// Move.cpp
// Move a Block based on arrow key movements
#include <GLTools.h> // OpenGL toolkit
#include <GLShaderManager.h>
#include <math3d.h>
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif
GLBatch squareBatch;
GLShaderManager shaderManager;
GLfloat blockSize = 0.1f;
GLfloat vVerts[] = { -blockSize, -blockSize, 0.0f,
blockSize, -blockSize, 0.0f,
blockSize, blockSize, 0.0f,
-blockSize, blockSize, 0.0f };
GLfloat xPos = 0.0f;
GLfloat yPos = 0.0f;
///////////////////////////////////////////////////////////////////////////////
// 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(0.0f, 0.0f, 1.0f, 1.0f);
shaderManager.InitializeStockShaders();
// Load up a triangle
squareBatch.Begin(GL_TRIANGLE_FAN, 4);
squareBatch.CopyVertexData3f(vVerts);
squareBatch.End();
}
// Respond to arrow keys by moving the camera frame of reference
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;
// Collision detection
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();
}
// 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);
GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 1.0f };
M3DMatrix44f mFinalTransform, mTranslationMatrix, mRotationMatrix;
// 平移操作
m3dTranslationMatrix44(mTranslationMatrix, xPos, yPos, 0.0f);
// 每次绘制旋转5度
static float yRot = 0.0f;
yRot += 5.0f;
m3dRotationMatrix44(mRotationMatrix, m3dDegToRad(yRot), 0.0f, 0.0f, 1.0f);
//连接平移和旋转的结果到最终矩阵 //mFinalTransform为先平移再旋转
m3dMatrixMultiply44(mFinalTransform, mTranslationMatrix, mRotationMatrix);
//使用矩阵将坐标存储到平面着色器中
shaderManager.UseStockShader(GLT_SHADER_FLAT, mFinalTransform, vRed);
squareBatch.Draw();
// Perform the buffer swap
glutSwapBuffers();
}
///////////////////////////////////////////////////////////////////////////////
// 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);
}
///////////////////////////////////////////////////////////////////////////////
// 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);
glutInitWindowSize(600, 600);
glutCreateWindow("Move Block with Arrow Keys");
GLenum err = glewInit();
if (GLEW_OK != err)
{
// Problem: glewInit failed, something is seriously wrong.
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
return 1;
}
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutSpecialFunc(SpecialKeys);
SetupRC();
glutMainLoop();
return 0;
}
OpenGL 着色器 平移缩放
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转载自blog.csdn.net/a1317338022/article/details/78737581
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