opengl中渲染对象的移动
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【中文标题】opengl中渲染对象的移动【英文标题】:movement of rendered objects in opengl 【发布时间】:2017-10-08 17:35:15 【问题描述】:我无法使用 openGL 有序地移动这些对象。
我想要做的是让每一行中的每个对象慢慢旋转并移动到屏幕的右侧,当它从视图中消失时,它应该重新出现在另一侧,就像在一个循环中一样。
idle 函数对单个对象运行良好,但不适用于对象组。
#include <stdlib.h>
#include <GL/glut.h>
GLuint objectList;
GLfloat xRotated, yRotated, zRotated;
GLdouble size = 0.5;
float xpos = 0.0;
float ypos = 0.0;
float zpos = 0.0;
int x = 1;
float r, g, b;
/*
* Initialize depth buffer, projection matrix, light source, and lighting
* model. Do not specify a material property here.
*/
void init(void)
GLfloat ambient[] = 0.0, 0.0, 0.0, 1.0 ;
GLfloat diffuse[] = 1.0, 1.0, 1.0, 1.0 ;
GLfloat specular[] = 1.0, 1.0, 1.0, 1.0 ;
GLfloat position[] = 0.0, 3.0, 3.0, 0.0 ;
GLfloat lmodel_ambient[] = 0.2, 0.2, 0.2, 1.0 ;
GLfloat local_view[] = 0.0 ;
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
glFrontFace(GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
objectList = glGenLists(1);
glNewList(objectList, GL_COMPILE);
glutSolidTeapot(0.5);
glEndList();
/*
* Move object into position. Use 3rd through 12th
* parameters to specify the material property. Draw a teapot.
*/
void renderObject(GLfloat x, GLfloat y,
GLfloat ambr, GLfloat ambg, GLfloat ambb,
GLfloat difr, GLfloat difg, GLfloat difb,
GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine)
GLfloat mat[4];
glPushMatrix();
glTranslatef(x, y, 0.0);
mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0;
glMaterialfv(GL_FRONT, GL_AMBIENT, mat);
mat[0] = difr; mat[1] = difg; mat[2] = difb;
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat);
mat[0] = specr; mat[1] = specg; mat[2] = specb;
glMaterialfv(GL_FRONT, GL_SPECULAR, mat);
glMaterialf(GL_FRONT, GL_SHININESS, shine * 128.0);
glCallList(objectList);
glPopMatrix();
void idle(void)
//xRotated += 0.01;
yRotated += 0.01;
//zRotated += 0.01;
if (xpos > -1 && x == 1)
xpos = -15;
ypos = 0;
else
x = 0;
if (xpos <= 15)
xpos += 0.001;
//ypos += 0.001;
else
xpos = 1;
ypos = 1;
x = 1;
glutPostRedisplay();
void display(void)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glRotatef(xRotated, 1.0, 0.0, 0.0);
// rotation about Y axis
glRotatef(xRotated, 1.0, 0.0, 0.0);
// rotation about the Z axis
glRotatef(yRotated, 0.0, 1.0, 0.0);
// scale transformation
glScalef(1.0, 1.0, 1.0);
// glut spheres
renderObject(2.0, 11.0, 0.05375, 0.05, 0.06625,
0.18275, 0.17, 0.22525, 0.332741, 0.328634, 0.346435, 0.3);
renderObject(2.0, 8.0, 0.25, 0.20725, 0.20725,
1, 0.829, 0.829, 0.296648, 0.296648, 0.296648, 0.088);
renderObject(2.0, 5.0, 0.1745, 0.01175, 0.01175,
0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6);
renderObject(6.0, 11.0, 0.25, 0.25, 0.25,
0.4, 0.4, 0.4, 0.774597, 0.774597, 0.774597, 0.6);
renderObject(6.0, 8.0, 0.19125, 0.0735, 0.0225,
0.7038, 0.27048, 0.0828, 0.256777, 0.137622, 0.086014, 0.1);
renderObject(6.0, 5.0, 0.24725, 0.1995, 0.0745,
0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4);
renderObject(10.0, 11.0, 0.0, 0.0, 0.0,
0.1, 0.35, 0.1, 0.45, 0.55, 0.45, .25);
renderObject(10.0, 8.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0,
0.7, 0.6, 0.6, .25);
renderObject(10.0, 5.0, 0.0, 0.0, 0.0, 0.55, 0.55, 0.55,
0.70, 0.70, 0.70, .25);
renderObject(14.0, 11.0, 0.0, 0.05, 0.0, 0.4, 0.5, 0.4,
0.04, 0.7, 0.04, .078125);
renderObject(14.0, 8.0, 0.05, 0.0, 0.0, 0.5, 0.4, 0.4,
0.7, 0.04, 0.04, .078125);
renderObject(14.0, 5.0, 0.05, 0.05, 0.05, 0.5, 0.5, 0.5,
0.7, 0.7, 0.7, .078125);
renderObject(18.0, 11.0, 0.0, 0.05, 0.0, 0.4, 0.5, 0.4,
0.04, 0.7, 0.04, .078125);
renderObject(18.0, 8.0, 0.05, 0.0, 0.0, 0.5, 0.4, 0.4,
0.7, 0.04, 0.04, .078125);
renderObject(18.0, 5.0, 0.05, 0.05, 0.05, 0.5, 0.5, 0.5,
0.7, 0.7, 0.7, .078125);
glutSwapBuffers();
void reshape(int w, int h)
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 16.0, 0.0, 16.0*(GLfloat)h / (GLfloat)w,
-10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
/*
* Main Loop
*/
int main(int argc, char **argv)
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(750, 750);
glutInitWindowPosition(50, 50);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutIdleFunc(idle);
glutMainLoop();
return 0;
【问题讨论】:
这看起来像 C,甚至可能这样编译。 C++ 中的stdlib.h
已弃用 C 兼容性标头 - 请改用 cstdlib
等,这也会将内容放在 std
命名空间中。
【参考方案1】:
您必须更改说明的顺序。通过将平移矩阵乘以旋转矩阵来执行绕对象轴的旋转。
object-matrix = translation-matrix * rotation-matrix
请参阅glRotate
的文档,其中明确表示:
glRotate
产生围绕向量x
y
z
的角度旋转。当前矩阵(参见glMatrixMode
)乘以旋转矩阵,乘积替换当前矩阵。
像这样调整你的代码:
void renderObject(GLfloat x, GLfloat y,
GLfloat ambr, GLfloat ambg, GLfloat ambb,
GLfloat difr, GLfloat difg, GLfloat difb,
GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine)
glPushMatrix();
glTranslatef(x, y, 0.0); // translation-matrix
glRotatef(yRotated, 0.0, 1.0, 0.0); // multiply by rotation-matrix
glRotatef(xRotated, 1.0, 0.0, 0.0);
.....
请注意,您的旋转非常轻微。出于调试原因,将yRotated += 0.01;
更改为yRotated += 1.0;
(角度以度为单位指定)。
【讨论】:
我已经进行了这些修改,它们现在正在各自的轴上旋转。如何让它们从屏幕的一侧一致地移动到另一侧?我对空闲功能所做的任何更改似乎都没有效果。 啊啊啊!我刚刚想通了!以上是关于opengl中渲染对象的移动的主要内容,如果未能解决你的问题,请参考以下文章