• OpenGL代码学习(10)--颜色混合


    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:

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  • 原文地址:https://www.cnblogs.com/cchHers/p/14725526.html
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