应用OpenGL和GLUT制作动画
应用OpenGL和GLUT制作动画
效果
代码
/*
* File: bounce.c
* Author: leo
*
* Using GLUT for OpenGL program
*
*使用GLUT来演示一个动画
*/
#include <stdio.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
//初始化正方形的位置和大小
GLfloat x1 = 100.0f;
GLfloat y1 = 150.0f;
GLsizei rsize = 50;
//设置移动的步进大小
GLfloat xstep = 1.0f;
GLfloat ystep = 1.0f;
//记录改变的窗口宽度和高度
GLfloat windowWidth;
GLfloat windowHeight;
//called to draw scene
void RenderScene(void)
{
//使用当前的清除色清除窗口
glClear(GL_COLOR_BUFFER_BIT);
//设置以后绘制的颜色为红色
glColor3f(1.0f,0.0f,0.0f);
//使用当前色绘制一个填充的矩形
glRectf(x1,y1,x1+rsize,y1+rsize);
//flush drawing commands and swap
glutSwapBuffers();//在执行缓冲区交换时,隐含执行了一次刷新操作
}
//当窗口idle时,调用此函数
void TimerFunction(int value)
{
//当到达左右边缘时,反向移动
if(x1 > windowWidth-rsize || x1 < 0)
xstep = -xstep;
//当到达上下边缘时,反向移动
if(y1 > windowHeight-rsize || y1 < 0)
ystep = -ystep;
//check bounds. This is in case the window is made
//smaller and the rectangle is outside the new
//clipping volume
if(x1 > windowWidth - rsize)
x1 = windowWidth - rsize -1;
if(y1 > windowHeight - rsize)
y1 = windowHeight - rsize -1;
//actually move the square
x1 += xstep;
y1 += ystep;
//使用新的坐标重绘场景
glutPostRedisplay();
glutTimerFunc(33,TimerFunction,1);
}
//set up the rendering state
void SetupRC(void)
{
glClearColor(0.0f,0.0f,1.0f,1.0f);
}
//called by GLUT library when the window has changed size
void ChangeSize(GLsizei w, GLsizei h)
{
//prevent a divide by zero
if(h == 0)
h = 1;
//set viewport to window dimensions
glViewport(0,0,w,h);
//reset coordinate system
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//在每次进行任何矩阵处理之前都“复位”坐标系
//keep the square ; this time ,save calculated
//width and height for later user
if(w <= h)
{
windowHeight = 250.f*h/w;
windowWidth = 250.0f;
}
else
{
windowHeight = 250.f*w/h;
windowWidth = 250.0f;
}
//set the clipping volume
glOrtho(0.0f,windowWidth,0.0f,windowHeight,1.0f,-1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char** argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);//绘图代码都在画面外缓冲区进行渲染
//双缓冲可以使得反弹矩阵的移动很光滑,单模式下就有些粗糙。
glutCreateWindow("Bounce Rect. using GLUT");
glutDisplayFunc(RenderScene);
glutReshapeFunc(ChangeSize);//窗口大小发生变化,就重新设置坐标系
glutTimerFunc(33,TimerFunction,1);
SetupRC();
glutMainLoop();
return (EXIT_SUCCESS);
}