• OpenGL使用固定管线绘制地球月球,自转于公转


    #include "GLTools.h"
    #include "GLShaderManager.h"
    #include "GLFrustum.h"
    #include "GLBatch.h"
    #include "GLMatrixStack.h"
    #include "GLGeometryTransform.h"
    #include "StopWatch.h"
    
    #include <math.h>
    #include <stdio.h>
    
    #ifdef __APPLE__
    #include <glut/glut.h>
    #else
    #define FREEGLUT_STATIC
    #include <GL/glut.h>
    #endif
    #define GL_SILENCE_DEPRECATION
    //**4、添加附加随机球
    #define NUM_SPHERES 50
    GLFrame spheres[NUM_SPHERES];
    
    GLShaderManager        shaderManager;            // 着色器管理器
    GLMatrixStack        modelViewMatrix;        // 模型视图矩阵
    GLMatrixStack        projectionMatrix;        // 投影矩阵
    GLFrustum            viewFrustum;            // 视景体
    GLGeometryTransform    transformPipeline;        // 几何图形变换管道
    
    GLTriangleBatch        torusBatch;             // 花托批处理
    GLBatch                floorBatch;             // 地板批处理
    
    //**2、定义公转球的批处理(公转自转)**
    GLTriangleBatch     sphereBatch;            //球批处理
    
    //**3、角色帧 照相机角色帧(全局照相机实例)
    GLFrame             cameraFrame;
    
    //**5、添加纹理
    //纹理标记数组
    GLuint uiTextures[3];
    
    //OpenGL使用固定管线绘制地球月球,自转于公转
    bool LoadTGATexture(const char *szFileName, GLenum minFilter, GLenum magFilter, GLenum wrapMode)
    {
    
        GLbyte *pBits;
        int nWidth, nHeight, nComponents;
        GLenum eFormat;
        
        //1.读取纹理数据
        pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);
        if(pBits == NULL)
            return false;
        
        //2、设置纹理参数
        //参数1:纹理维度
        //参数2:为S/T坐标设置模式
        //参数3:wrapMode,环绕模式
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
        
        //参数1:纹理维度
        //参数2:线性过滤
        //参数3:wrapMode,环绕模式
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
        
        //3.载入纹理
        //参数1:纹理维度
        //参数2:mip贴图层次
        //参数3:纹理单元存储的颜色成分(从读取像素图是获得)-将内部参数nComponents改为了通用压缩纹理格式GL_COMPRESSED_RGB
        //参数4:加载纹理宽
        //参数5:加载纹理高
        //参数6:加载纹理的深度
        //参数7:像素数据的数据类型(GL_UNSIGNED_BYTE,每个颜色分量都是一个8位无符号整数)
        //参数8:指向纹理图像数据的指针
        glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB, nWidth, nHeight, 0,
                     eFormat, GL_UNSIGNED_BYTE, pBits);
        
        //使用完毕释放pBits
        free(pBits);
      
        //4.设置Mip贴图,纹理生成所有的Mip层
        //参数:GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
        glGenerateMipmap(GL_TEXTURE_2D);
        
        
        return true;
    }
    
    
    
    void SetupRC()
    {
        //设置背景
        glClearColor(0, 0, 0, 1);
        //初始化着色器
        shaderManager.InitializeStockShaders();
        
        //开启深度测试/正背面剔除
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
        
        //获取球体模型
        gltMakeSphere(torusBatch, 0.4, 40, 80);
        //小球体模型
        gltMakeSphere(sphereBatch, 0.1, 26, 13);
        
        //地面坐标和纹理坐标,Z轴向外为正
        floorBatch.Begin(GL_TRIANGLE_STRIP, 4,1);
        floorBatch.MultiTexCoord2f(0, 0, 0);
        floorBatch.Vertex3f(-20, -0.41, 20);
    
        floorBatch.MultiTexCoord2f(0, 1, 0);
        floorBatch.Vertex3f(20, -0.41, 20);
    
        floorBatch.MultiTexCoord2f(0, 0, 1);
        floorBatch.Vertex3f(-20, -0.41, -20);
    
        floorBatch.MultiTexCoord2f(0, 1, 1);
        floorBatch.Vertex3f(20, -0.41, -20);
    
        floorBatch.End();
        
        
        
        for (int i = 0; i < NUM_SPHERES; i++) {
            //y轴不变,X,Z产生随机值
            GLfloat x = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
            GLfloat z = ((GLfloat)((rand() % 400) - 200 ) * 0.1f);
            
            spheres[i].SetOrigin(x, 0, z);
            
        }
        
        //绑定纹理获取纹理文件texture
        glGenTextures(3, uiTextures);
        glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
        LoadTGATexture("marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
        
        glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
        LoadTGATexture("erth.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
        
        glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
        LoadTGATexture("moonlike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT);
       
    }
    
    //绘制球体
    void drawSomething(GLfloat yRot)
    {
        //1.定义光源位置&漫反射颜色
        static GLfloat vWhite[] = { 1.0f, 1.0f, 1.0f, 1.0f };
        static GLfloat vLightPos[] = { 0.0f, 3.0f, 0.0f, 1.0f };
        
        //许多静止的小球
        glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
        for (int i = 0; i < NUM_SPHERES; i++) {
            modelViewMatrix.PushMatrix();
            modelViewMatrix.MultMatrix(spheres[i]);
            shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,modelViewMatrix.GetMatrix(),transformPipeline.GetProjectionMatrix(),vLightPos,vWhite,0);
            sphereBatch.Draw();
            modelViewMatrix.PopMatrix();
        }
        
        
        
        modelViewMatrix.Translate(0, 0.2, -2.5);//大球小球都需要向上0.2向里0.25
        
        //地球
        modelViewMatrix.PushMatrix();
        modelViewMatrix.Rotate(-90, 1, 0, 0);//纹理填充上去之后,不是按照南北极为轴旋转,所以转90度再按Z轴转
        modelViewMatrix.Rotate(yRot, 0, 0, 1);
        glBindTexture(GL_TEXTURE_2D, uiTextures[1]);
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,modelViewMatrix.GetMatrix(),transformPipeline.GetProjectionMatrix(),vLightPos,vWhite,0);
        torusBatch.Draw();
        modelViewMatrix.PopMatrix();
        
        //月球
        modelViewMatrix.PushMatrix();
        modelViewMatrix.Rotate(-yRot , 0, 1, 0);
        modelViewMatrix.Translate(0.8, 0, 0);//月球移动一定距离形成公转
        
        glBindTexture(GL_TEXTURE_2D, uiTextures[2]);
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,modelViewMatrix.GetMatrix(),transformPipeline.GetProjectionMatrix(),vLightPos,vWhite,0);
        sphereBatch.Draw();
        modelViewMatrix.PopMatrix();
        
        
    }
    
    //进行调用以绘制场景
    void RenderScene(void)
    {
        //1.地板颜色值
        static GLfloat vFloorColor[] = { 1.0f, 1.0f, 0.0f, 0.75f};
        
        //2.基于时间动画
        static CStopWatch    rotTimer;
        float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
        
        //清除缓存
        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
        
        //
        modelViewMatrix.PushMatrix();
        M3DMatrix44f mCamara;
        cameraFrame.GetCameraMatrix(mCamara);
        modelViewMatrix.MultMatrix(mCamara);
        
        //
        modelViewMatrix.PushMatrix();
        //沿着Y轴反转,使用的缩放y的缩放因子设置为负
        modelViewMatrix.Scale(1, -1, 1);
        
        modelViewMatrix.Translate(0, 0.8, 0);
        
        //设置顺时针为正
        glFrontFace(GL_CW);
        //绘制镜面倒影的球体
        drawSomething(yRot);
        //恢复逆时针为正
        glFrontFace(GL_CCW);
        
        modelViewMatrix.PopMatrix();
        
        //绘制地板,开启混合(地面和倒影的球体混合)
        glEnable(GL_BLEND);
        //设置hunheyinz
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        //绑定纹理
        glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
        
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE,transformPipeline.GetModelViewProjectionMatrix(),vFloorColor,0);
        
        floorBatch.Draw();
        glDisable(GL_BLEND);
        
        drawSomething(yRot);
        modelViewMatrix.PopMatrix();
        //交换缓存区
        glutSwapBuffers();
        //提交,造成循环
        glutPostRedisplay();
        
        
    }
    
    
    void SpeacialKeys(int key,int x,int y)
    {
        
        float linear = 0.1f;
        float angular = float(m3dDegToRad(5.0f));
        
        if (key == GLUT_KEY_UP) {
            
            //MoveForward 平移
            cameraFrame.MoveForward(linear);
        }
        
        if (key == GLUT_KEY_DOWN) {
            cameraFrame.MoveForward(-linear);
        }
        
        if (key == GLUT_KEY_LEFT) {
            //RotateWorld 旋转
            cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
        }
        
        if (key == GLUT_KEY_RIGHT) {
            cameraFrame.RotateWorld(-angular, 0.0f, 1.0f, 0.0f);
        }
        
    }
    
    
    // 屏幕更改大小或已初始化
    void ChangeSize(int nWidth, int nHeight)
    {
        //1.设置视口
        glViewport(0, 0, nWidth, nHeight);
        
        //2.设置投影方式
        viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
        
        //3.将投影矩阵加载到投影矩阵堆栈,
        projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
        modelViewMatrix.LoadIdentity();
        
        //4.将投影矩阵堆栈和模型视图矩阵对象设置到管道中
        transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
       
        
    }
    
    //删除纹理
    void ShutdownRC(void)
    {
        glDeleteTextures(3, uiTextures);
    }
    
     #define GL_SILENCE_DEPRECATION
    int main(int argc, char* argv[])
    {
        gltSetWorkingDirectory(argv[0]);
        
        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
        glutInitWindowSize(100,100);
        
        glutCreateWindow("SphereWorld");
        
        glutReshapeFunc(ChangeSize);
        glutDisplayFunc(RenderScene);
        glutSpecialFunc(SpeacialKeys);
        
        GLenum err = glewInit();
        if (GLEW_OK != err) {
            fprintf(stderr, "GLEW Error: %s
    ", glewGetErrorString(err));
            return 1;
        }
        
        
        SetupRC();
        glutMainLoop();
        ShutdownRC();
        return 0;
    }

    github地址:https://github.com/duzhaoquan/OpenGLErthAndMoon.git

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  • 原文地址:https://www.cnblogs.com/duzhaoquan/p/12849083.html
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