注意:需要在配置好OpenGL的编程环境中运行下列代码,环境配置文章可参考:
OpenGL在Mac项目上的配置
下面的代码,直接放置在main.cpp文件中即可:
#include "GLTools.h" #include "GLShaderManager.h" #include <GLUT/GLUT.h> GLBatch squareBatch; GLBatch greenBatch; GLBatch redBatch; GLBatch blueBatch; GLBatch blackBatch; GLShaderManager shaderManager; GLfloat blockSize = 0.5f; GLfloat vVerts[] = { -blockSize, -blockSize, 0.0f, blockSize, -blockSize, 0.0f, blockSize, blockSize, 0.0f, -blockSize, blockSize, 0.0f }; // 程序一次性初始化 void SetupRC() { // 设置窗口背景为黑色 glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // 初始化着色器管理者 shaderManager.InitializeStockShaders(); // 创建移动矩形批次 squareBatch.Begin(GL_TRIANGLE_FAN, 4); squareBatch.CopyVertexData3f(vVerts); squareBatch.End(); // 绿色矩形批次 GLfloat vBlock[] = { 0.25f, 0.25f, 0.0f, 0.75f, 0.25f, 0.0f, 0.75f, 0.75f, 0.0f, 0.25f, 0.75f, 0.0f }; greenBatch.Begin(GL_TRIANGLE_FAN, 4); greenBatch.CopyVertexData3f(vBlock); greenBatch.End(); // 红色矩形批次 GLfloat vBlock2[] = { -0.75f, 0.25f, 0.0f, -0.25f, 0.25f, 0.0f, -0.25f, 0.75f, 0.0f, -0.75f, 0.75f, 0.0f }; redBatch.Begin(GL_TRIANGLE_FAN, 4); redBatch.CopyVertexData3f(vBlock2); redBatch.End(); // 蓝色矩形批次 GLfloat vBlock3[] ={ -0.75f, -0.75f, 0.0f, -0.25f, -0.75f, 0.0f, -0.25f, -0.25f, 0.0f, -0.75f, -0.25f, 0.0f }; blueBatch.Begin(GL_TRIANGLE_FAN, 4); blueBatch.CopyVertexData3f(vBlock3); blueBatch.End(); // 黑色矩形批次 GLfloat vBlock4[] = { 0.25f, -0.75f, 0.0f, 0.75f, -0.75f, 0.0f, 0.75f, -0.25f, 0.0f, 0.25f, -0.25f, 0.0f }; blackBatch.Begin(GL_TRIANGLE_FAN, 4); blackBatch.CopyVertexData3f(vBlock4); blackBatch.End(); } // 特殊按键监听 void SpecialKeys(int key, int x, int y) { GLfloat stepSize = 0.025f; // 左上角的x坐标和右下角的y坐标 GLfloat blockX = vVerts[0]; GLfloat blockY = vVerts[7]; // 根据移动方向移动位置 switch (key) { case GLUT_KEY_UP: blockY += stepSize; break; case GLUT_KEY_DOWN: blockY -= stepSize; break; case GLUT_KEY_LEFT: blockX -= stepSize; break; case GLUT_KEY_RIGHT: blockX += stepSize; break; default: break; } // 移动边界处理 if (blockX < -1.0f) { blockX = -1.0f; } if (blockX > (1.0f - blockSize * 2)) { blockX = 1.0f - blockSize * 2; } if (blockY < (-1.0f + blockSize * 2)) { blockY = -1.0f + blockSize * 2; } if (blockY > 1.0f) { blockY = 1.0f; } // 矩形四个顶点位置 vVerts[0] = blockX; vVerts[1] = blockY - blockSize * 2; vVerts[3] = blockX + blockSize * 2; vVerts[4] = blockY - blockSize * 2; vVerts[6] = blockX + blockSize * 2; vVerts[7] = blockY; vVerts[9] = blockX; vVerts[10] = blockY; // 批次顶点数据编号 squareBatch.CopyVertexData3f(vVerts); // 触发渲染 glutPostRedisplay(); } // 渲染画面 void RenderScene(void) { // 清理各个缓存区 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // 定义4种颜色 GLfloat vRed[] = {1.0f, 0.0f, 0.0f, 1.0f}; GLfloat vGreen[] = {0.0f, 1.0f, 0.0f, 1.0f}; GLfloat vBlue[] = {0.0f, 0.0f, 1.0f, 0.6f}; GLfloat vBlack[] = {0.0f, 0.0f, 0.0f, 1.0f}; // 画绿色矩形 shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vGreen); greenBatch.Draw(); // 画红色矩形 shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed); redBatch.Draw(); // 画蓝色矩形 shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vBlue); blueBatch.Draw(); // 画黑色矩形 shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vBlack); blackBatch.Draw(); // 开启颜色混合 glEnable(GL_BLEND); // 配置混合方程式 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // 画移动矩形,本身半透明蓝色 shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vBlue); squareBatch.Draw(); // 关闭颜色混合 glDisable(GL_BLEND); // 将在后台缓冲区进行渲染,然后在结束时交换到前台 glutSwapBuffers(); } // 窗口大小改变时接受新的宽度和高度 void ChangeSize(int w, int h) { // 设置视图窗口位置 glViewport(0, 0, w, h); } // 程序入口 int main(int argc, char *argv[]) { // 设置当前工作目录,针对Mac OS X gltSetWorkingDirectory(argv[0]); // 初始化GLUT库 glutInit(&argc, argv); /* 初始化渲染模式,其中标志GLUT_DOUBLE、GLUT_RGBA、GLUT_DEPTH、GLUT_STENCILf分别指双缓冲窗口、RGBA颜色模式、深度测试、模板缓冲区 */ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); // 初始化窗口大小 glutInitWindowSize(800, 720); // 创建窗口 glutCreateWindow("Move Block with Arror Keys to see blending"); // 注册回调函数 glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); // 确保驱动程序的初始化中没有出现任何问题 GLenum err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "glew error:%s ", glewGetErrorString(err)); return 1; } // 初始化设置 SetupRC(); // 进入调用循环 glutMainLoop(); return 0; }
运行代码的效果图: