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c++ - opengl中渲染对象的移动

转载 作者:太空宇宙 更新时间:2023-11-04 12:56:02 25 4
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我在使用 openGL 有序移动这些对象时遇到了问题。

我想要做的是让每行中的每个对象缓慢旋转并向屏幕右侧移动,当它从 View 中消失时,它应该重新出现在另一侧,就像在循环中一样。

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;
}

最佳答案

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

enter image description here

请参阅 glRotate 的文档这清楚地说:

glRotate produces a rotation of angle degrees around the vector x y z. The current matrix (see glMatrixMode) is multiplied by a rotation matrix with the product replacing the current matrix.


像这样调整您的代码:

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)。

enter image description here

关于c++ - opengl中渲染对象的移动,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/46634046/

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