先睹为快:

绘制地板
- 准备工作:
GLShaderManager shaderManager;//着色器管理器
GLMatrixStack modelViewMatrix;//模型视图矩阵
GLMatrixStack projectionMatrix;//投影矩阵
GLFrustum viewFrustum;//视景体
GLGeometryTransform transformPipeline;//几何图形变换管道
GLBatch floorBatch;//地板
GLTriangleBatch torusBatch;//大球
GLTriangleBatch sphereBatch;//小球
GLFrame cameraFrame;//观察者
#define NUM_SPHERES 50 //小球个数
GLFrame spheres[NUM_SPHERES];
- 设置视口:初始化或屏幕更改大小时调用
void changeSize(int nWidth, int nHeight) {
//设置视口
glViewport(0, 0, nWidth, nHeight);
//创建投影矩阵
viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
//并将其加载到投影矩阵堆栈上
//viewFrustum.GetProjectionMatrix() 获取viewFrustum投影矩阵
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
//设置变换管道以使用两个矩阵堆栈(变换矩阵modelViewMatrix ,投影矩阵projectionMatrix
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
- 绘制场景:
void renderSence(void) {
//地板颜色
static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f };
//清除颜色缓冲区和深度缓冲区
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//绘制地面
shaderManager.UseStockShader(GLT_SHADER_FLAT,transformPipeline.GetModelViewProjectionMatrix(),vFloorColor);
floorBatch.Draw();
//执行缓冲区交换
glutSwapBuffers();
}
- 设置渲染环境:
void setupRC(void) {
//初始化
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
shaderManager.InitializeStockShaders();
//开启深度测试
glEnable(GL_DEPTH_TEST);
//设置地板顶点数据
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();
}
- main执行:
int main(int argc, char *argv[]) {
gltSetWorkingDirectory(argv[0]);
//初始化GLUT库
glutInit(&argc, argv);
//初始化双缓冲窗口,颜色和深度缓冲区
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("OpenGL Test");
glutReshapeFunc(changeSize);
glutDisplayFunc(renderSence);
setupRC();
glutMainLoop();
return 0;
}
- 运行:

绘制大球+自转
- 主要在
renderSence()
函数中绘制:
//大球颜色
static GLfloat vTorusColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };
//基于时间动画
static CStopWatch rotTimer;
float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
//获取光源位置
M3DVector4f vLightPos = {0.0f,10.0f,5.0f,1.0f};
//大球位置向屏幕里移动
modelViewMatrix.Translate(0.0f, 0.0f, -3.0f);
//压栈
modelViewMatrix.PushMatrix();
//大球绕y轴自转
modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
//指定合适着色器->点光源着色器
shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vLightPos, vTorusColor);
torusBatch.Draw();
//绘制完毕,出栈
modelViewMatrix.PopMatrix();
- 绘制完关键一步:提交重新渲染
glutPostRedisplay();
- 运行:

额,这是gif哦!由于球体颜色均匀看不出它在转动。。。我们关闭深度测试看下:
//开启深度测试
// glEnable(GL_DEPTH_TEST);

绘制小球
- 同理,也在
renderSence()
函数中绘制:
//小球颜色
static GLfloat vSphereColor[] = { 0.0f, 0.0f, 1.0f, 1.0f};
//画小球
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();
}
- 运行:

让一颗篮球绕红球转:
renderSence()
中:
//让一个小篮球围绕大球公转自转
modelViewMatrix.PushMatrix();
modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f);
modelViewMatrix.Translate(0.8f, 0.0f, 0.0f);
shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF,transformPipeline.GetModelViewMatrix(),transformPipeline.GetProjectionMatrix(),vLightPos,vSphereColor);
sphereBatch.Draw();
modelViewMatrix.PopMatrix();
- 运行:
移动观察者
- 在
renderSence()
中:
//加入观察者
M3DMatrix44f mCamera;
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.PushMatrix(mCamera);
specialKeys()
函数根据方向键控制移动:
void specialKeys(int key, int x, int y) {
//移动步长
float linear = 0.1f;
//旋转度数
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);
}
}
- 注册函数:
glutSpecialFunc(specialKeys);
- 运行:即开头gif~