前言
在上一篇OpenGL 深度測試基礎上修改main.cpp
檔案,完成此demo
。
程式碼
本篇主要是使用矩陣相關操作,來完成檢視的變換。與之前demo
的區別在與,之前通過改變觀察點位置來獲取不同位置物體的檢視。次demo
則是直接通過矩陣變換修改物體的位置,來讓觀察者看到不同位置的物體。程式碼如下:
#include "GLMatrixStack.h"
#include "GLFrame.h"
#include "GLFrustum.h"
#include "GLBatch.h"
#include "GLGeometryTransform.h"
#include <math.h>
#include <GLUT/GLUT.h>
#include "GLTools.h"
#include "StopWatch.h"
GLShaderManager shaderManager;
GLMatrixStack modelViewMatrix;
//投影矩陣
GLFrustum viewFrustum;
GLTriangleBatch cylinderBatch;
void changeSize(int w, int h) {
glViewport(0, 0, w, h);
//設定透視投影
viewFrustum.SetPerspective(30.0f, float(w) / float(h), 2.0f, 400.0f);
}
void renderScene() {
//清理緩衝區
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
static CStopWatch rotTimer;
float yRot = rotTimer.GetElapsedSeconds() * 30;
M3DMatrix44f mTranslate, mRotate, mModelView, mModelViewProjection;
//建立平移矩陣
m3dTranslationMatrix44(mTranslate,0.0f,0.0f,-8.0f);
//建立旋轉矩陣
m3dRotationMatrix44(mRotate, m3dDegToRad(yRot), 0.0f,1.0f,0.0f);
//模型矩陣 = 旋轉矩陣 * 平移矩陣
m3dMatrixMultiply44(mModelView, mTranslate, mRotate);
//模型檢視矩陣 = 檢視矩陣 * 模型矩陣
m3dMatrixMultiply44(mModelViewProjection, viewFrustum.GetProjectionMatrix(), mModelView);
GLfloat vOrange[] = {1.0f,0.6f,0.0f,1.0f};
shaderManager.UseStockShader(GLT_SHADER_FLAT,mModelViewProjection,vOrange);
cylinderBatch.Draw();
glutSwapBuffers();
glutPostRedisplay();
}
void setupRC() {
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
shaderManager.InitializeStockShaders();
glEnable(GL_DEPTH_TEST);
gltMakeCylinder(cylinderBatch, 0.3f, 0.8f, 0.8f, 100, 1);
}
int main(int argc, char* argv[]) {
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(600, 600);
glutCreateWindow("dowZhang");
glutReshapeFunc(changeSize);
glutDisplayFunc(renderScene);
GLenum err = glewInit();
if (GLEW_OK != err) {
return 1;
}
setupRC();
glutMainLoop();
return 0;
}
複製程式碼
效果如下: