#include "GLtools.h" // OpenGL toolkit
#include <gl/glut.h>
// 初始化正方形的位置和大小。
GLfloat x = 0.0f;
GLfloat y = 0.0f;
GLfloat rsize = 25;
// Step size in x and y directions每一步在x,y方向上走的距離
// (number of pixels to move each time)
GLfloat xstep = 1.0f;
GLfloat ystep = 1.0f;
// Keep track of windows changing width and height
GLfloat windowWidth;
GLfloat windowHeight;
///////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)//RC(渲染環境)設置
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT);
// Set current drawing color to red
// R G B
glColor3f(1.0f, 0.0f, 0.0f);
// Draw a filled rectangle with current color
glRectf(x, y, x + rsize, y - rsize);
// Flush drawing commands and swap
glutSwapBuffers();
}
///////////////////////////////////////////////////////////
// Called by GLUT library when idle (window not being
// resized or moved)
void TimerFunction(int value)
{
// Reverse direction when you reach left or right edge
if(x > windowWidth-rsize || x < -windowWidth)
xstep = -xstep;
// Reverse direction when you reach top or bottom edge
if(y > windowHeight || y < -windowHeight + rsize)
ystep = -ystep;
// Actually move the square
x += xstep;
y += ystep;
// Check bounds. This is in case the window is made
// smaller while the rectangle is bouncing and the
// rectangle suddenly finds itself outside the new
// clipping volume
if(x > (windowWidth-rsize + xstep))
x = windowWidth-rsize-1;
else if(x < -(windowWidth + xstep))
x = -windowWidth -1;
if(y > (windowHeight + ystep))
y = windowHeight-1;
else if(y < -(windowHeight - rsize + ystep))
y = -windowHeight + rsize - 1;
// Redraw the scene with new coordinates
glutPostRedisplay();
glutTimerFunc(33,TimerFunction, 1);
}
///////////////////////////////////////////////////////////
// Setup the rendering state
void SetupRC(void)
{
// Set clear color to blue
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
}
///////////////////////////////////////////////////////////
// Called by GLUT library when the window has chanaged size
void ChangeSize(int w, int h)
{
GLfloat aspectRatio;
// Prevent a divide by zero
if(h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
// Reset coordinate system
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Establish clipping volume (left, right, bottom, top, near, far)
aspectRatio = (GLfloat)w / (GLfloat)h;
if (w <= h)
{
windowWidth = 100;
windowHeight = 100 / aspectRatio;
glOrtho (-100.0, 100.0, -windowHeight, windowHeight, 1.0, -1.0);
}
else
{
windowWidth = 100 * aspectRatio;
windowHeight = 100;
glOrtho (-windowWidth, windowWidth, -100.0, 100.0, 1.0, -1.0);
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
///////////////////////////////////////////////////////////
// Main program entry point
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(800,600);
glutCreateWindow("Bounce");
glutDisplayFunc(RenderScene);
glutReshapeFunc(ChangeSize);
glutTimerFunc(33, TimerFunction, 1);
SetupRC();
glutMainLoop();
return 0;
}
1.glutSwapBuffers()函數,當設置Opengl窗口是,我們要指定一個雙緩衝區渲染環境,這就意味着將在後臺緩衝區渲染,然後結束時交換到前臺。這種形式能夠防止觀察者看到閃爍。
2.glutPostRedisplay()函數。刷新顯示。
3.glMatrixMode(GL_PROJECTION);切換當前矩陣。三種模式:GL_PROJECTION 投影, GL_MODELVIEW 模型視圖, GL_TEXTURE 紋理。接下要進行什麼操作。
如果參數是GL_PROJECTION,這個是投影的意思,就是要對投影相關進行操作,也就是把物體投影到一個平面上,就像我們照相一樣,把3維物體投到2維的平面上。這樣,接下來的語句可以是跟透視相關的函數,比如glFrustum()或gluPerspective();
在操作投影矩陣以前,需要調用函數:
glMatrixMode(GL_PROJECTION); //將當前矩陣指定爲投影矩陣
然後把矩陣設爲單位矩陣:
glLoadIdentity();
然後調用glFrustum()或gluPerspective(),它們生成的矩陣會與當前的矩陣相乘,生成透視的效果;
4.glutDisplayFunc()顯示回調函數。
5.glutReshapeFunc()窗口改變回調函數。
總結:GLUT內部運行一個本地消息循環,攔截適當的消息,調用我們爲不同事件註冊的毀掉函數。
我自己總結了下流程: