• CS184.1X 计算机图形学导论 第8讲 学习笔记


    L8V1:OPENGL 2:几何

    1.基本的几何设置

     1 const int numobjects = 2;//物体对象的数量
     2 const int numperobj = 3;
     3 const int ncolors = 4;
     4 GLunit buffers[numperobj*numobjects+ncolors];//缓存
     5 GLunit objects[numobjects];
     6 GLenum PrimType[numobjects];
     7 GLsizei NumElems[numobjects];
     8 
     9 
    10 #define BUFFER_OFFSET(bytes) ((GLubyte *) NULL + (bytes))
    11 #define NumberOf(array) (sizeof(array)/sizeof(array[0]))
    12 enum {Vertices, Colors, Elements};
    13 enum {FLOOR, CUBE};

    2.长方体的几何

     1 const GLfloat wd = 0.1;
     2 const GLfloat ht = 0.5;
     3 const GLfloat _cubecol[4][3] = {
     4     {1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}, {1.0, 1.0, 0.0} };
     5 const GLfloat cubeverts[8][3] = {
     6     {-wd, -wd, 0.0}, {-wd, wd, 0.0}, {wd, wd, 0.0}, {wd, -wd, 0.0},
     7     {-wd, -wd, ht}, {wd, -wd, ht}, {wd, wd, ht}, {-wd, wd, ht} };
     8 GLfloat cubecol[8][3];
     9 const GLubyte cubeinds[6][4] = {
    10     {0, 1, 2, 3},//BOTTOM
    11     {4, 5, 6, 7},//TOP
    12     {0, 4, 7, 1},//LEFT
    13     {0, 3, 5, 4},//FRONT
    14     {3, 2, 6, 5},//RIGHT
    15     {1, 7, 6, 2},//BACK
    16 };

    3.长方体的初始化(颜色除外)

     1 void initobjectnocol(GLunit object, GLfloat * vert, GLint sizevert, GLubytes * inds, GLint sizeinds, GLenum type){
     2     int offset = object * numperobj ;
     3     glBindBuffer(GL_ARRAY_BUFFER, buffers[Vertices+offset]) ;
     4     glBufferData(GL_ARRAY_BUFFER, sizevert, vert,GL_STATIC_DRAW);
     5     glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ;
     6     glEnableClientState(GL_VERTEX_ARRAY) ;
     7     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,buffers[Elements+offset]) ;
     8     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeind, inds, GL_STATIC_DRAW);
     9     PrimType[object] = type ;
    10     NumElems[object] = sizeind ;
    11 }

    4.颜色设置

     1 // Simple function to init a bunch of color buffers for the cube
     2 void initcolorscube (void) {
     3     int base = numobjects * numperobj ;
     4     for (int i = 0 ; i < ncolors ; i++) {
     5         for (int j = 0 ; j < 8 ; j++)
     6             for (int k = 0 ; k < 3 ; k++)
     7                 cubecol[j][k] = _cubecol[i][k] ;
     8         glBindBuffer(GL_ARRAY_BUFFER, buffers[base+i]) ;
     9         glBufferData(GL_ARRAY_BUFFER, sizeof(cubecol), cubecol ,GL_STATIC_DRAW);
    10         glColorPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ;
    11         glEnableClientState(GL_COLOR_ARRAY) ; }
    12 }
    13 
    14 //in init
    15 initobjectnocol(CUBE, (GLfloat *) cubeverts, sizeof(cubeverts), (GLubyte *) cubeinds, sizeof(cubeinds), GL_QUADS);

    5.绘制

     1 // And a function to draw with them, similar to drawobject but with color
     2 void drawcolor(GLuint object, GLuint color) {
     3     int offset = object * numperobj ;
     4     int base = numobjects * numperobj ;
     5     glBindBuffer(GL_ARRAY_BUFFER, buffers[Vertices+offset]) ;
     6     glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ;
     7     glEnableClientState(GL_VERTEX_ARRAY) ;
     8     glBindBuffer(GL_ARRAY_BUFFER, buffers[base+color]) ; // Set color
     9     glColorPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)) ;
    10     glEnableClientState(GL_COLOR_ARRAY) ;
    11     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[Elements+offset]) ;
    12     glDrawElements(PrimType[object], NumElems[object], GL_UNSIGNEND_BYTE, BUFFER_OFFET(0));
    13 }

    L8V2:OPENGL 2:矩阵堆栈

    1.OpenGL顶点变换流程概要

    2.  绘制顺序会影响物体前后关系;

    L8V3:OPENGL 2:Z 缓冲

    1.引入的目的:解决消除隐藏体的问题

    2.双缓冲

    1)思想:把全部场景或全部几何绘制在一个后面的缓存中,它不显示在屏幕上,当绘制完后,直接交换两个缓存,这样,整个屏幕将被同时刷新,不用等待一个物体绘制完后再画另一个物体。

    2)代码:

    1 glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    2 
    3 ...
    4 
    5 glutSwapBuffers() ;
    6 glFlush();

    3)打开深度检测:对于每一个像素点,存储离摄像头最近的Z值

    1 //in display()
    2 gluInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
    3 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    4 
    5 //in init()
    6 glEnable (GL_DEPTH_TEST);
    7 glDepthFunc (GL_LESS);

    L8V4:OPENGL 2:动画

    1.茶壶绘制

     1 void display(){
     2 
     3         ...
     4 
     5     //  ** NEW ** Put a teapot in the middle that animates 
     6     glColor3f(0.0,1.0,1.0) ; // Deprecated command to set the color 
     7     glPushMatrix() ;
     8     //  I now transform by the teapot translation for animation 
     9     glTranslatef(teapotloc, 0.0, 0.0) ;
    10 
    11     //  The following two transforms set up and center the teapot 
    12     //  Remember that transforms right-multiply the stack 
    13 
    14     glTranslatef(0.0,0.0,0.1) ;
    15     glRotatef(rotamount, 0.0, 0.0, 1.0);
    16     glRotatef(90.0,1.0,0.0,0.0) ;
    17     glutSolidTeapot(0.15) ; 
    18     glUniform1i(islight,0) ; // turn off lighting 
    19     glPopMatrix() ;
    20 
    21 }

    2.动画触发器

     1 void animation(void) {
     2     teapotloc = teapotloc + 0.0025 ;
     3     rotamount = rotamount + 0.25;
     4     if (teapotloc > 0.5) teapotloc = -0.5 ;
     5     if (rotamount > 360.0) rotamount = 0.0;
     6     glutPostRedisplay() ;  
     7 }
     8 
     9 void keyboard (unsigned char key, int x, int y) 
    10 {
    11     switch (key) {
    12         ...
    13         case 'p': // ** NEW ** to pause/restart animation
    14             animate = !animate ;
    15             if (animate) glutIdleFunc(animation) ;
    16             else glutIdleFunc(NULL) ;
    17             break ;
    18         ...
    19     }
    20 }

    L8V5:OPENGL 2:纹理

    1.全局基本变量的设置:

    GLubyte woodtexture[256][256][3] ; // ** NEW ** texture (from grsites.com)
    GLuint texNames[1] ; // ** NEW ** texture buffer
    GLuint istex ;  // ** NEW ** blend parameter for texturing
    GLuint islight ; // ** NEW ** for lighting
    GLint texturing = 1 ; // ** NEW ** to turn on/off texturing
    GLint lighting = 1 ; // ** NEW ** to turn on/off lighting
    
    //in display()
    glUniform1i(islight,false) ; // Turn off lighting (except on teapot, later)
    glUniform1i(istex,texturing) ; 
    drawtexture(FLOOR,texNames[0]) ; // Texturing floor 
    // drawobject(FLOOR) ; 
    glUniform1i(istex,0) ; // Other items aren't textured 

     2.触发器

        case 's': // ** NEW ** to turn on/off shading (always smooth) ; 
                lighting = !lighting ;
                glutPostRedisplay() ; 
                break ;

    4.纹理读取(ppm文件)

     1 void inittexture (const char * filename, GLuint program) {
     2     int i,j,k ;
     3     FILE * fp ; 
     4     GLint err ; 
     5     assert(fp = fopen(filename,"rb")) ;
     6     fscanf(fp,"%*s %*d %*d %*d%*c") ;
     7     for (i = 0 ; i < 256 ; i++)
     8         for (j = 0 ; j < 256 ; j++)
     9             for (k = 0 ; k < 3 ; k++)
    10                 fscanf(fp,"%c",&(woodtexture[i][j][k])) ;
    11     fclose(fp) ;  
    12         ...
    13 }

    5.设置纹理坐标

        // Set up Texture Coordinates
        glGenTextures(1, texNames) ; 
    
        glBindBuffer(GL_ARRAY_BUFFER, buffers[numobjects*numperobj+ncolors]) ; 
        glBufferData(GL_ARRAY_BUFFER, sizeof (floortex), floortex,GL_STATIC_DRAW);
        glActiveTexture(GL_TEXTURE0) ; 
        glEnable(GL_TEXTURE_2D) ; 
        glTexCoordPointer(2,GL_FLOAT,0,BUFFER_OFFSET(0)) ; 
        glEnableClientState(GL_TEXTURE_COORD_ARRAY) ; 
    
        glBindTexture (GL_TEXTURE_2D, texNames[0]) ; 
        glTexImage2D(GL_TEXTURE_2D,0,GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE,
                woodtexture) ;
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) ; 
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) ; 
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) ;
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) ;
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  • 原文地址:https://www.cnblogs.com/mzyan/p/9663602.html
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