Demo使用glRotatef ,glTranslatef来实现一个太阳、地球、月亮运动的3D图形。
1.glTranslatef() ——模型变换函数 移动
void glTranslatef(GLfloat x, GLfloat y, GLfloat z);
这个函数表示模型是怎样移动的。举个例子:
glTranslatef(-1.0,0.0,-2.0);//表示物体沿x负方向移动1.0,沿z轴负方向移动2.0。
2.glRotatef()——模型变换函数 旋转
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
angle表示旋转的角度(注意单位不是弧度),(x,y,z)表示转轴。举个例子:
glRotatef(45.0, 0.0, 0.0, 1.0);//表示模型沿着(0,0,1)这个轴旋转45°。
3.glPerspective() ——投影变换函数 透视投影
void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar);
glPerspective函数的相关参数代表的意义参看下图:
fovy视角宽度
aspect:w/h
平移、旋转、以及缩放效果:
正交投影以及透视投影:
正交投影下显示效果:
右击鼠标右键菜单选择是否显示座标轴以及透视和正交投影模式:
透视投影:
源代码:
- // GlutSolarDemo.cpp : 定义控制台应用程序的入口点。
- //
- #include "stdafx.h"
- #include <gl/glut.h>
- #include <math.h>
- //圆周率宏
- #define GL_PI 3.1415f
- //获取屏幕的宽度
- GLint SCREEN_WIDTH=0;
- GLint SCREEN_HEIGHT=0;
- //设置程序的窗口大小
- GLint windowWidth=400;
- GLint windowHeight=300;
- //绕x轴旋转角度
- GLfloat xRotAngle=0.0f;
- //绕y轴旋转角度
- GLfloat yRotAngle=0.0f;
- //受支持的点大小范围
- GLfloat sizes[2];
- //受支持的点大小增量
- GLfloat step;
- //最大的投影矩阵堆栈深度
- GLint iMaxProjectionStackDepth;
- //最大的模型视图矩阵堆栈深度
- GLint iMaxModeviewStackDepth;
- //最大的纹理矩阵堆栈深度
- GLint iMaxTextureStackDepth;
- GLfloat whiteLight[] = { 0.4f, 0.4f, 0.4f, 1.0f };
- GLfloat sourceLight[] = { 0.8f, 0.8f, 0.8f, 1.0f };
- GLfloat lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
- GLint iCoordinateaxis=2;
- GLint iProjectionMode=1;
- void changSize(GLint w,GLint h);
- //菜单回调函数
- void processMenu(int value){
- switch(value){
- case 1:
- iCoordinateaxis=1;
- break;
- case 2:
- iCoordinateaxis=2;
- break;
- case 3:
- iProjectionMode=1;
- //强制调用窗口大小变化回调函数,更改投影模式为正交投影
- changSize(glutGet(GLUT_WINDOW_WIDTH),glutGet(GLUT_WINDOW_HEIGHT));
- break;
- case 4:
- iProjectionMode=2;
- //强制调用窗口大小变化回调函数,更改投影模式为透视投影
- changSize(glutGet(GLUT_WINDOW_WIDTH),glutGet(GLUT_WINDOW_HEIGHT));
- break;
- default:
- break;
- }
- //重新绘制
- glutPostRedisplay();
- }
- //显示回调函数
- void renderScreen(void){
- static float fMoonRot = 0.0f;
- static float fEarthRot = 0.0f;
- //将窗口颜色清理为黑色
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- //把整个窗口清理为当前清理颜色:黑色;清除深度缓冲区。
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- //将当前Matrix状态入栈
- glPushMatrix();
- if(2==iProjectionMode)
- glTranslatef(0.0f, 0.0f, -250.0f); //透视投影为便于观察整个座标系往内移动250个单位
- //座标系绕x轴旋转xRotAngle
- glRotatef(xRotAngle,1.0f,0.0f,0.0f);
- //座标系绕y轴旋转yRotAngle
- glRotatef(yRotAngle,0.0f,1.0f,0.0f);
- //进行平滑处理
- glEnable(GL_POINT_SMOOTH);
- glHint(GL_POINT_SMOOTH,GL_NICEST);
- glEnable(GL_LINE_SMOOTH);
- glHint(GL_LINE_SMOOTH,GL_NICEST);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- //白色绘制座标系
- if(1==iCoordinateaxis){
- glColor3f(1.0f,1.0f,1.0f);
- glBegin(GL_LINES);
- glVertex3f(-90.0f,00.0f,0.0f);
- glVertex3f(90.0f,0.0f,0.0f);
- glVertex3f(0.0f,-90.0f,0.0f);
- glVertex3f(0.0f,90.0f,0.0f);
- glVertex3f(0.0f,0.0f,-90.0f);
- glVertex3f(0.0f,0.0f,90.0f);
- glEnd();
- glPushMatrix();
- glTranslatef(90.0f,0.0f,0.0f);
- glRotatef(90.0f,0.0f,1.0f,0.0f);
- glutSolidCone(3,6,10,10);
- glPopMatrix();
- glPushMatrix();
- glTranslatef(0.0f,90.0f,0.0f);
- glRotatef(-90.0f,1.0f,0.0f,0.0f);
- glutSolidCone(3,6,10,10);
- glPopMatrix();
- glPushMatrix();
- glTranslatef(0.0f,0.0f,90.0f);
- glRotatef(70.0f,0.0f,0.0f,1.0f);
- glutSolidCone(3,6,10,10);
- glPopMatrix();
- }
- glPushMatrix();
- glDisable(GL_LIGHTING);
- //Draw sun at(0.0f,0.0f,0.0f)
- glColor3ub(255, 255, 0);
- glutSolidSphere(15.0f, 30, 17);
- glEnable(GL_LIGHTING);
- //Move the light after we draw the sun!
- glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
- //Rotate coordinate system
- glColor3ub(0,0,255);
- glRotatef(fEarthRot, 0.0f, 1.0f, 0.0f);
- fEarthRot += 5.0f;
- if(fEarthRot > 360.0f)
- fEarthRot = 0.0f;
- glTranslatef(105.0f,0.0f,0.0f);
- //Draw the Earth
- glutSolidSphere(15.0f, 30, 17);
- //Rotate from Earth based coordinates and draw Moon
- glColor3ub(200,200,200);
- glRotatef(fMoonRot,0.0f, 1.0f, 0.0f);
- fMoonRot+= 15.0f;
- if(fMoonRot > 360.0f)
- fMoonRot = 0.0f;
- glTranslatef(30.0f, 0.0f, 0.0f);
- glutSolidSphere(6.0f, 30, 17);
- glPopMatrix();
- //恢复压入栈的Matrix
- glPopMatrix();
- //交换两个缓冲区的指针
- glutSwapBuffers();
- }
- //设置Redering State
- void setupRederingState(void){
- // Enable lighting
- glEnable(GL_LIGHTING);
- // Setup and enable light 0
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,whiteLight);
- glLightfv(GL_LIGHT0,GL_DIFFUSE,sourceLight);
- glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
- glEnable(GL_LIGHT0);
- // Enable color tracking
- glEnable(GL_COLOR_MATERIAL);
- // Set Material properties to follow glColor values
- glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
- glEnable(GL_DEPTH_TEST); //使能深度测试
- glFrontFace(GL_CCW); //多边形正面为逆时针方向
- glEnable(GL_CULL_FACE); //不显示背面
- //设置清理颜色为黑色
- glClearColor(0.0f,0.0,0.0,1.0f);
- //设置绘画颜色为绿色
- glColor3f(1.0f,1.0f,0.0f);
- //使能深度测试
- glEnable(GL_DEPTH_TEST);
- //获取受支持的点大小范围
- glGetFloatv(GL_POINT_SIZE_RANGE,sizes);
- //获取受支持的点大小增量
- glGetFloatv(GL_POINT_SIZE_GRANULARITY,&step);
- //获取最大的投影矩阵堆栈深度
- glGetIntegerv( GL_MAX_PROJECTION_STACK_DEPTH,&iMaxProjectionStackDepth);
- //获取最大的模型视图矩阵堆栈深度
- glGetIntegerv( GL_MAX_MODELVIEW_STACK_DEPTH,&iMaxModeviewStackDepth);
- //获取最大的纹理矩阵堆栈深度
- glGetIntegerv( GL_MAX_TEXTURE_STACK_DEPTH,&iMaxTextureStackDepth);
- printf("point size range:%f-%f\n",sizes[0],sizes[1]);
- printf("point step:%f\n",step);
- printf("iMaxProjectionStackDepth=%d\n",iMaxProjectionStackDepth);
- printf("iMaxModeviewStackDepth=%d\n",iMaxModeviewStackDepth);
- printf("iMaxTextureStackDepth=%d\n",iMaxTextureStackDepth);
- }
- //窗口大小变化回调函数
- void changSize(GLint w,GLint h){
- //横宽比率
- GLfloat ratio;
- //设置座标系为x(-100.0f,100.0f)、y(-100.0f,100.0f)、z(-100.0f,100.0f)
- GLfloat coordinatesize=120.0f;
- //窗口宽高为零直接返回
- if((w==0)||(h==0))
- return;
- //设置视口和窗口大小一致
- glViewport(0,0,w,h);
- //对投影矩阵应用随后的矩阵操作
- glMatrixMode(GL_PROJECTION);
- //重置当前指定的矩阵为单位矩阵
- glLoadIdentity();
- ratio=(GLfloat)w/(GLfloat)h;
- //正交投影
- if(1==iProjectionMode){
- printf("glOrtho\n");
- if(w<h)
- glOrtho(-coordinatesize,coordinatesize,-coordinatesize/ratio,coordinatesize/ratio,-coordinatesize*2.0f,coordinatesize*2.0f);
- else
- glOrtho(-coordinatesize*ratio,coordinatesize*ratio,-coordinatesize,coordinatesize,-coordinatesize*2.0f,coordinatesize*2.0f);
- //当前矩阵设置为模型视图矩阵
- glMatrixMode(GL_MODELVIEW);
- //重置当前指定的矩阵为单位矩阵
- glLoadIdentity();
- }
- else{
- printf("gluPerspective\n");
- gluPerspective(45,ratio,10.0f,500.0f);
- //当前矩阵设置为模型视图矩阵
- glMatrixMode(GL_MODELVIEW);
- //重置当前指定的矩阵为单位矩阵
- glLoadIdentity();
- }
- }
- //按键输入处理回调函数
- void specialKey(int key,int x,int y){
- if(key==GLUT_KEY_UP){
- xRotAngle-=5.0f;
- }
- else if(key==GLUT_KEY_DOWN){
- xRotAngle+=5.0f;
- }
- else if(key==GLUT_KEY_LEFT){
- yRotAngle-=5.0f;
- }
- else if(key==GLUT_KEY_RIGHT){
- yRotAngle+=5.0f;
- }
- //重新绘制
- glutPostRedisplay();
- }
- void timerFunc(int value)
- {
- glutPostRedisplay();
- glutTimerFunc(100, timerFunc, 1);
- }
- int main(int argc, char* argv[])
- {
- //菜单
- GLint iMainMenu;
- GLint iCoordinateaxisMenu;
- GLint iOrthoOrPerspectMenu;
- //初始化glut
- glutInit(&argc,argv);
- //使用双缓冲区、深度缓冲区。
- glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH);
- //获取系统的宽像素
- SCREEN_WIDTH=glutGet(GLUT_SCREEN_WIDTH);
- //获取系统的高像素
- SCREEN_HEIGHT=glutGet(GLUT_SCREEN_HEIGHT);
- //创建窗口,窗口名字为OpenGL Solar Demo
- glutCreateWindow("OpenGL Solar Demo");
- //设置窗口大小
- glutReshapeWindow(windowWidth,windowHeight);
- //窗口居中显示
- glutPositionWindow((SCREEN_WIDTH-windowWidth)/2,(SCREEN_HEIGHT-windowHeight)/2);
- //窗口大小变化时的处理函数
- glutReshapeFunc(changSize);
- //设置显示回调函数
- glutDisplayFunc(renderScreen);
- //设置按键输入处理回调函数
- glutSpecialFunc(specialKey);
- //菜单回调函数
- iCoordinateaxisMenu=glutCreateMenu(processMenu);
- //添加菜单
- glutAddMenuEntry("Display coordinate axis",1);
- glutAddMenuEntry("Don't dispaly coordinate axis",2);
- iOrthoOrPerspectMenu=glutCreateMenu(processMenu);
- glutAddMenuEntry("Ortho",3);
- glutAddMenuEntry("Perspect",4);
- iMainMenu=glutCreateMenu(processMenu);
- glutAddSubMenu("Display or hide coordinate axis",iCoordinateaxisMenu);
- glutAddSubMenu("Ortho Or Perspect",iOrthoOrPerspectMenu);
- //将菜单榜定到鼠标右键上
- glutAttachMenu(GLUT_RIGHT_BUTTON);
- glutTimerFunc(250,timerFunc, 1);
- //设置全局渲染参数
- setupRederingState();
- glutMainLoop();
- return 0;
- }