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openglmain.cpp
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openglmain.cpp
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// GlutDemo.cpp : 定义控制台应用程序的入口点。
//
#include<stdio.h>
#include <GL/freeglut.h>
#include <math.h>
#include"BigBlock.h"
#include"Block.h"
#include"Point3F.h"
#include"Vector.h"
#include<vector>
#pragma comment(linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"")
//圆周率宏
#define GL_PI 3.14159f
//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;
//观察点
GLfloat standPoint[] = { 0.0f,0.0f,20.0f };
GLboolean bWire = GL_TRUE;
BigBlock bblock;
//菜单回调函数
void processMenu(int value) {
//重新绘制
glutPostRedisplay();
}
//显示回调函数
void renderScreen(void) {
//将窗口颜色清理为黑色
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
//将模板缓冲区值全部清理为1
glClearStencil(1);
//使能模板缓冲区
glEnable(GL_STENCIL_TEST);
//把整个窗口清理为当前清理颜色:黑色。清除深度缓冲区、模板缓冲区
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//将当前Matrix状态入栈
glPushMatrix();
glEnable(GL_BLEND); //启用混合状态
// 启动混合并设置混合因子
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//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_POLYGON_SMOOTH);
glHint(GL_POLYGON_SMOOTH, GL_NICEST);
//全局光照
{
GLfloat lmodel_ambient[] = { 0.2f,0.2f,0.2f,1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
}
//光源
{
glPushMatrix();
GLfloat sun_light_position[] = { 0.0f, 0.0f, 7.0f, 1.0f };
GLfloat sun_light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat sun_light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat sun_light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat spot_direction[] = { 0.0,0.0,-1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, sun_light_position); //指定第0号光源的位置
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, spot_direction);//聚光灯方向
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.0);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 1.0);
glLightf(GL_LIGHT0,GL_QUADRATIC_ATTENUATION,0.0);
glLightfv(GL_LIGHT0, GL_AMBIENT, sun_light_ambient); //GL_AMBIENT表示各种光线照射到该材质上,
//经过很多次反射后最终遗留在环境中的光线强度(颜色)
glLightfv(GL_LIGHT0, GL_DIFFUSE, sun_light_diffuse); //漫反射后~~
glLightfv(GL_LIGHT0, GL_SPECULAR, sun_light_specular);//镜面反射后~~~
glEnable(GL_LIGHT0); //使用第0号光照
glEnable(GL_LIGHTING); //在后面的渲染中使用光照
glEnable(GL_DEPTH_TEST); //这句是启用深度测试,这样,在后面的物体会被挡着,例如房子后面有棵树,如果不启用深度测试,
//你先画了房子再画树,树会覆盖房子的;但启用深度测试后无论你怎么画,树一定在房子后面(被房子挡着)
glPopMatrix();
}
//坐标系绕x轴旋转xRotAngle
glRotatef(xRotAngle, 1.0f, 0.0f, 0.0f);
//坐标系绕y轴旋转yRotAngle
glRotatef(yRotAngle, 0.0f, 1.0f, 0.0f);
//白色绘制坐标系
glColor3f(0.0f, 0.0f, 0.0f);
glBegin(GL_LINES);
glVertex3f(-9.0f, 0.0f, 0.0f);
glVertex3f(9.0f, 0.0f, 0.0f);
glVertex3f(0.0f, -9.0f, 0.0f);
glVertex3f(0.0f, 9.0f, 0.0f);
glVertex3f(0.0f, 0.0f, -9.0f);
glVertex3f(0.0f, 0.0f, 9.0f);
glEnd();
glPushMatrix();
glTranslatef(9.0f, 0.0f, 0.0f);
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
glutSolidCone(0.3, 0.6, 10, 10);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f, 9.0f, 0.0f);
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
glutSolidCone(0.3, 0.6, 10, 10);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f, 0.0f, 9.0f);
glRotatef(90.0f, 0.0f, 0.0f, 1.0f);
glutSolidCone(0.3, 0.6, 10, 10);
glPopMatrix();
//设置绘画颜色为金色
glColor3f(0.0f, 1.0f, 0.0f);
bblock.draw();
//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) {
//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);
printf("point size range:%f-%f\n", sizes[0], sizes[1]);
printf("point step:%f\n", step);
}
//窗口大小变化回调函数
void changSize(GLint w, GLint h) {
//设置坐标系为x(-100.0f,100.0f)、y(-100.0f,100.0f)、z(-100.0f,100.0f)
GLfloat coordinatesize = 10.0f;
//横宽比率
GLfloat ratio;
//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 (w<h)
// glOrtho(-coordinatesize, coordinatesize, -coordinatesize / ratio, coordinatesize / ratio, -coordinatesize, coordinatesize);
//else
// glOrtho(-coordinatesize*ratio, coordinatesize*ratio, -coordinatesize, coordinatesize, -coordinatesize, coordinatesize);
gluPerspective(45, ratio , 1.0f, 100.0f);
gluLookAt(standPoint[0], standPoint[1], standPoint[2], 0.0, 0.0 , 0.0, 0.0f, 1.0f, 0.0f);
//对模型视图矩阵堆栈应用随后的矩阵操作
glMatrixMode(GL_MODELVIEW);
//重置当前指定的矩阵为单位矩阵
glLoadIdentity();
}
void wheel(int button, int dir, int x, int y)
{
if (dir<=0)
{
if (standPoint[2] >= 6 && standPoint[2] <30)
{
++standPoint[2];
}
}
if (dir>0)
{
if (standPoint[2] > 6 && standPoint[2] <= 30)
{
--standPoint[2];
}
}
changSize(SCREEN_WIDTH, SCREEN_HEIGHT);
//重新绘制
glutPostRedisplay();
}
void rotatex(double vec[],double angle)
{
//x轴旋转
vec[1] = vec[1] * cos(GL_PI*angle / 180.0) - vec[0] * sin(GL_PI*angle / 180.0);
vec[2] = vec[1] * sin(GL_PI*angle / 180.0) + vec[2] * cos(GL_PI*angle / 180.0);
}
void rotatey(double vec[],double angle)
{
//y轴旋转
vec[0] = vec[0] * cos(GL_PI*angle / 180.0) + vec[1] * sin(GL_PI*angle / 180.0);
vec[2] = -vec[0] * sin(GL_PI*angle / 180.0) + vec[2] * cos(GL_PI*angle / 180.0);
}
void keyboard(unsigned char key, int x, int y)
{
std::vector<int> temp;
switch (key)
{
case 'w':
temp.clear();
temp.push_back(0);
temp.push_back(0);
temp.push_back(0);
temp[0] = 1;
bblock.move(temp);
bblock.AddNumber();
break;
case 's':
temp.clear();
temp.push_back(0);
temp.push_back(0);
temp.push_back(0);
temp[0] = -1;
bblock.move(temp);
bblock.AddNumber();
break;
case 'a':
temp.clear();
temp.push_back(0);
temp.push_back(0);
temp.push_back(0);
temp[1] = 1;
bblock.move(temp);
bblock.AddNumber();
break;
case 'd':
temp.clear();
temp.push_back(0);
temp.push_back(0);
temp.push_back(0);
temp[1] = -1;
bblock.move(temp);
bblock.AddNumber();
break;
case 'q':
temp.clear();
temp.push_back(0);
temp.push_back(0);
temp.push_back(0);
temp[2] = 1;
bblock.move(temp);
bblock.AddNumber();
break;
case 'e':
temp.clear();
temp.push_back(0);
temp.push_back(0);
temp.push_back(0);
temp[2] = -1;
bblock.move(temp);
bblock.AddNumber();
break;
}
//重新绘制
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
static int ox=0, oy=0;
static int flag = 0;
double vec[3];
switch (button)
{
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN)
{
if (flag==1)
{
ox = x;
oy = y;
}
flag = 0;
//glutIdleFunc();
}
if (state==GLUT_UP)
{
if (flag == 0)
{
vec[0] = x -ox;
vec[1] = oy - y;
vec[2] = 10;
rotatex(vec,-xRotAngle);
rotatey(vec,-yRotAngle);
//找出xyz最大的
if (fabs(vec[0]) >= fabs(vec[1]) && fabs(vec[0]) >= fabs(vec[2]))
{
printf("x:%lf\n", vec[0]);
}
else if (fabs(vec[1]) >= fabs(vec[0]) && fabs(vec[1]) >= fabs(vec[2]))
{
printf("y:%lf\n", vec[1]);
}
else
{
printf("z:%lf\n", vec[2]);
}
}
flag = 1;
}
break;
case GLUT_RIGHT_BUTTON:
break;
case GLUT_MIDDLE_BUTTON:
if (state == GLUT_DOWN)
glutIdleFunc(NULL);
break;
default:
break;
}
}
//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();
}
int main(int argc, char* argv[])
{
//初始化游戏数据
bblock.SetSize(4);
bblock.AddNumber();
//初始化glut
glutInit(&argc, argv);
//使用双缓冲区、深度缓冲区、模板缓冲区
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
//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 Glut Demo
glutCreateWindow("2048");
//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);
//键盘输入
glutKeyboardFunc(keyboard);
//处理鼠标
glutMouseFunc(mouse);
//滑轮
glutMouseWheelFunc(wheel);
//设置全局渲染参数
setupRederingState();
glutMainLoop();
return 0;
}
//#include <GL\freeglut.h>
//#include<cmath>
//
//
//#pragma comment(linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"")
//
//static GLfloat spin = 0.0;
//static GLfloat col = 0.0;
//
//static float angle = 0.0, ratio;
//static float x = 0.0f, y = 1.75f, z = 5.0f;
//static float lx = 0.0f, ly = 0.0f, lz = -1.0f;
//
//void init()
//{
// glClearColor(1.0, 1.0, 1.0, 1.0);
// glShadeModel(GL_SMOOTH);
//}
//
//void display()
//{
// glClear(GL_COLOR_BUFFER_BIT);
//
// glColor3f(0.5f, 0.25f, 0.0f);
//
//
// glPushMatrix();
//
// //glRotated(angle, 0.0f, 0.0f, 1.0f);
// glTranslatef(0.0f, 0.0f, 1.0f);
// glutWireTeapot(8.0f);
//
// glPopMatrix();
// //glutSwapBuffers();
// glFlush();
//}
//
//
//
//void reshape(GLsizei w, GLsizei h)
//{
// GLfloat aspectRatio;
// // 防止被0所除
// if (0 == h)
// {
// h = 1;
// }
// // 设置视口为窗口的大小
// glViewport(0, 0, w, h);
// // 选择投影矩阵,并重置坐标系统
// glMatrixMode(GL_PROJECTION);
// glLoadIdentity();
//
// // 计算窗口的纵横比(像素比)
// aspectRatio = (GLfloat)w / (GLfloat)h;
// // 定义裁剪区域(根据窗口的纵横比,并使用正投影)
// if (w <= h)
// {// 宽 < 高
// glOrtho(-100.0, 100.0, -100 / aspectRatio, 100 / aspectRatio, 1.0, -1.0);
// }
// else
// {// 宽 > 高
// glOrtho(-100.0 * aspectRatio, 100.0 *aspectRatio, -100.0, 100.0, 1.0, -1.0);
// }
// // 选择模型视图矩阵,并重置坐标系统
// glMatrixMode(GL_MODELVIEW);
// glLoadIdentity();
// glTranslatef(0.0f, 0.0f, 3.0f);
//}
//
//void mouse(int button, int state, int x, int y)
//{
// switch (button)
// {
// case GLUT_LEFT_BUTTON:
// if (state == GLUT_DOWN)
// {
// //glutIdleFunc();
// }
// break;
// case GLUT_RIGHT_BUTTON:
// break;
// case GLUT_MIDDLE_BUTTON:
// if (state == GLUT_DOWN)
// glutIdleFunc(NULL);
// break;
// default:
// break;
// }
//}
//void orientMe(float ang)
//{
// lx = sin(ang);
// lz = -cos(ang);
// glLoadIdentity();
// gluLookAt(x, y, z,x + lx, y + ly, z + lz,0.0f, 1.0f, 0.0f);
//}
//void moveMeFlat(int direction)
//{
// x = x + direction*(lx)*0.1;
// z = z + direction*(lz)*0.1;
// glLoadIdentity();
// gluLookAt(x, y, z,x + lx, y + ly, z + lz,0.0f, 1.0f, 0.0f);
//}
//void inputKey(int key, int x, int y)
//{
// switch (key)
// {
// case GLUT_KEY_LEFT:
// angle -= 0.1f;
// orientMe(angle); break;
// case GLUT_KEY_RIGHT:
// angle += 0.1f;
// orientMe(angle); break;
// case GLUT_KEY_UP:
// moveMeFlat(1); break;
// case GLUT_KEY_DOWN:
// moveMeFlat(-1); break;
// }
// glutPostRedisplay();
//}
//
//int main(int argc, char* argv[])
//{
// glutInit(&argc, argv);
// glutInitDisplayMode(GLUT_RGBA | GLUT_SINGLE);
// glutInitWindowPosition(500, 250);
// glutInitWindowSize(400, 400);
// glutCreateWindow("OpenGL程序");
// init();
// glutDisplayFunc(&display);
// glutReshapeFunc(&reshape);
// glutMouseFunc(&mouse);
// glutSpecialFunc(&inputKey);
// glutMainLoop();
// return 0;
//}