在上一篇OpenGL 深度測試基礎上修改main.cpp
文件,完成此demo
。bash
代碼已作詳細註釋,以下:oop
#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"
#include <stdio.h>
GLShaderManager shaderManager;
GLMatrixStack modelViewMatrix;
GLMatrixStack projectionMatrix;
//視景體
GLFrustum viewFrustum;
GLFrame cameraFrame;
GLFrame objectFrame;
GLBatch pyramidBatch;
//紋理變量ID
GLuint textureID;
//繪製金字塔
void makePyramid(GLBatch &pyramidBatch) {
//arg2:頂點個數 arg3:這個批次類中會使用的紋理個數,默認爲0
pyramidBatch.Begin(GL_TRIANGLES, 18,1);
//塔頂
M3DVector3f vApex = { 0.0f, 1.0f, 0.0f };
M3DVector3f vFrontLeft = { -1.0f, -1.0f, 1.0f };
M3DVector3f vFrontRight = { 1.0f, -1.0f, 1.0f };
M3DVector3f vBackLeft = { -1.0f, -1.0f, -1.0f };
M3DVector3f vBackRight = { 1.0f, -1.0f, -1.0f };
M3DVector3f n;
//設置三角形
//從三個點獲取一個法線 arg1:結果 arg2-4:頂點數據
m3dFindNormal(n, vBackLeft, vBackRight, vFrontRight);
//設置法線
pyramidBatch.Normal3fv(n);
//設置紋理座標 arg1:紋理層次 對於使用存儲着色器來進行渲染,設置爲0 arg2: 對應x座標 arg3:對應y座標 (s,t,r,q對應頂點座標的x,y,z,w)
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
//向三角形批次類中添加頂點數據
pyramidBatch.Vertex3fv(vBackLeft);
//vBackRight
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackRight);
//vFrontRight
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
pyramidBatch.Vertex3fv(vFrontRight);
//三角形Y =(vFrontLeft,vBackLeft,vFrontRight)
//1.找到三角形X 法線
m3dFindNormal(n, vFrontLeft, vBackLeft, vFrontRight);
//vFrontLeft
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 1.0f);
pyramidBatch.Vertex3fv(vFrontLeft);
//vBackLeft
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackLeft);
//vFrontRight
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f);
pyramidBatch.Vertex3fv(vFrontRight);
// 金字塔前面
//三角形:(Apex,vFrontLeft,vFrontRight)
m3dFindNormal(n, vApex, vFrontLeft, vFrontRight);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
pyramidBatch.Vertex3fv(vApex);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vFrontLeft);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vFrontRight);
//金字塔左邊
//三角形:(vApex, vBackLeft, vFrontLeft)
m3dFindNormal(n, vApex, vBackLeft, vFrontLeft);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
pyramidBatch.Vertex3fv(vApex);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackLeft);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vFrontLeft);
//金字塔右邊
//三角形:(vApex, vFrontRight, vBackRight)
m3dFindNormal(n, vApex, vFrontRight, vBackRight);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
pyramidBatch.Vertex3fv(vApex);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vFrontRight);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackRight);
//金字塔後邊
//三角形:(vApex, vBackRight, vBackLeft)
m3dFindNormal(n, vApex, vBackRight, vBackLeft);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);
pyramidBatch.Vertex3fv(vApex);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackRight);
pyramidBatch.Normal3fv(n);
pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);
pyramidBatch.Vertex3fv(vBackLeft);
//結束批次設置
pyramidBatch.End();
}
//將TGA文件加載爲2D紋理
bool loadTGATexture(const char *szFileName, GLenum minFilter, GLenum magFileter, GLenum wrapMode) {
GLbyte *pBits;
int nWidth, nHeight, nComponents;
GLenum eFormat;
//讀取紋理 pBits:指向圖像數據的指針 arg2:紋理文件寬度地址 arg4:文件組件地址 arg5:文件格式地址
pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);
if (pBits == NULL) {
return false;
}
//設置過濾方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFileter);
//設置環繞模式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
//載入紋理 arg2:mip貼圖層次 arg7:像素數據類型(GL_UNSIGNED_BYTE 每一個顏色份量都是一個8位無符號整型)
glTexImage2D(GL_TEXTURE_2D, 0, nComponents, nWidth, nHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBits);
//釋放ppBits
free(pBits);
//加載Mip
glGenerateMipmap(GL_TEXTURE_2D);
return true;
}
void setupRC() {
glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
shaderManager.InitializeStockShaders();
cameraFrame.MoveForward(-15.0f);
glEnable(GL_DEPTH_TEST);
//arg1:紋理對象個數 arg2:紋理對象指針
glGenTextures(1, &textureID);
//綁定紋理狀態 arg1:紋理狀態2D arg2:紋理對象
glBindTexture(GL_TEXTURE_2D, textureID);
loadTGATexture("stone.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
makePyramid(pyramidBatch);
}
void changeSize(int w, int h) {
glViewport(0, 0, w, h);
//設置透視投影
viewFrustum.SetPerspective(30.0f, float(w) / float(h), 2.0f, 400.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
}
void renderScene() {
static GLfloat vLightPos[] = {1.0f,1.0f,0.0f};
static GLfloat vWhite[] = {1.0f,1.0f,1.0f,1.0f};
//清理緩衝區
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
modelViewMatrix.PushMatrix();
M3DMatrix44f mCamera;
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.MultMatrix(mCamera);
M3DMatrix44f mObjectFrame;
objectFrame.GetMatrix(mObjectFrame);
modelViewMatrix.MultMatrix(mObjectFrame);
glBindTexture(GL_TEXTURE_2D, textureID);
//arg5:漫反射顏色 arg6:圖形顏色(使用紋理時此參數爲0,表示不須要設置顏色)
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,modelViewMatrix.GetMatrix(),projectionMatrix.GetMatrix(),vLightPos,
vWhite,0);
pyramidBatch.Draw();
modelViewMatrix.PopMatrix();
glutSwapBuffers();
}
void specialKeys(int key,int x,int y){
float angular = float(m3dDegToRad(6.0f));
if (key == GLUT_KEY_UP) {
objectFrame.RotateWorld(-angular, 1.0f, 0.0f, 0.0f);
}
if (key == GLUT_KEY_DOWN) {
objectFrame.RotateWorld(angular, 1.0f, 0.0f, 0.0f);
}
if (key == GLUT_KEY_LEFT) {
objectFrame.RotateWorld(-angular, 0.0f, 1.0f, 0.0f);
}
if (key == GLUT_KEY_RIGHT) {
objectFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
}
glutPostRedisplay();
}
//刪除紋理對象
void shutdownRC(void) {
glDeleteTextures(1, &textureID);
}
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);
glutSpecialFunc(specialKeys);
GLenum err = glewInit();
if (GLEW_OK != err) {
return 1;
}
setupRC();
glutMainLoop();
shutdownRC();
return 0;
}
複製代碼
效果圖:post