件<-照相機物件 //modelViewMatrix -> objectFrame -> mObjectFrame (平移縮放旋轉時根據訊息動態改變的) M3DMatrix44f mObjectFrame; objectFrame.GetMatrix(mObjectFrame);//物件幀物件繫結mObjectFrame矩陣物件(這個矩陣物件是用於旋轉變換用的),連線了該物件就可以選擇模型檢視了 modelViewMatrix.MultMatrix(mObjectFrame);//transformPipeline->modelViewMatrix矩陣物件繫結mObjectFrame矩陣物件<-objectFrame //儲存著色器用於繪製,平移,縮放,填充等 shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vGreen); switch (nStep) { case 0: DrawWireFramedBatch(&sphereBatch); break; case 1: DrawWireFramedBatch(&torusBatch); break; case 2: DrawWireFramedBatch(&cylinderBatch); break; case 3: DrawWireFramedBatch(&coneBatch); break; case 4: DrawWireFramedBatch(&diskBatch); break; } modelViewMatrix.PopMatrix(); // Flush drawing commands glutSwapBuffers(); } // Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key, int x, int y) { if (key == GLUT_KEY_UP) objectFrame.RotateWorld(m3dDegToRad(-5.0f), 1.0f, 0.0f, 0.0f); if (key == GLUT_KEY_DOWN) objectFrame.RotateWorld(m3dDegToRad(5.0f), 1.0f, 0.0f, 0.0f); if (key == GLUT_KEY_LEFT) objectFrame.RotateWorld(m3dDegToRad(-5.0f), 0.0f, 1.0f, 0.0f); if (key == GLUT_KEY_RIGHT) objectFrame.RotateWorld(m3dDegToRad(5.0f), 0.0f, 1.0f, 0.0f); glutPostRedisplay(); } /////////////////////////////////////////////////////////////////////////////// // A normal ASCII key has been pressed. // In this case, advance the scene when the space bar is pressed void KeyPressFunc(unsigned char key, int x, int y) { if (key == 32) { nStep++; if (nStep > 4) nStep = 0; } switch (nStep) { case 0: glutSetWindowTitle("Sphere"); break; case 1: glutSetWindowTitle("Torus"); break; case 2: glutSetWindowTitle("Cylinder"); break; case 3: glutSetWindowTitle("Cone"); break; case 4: glutSetWindowTitle("Disk"); break; } glutPostRedisplay(); } /////////////////////////////////////////////////////////////////////////////// // Window has changed size, or has just been created. In either case, we need // to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0, 0, w, h); viewFrustum.SetPerspective(35.0f, float(w) / float(h), 1.0f, 500.0f); projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix()); modelViewMatrix.LoadIdentity(); } /////////////////////////////////////////////////////////////////////////////// // Main entry point for GLUT based programs int main(int argc, char* argv[]) { gltSetWorkingDirectory(argv[0]); glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL); glutInitWindowSize(800, 600); glutCreateWindow("Sphere"); glutReshapeFunc(ChangeSize); glutKeyboardFunc(KeyPressFunc); glutSpecialFunc(SpecialKeys); glutDisplayFunc(RenderScene); GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err)); return 1; } SetupRC(); glutMainLoop(); return 0; }