定义了50个 GLFrame代表球体角色帧,是同一个球体批次进行绘制50次,但每次绘制都是不同的角色帧。
在RenderScene里先进行PushMatrix拷贝出新栈顶元素,用modelViewMatrix.MultMatrix(sphere[i]);来进行对新栈顶元素变换相应的球体帧,然后渲染球体,接着要PopMatrix恢复原栈顶元素。
// SphereWorld.cpp
// OpenGL SuperBible
// New and improved (performance) sphere world
// Program by Richard S. Wright Jr.
#pragma comment(lib, "gltools.lib")
#include <GLTools.h>
#include <GLShaderManager.h>
#include <GLFrustum.h>
#include <GLBatch.h>
#include <GLFrame.h>
#include <GLMatrixStack.h>
#include <GLGeometryTransform.h>
#include <StopWatch.h>
#include <math.h>
#include <stdio.h>
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif
#define NUM_SPHERES 50
GLFrame spheres[NUM_SPHERES];
GLShaderManager shaderManager; // Shader Manager
GLMatrixStack modelViewMatrix; // Modelview Matrix
GLMatrixStack projectionMatrix; // Projection Matrix
GLFrustum viewFrustum; // View Frustum
GLGeometryTransform transformPipeline; // Geometry Transform Pipeline
GLTriangleBatch torusBatch;
GLBatch floorBatch;
GLTriangleBatch sphereBatch;
GLFrame cameraFrame;
//
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
// Initialze Shader Manager
shaderManager.InitializeStockShaders();
glEnable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// This makes a torus
gltMakeTorus(torusBatch, 0.4f, 0.15f, 30, 30);
// This make a sphere
gltMakeSphere(sphereBatch, 0.1f, 26, 13);
floorBatch.Begin(GL_LINES, 324);
for (GLfloat x = -20.0; x <= 20.0f; x += 0.5) {
floorBatch.Vertex3f(x, -0.55f, 20.0f);
floorBatch.Vertex3f(x, -0.55f, -20.0f);
floorBatch.Vertex3f(20.0f, -0.55f, x);
floorBatch.Vertex3f(-20.0f, -0.55f, x);
}
floorBatch.End();
// Randomly place the spheres
for (int i = 0; i < NUM_SPHERES; i++) {
GLfloat x = ((GLfloat)((rand() % 400) - 200) * 0.1f);
GLfloat z = ((GLfloat)((rand() % 400) - 200) * 0.1f);
spheres[i].SetOrigin(x, 0.0f, z);
}
}
///
// Screen changes size or is initialized
void ChangeSize(int nWidth, int nHeight)
{
glViewport(0, 0, nWidth, nHeight);
// Create the projection matrix, and load it on the projection matrix stack
viewFrustum.SetPerspective(35.0f, float(nWidth) / float(nHeight), 1.0f, 100.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
// Set the transformation pipeline to use the two matrix stacks
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
// Called to draw scene
void RenderScene(void)
{
// Color values
static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f };
static GLfloat vTorusColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };
static GLfloat vSphereColor[] = { 0.0f, 0.0f, 1.0f, 1.0f };
// Time Based animation
static CStopWatch rotTimer;
float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
// Clear the color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Save the current modelview matrix (the identity matrix)
modelViewMatrix.PushMatrix();
M3DMatrix44f mCamera;
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.PushMatrix(mCamera);
// Draw the ground
shaderManager.UseStockShader(GLT_SHADER_FLAT,
transformPipeline.GetModelViewProjectionMatrix(),
vFloorColor);
floorBatch.Draw();
for (int i = 0; i < NUM_SPHERES; i++) {
modelViewMatrix.PushMatrix();
modelViewMatrix.MultMatrix(spheres[i]);
shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(),
vSphereColor);
sphereBatch.Draw();
modelViewMatrix.PopMatrix();
}
// Draw the spinning Torus
modelViewMatrix.Translate(0.0f, 0.0f, -2.5f);
// Save the Translation
modelViewMatrix.PushMatrix();
// Apply a rotation and draw the torus
modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(),
vTorusColor);
torusBatch.Draw();
modelViewMatrix.PopMatrix(); // "Erase" the Rotation from before
// Apply another rotation, followed by a translation, then draw the sphere
modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f);
modelViewMatrix.Translate(0.8f, 0.0f, 0.0f);
shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(),
vSphereColor);
sphereBatch.Draw();
// Restore the previous modleview matrix (the identity matrix)
modelViewMatrix.PopMatrix();
modelViewMatrix.PopMatrix();
// Do the buffer Swap
glutSwapBuffers();
// Tell GLUT to do it again
glutPostRedisplay();
}
// Respond to arrow keys by moving the camera frame of reference
void SpecialKeys(int key, int x, int y)
{
float linear = 0.1f;
float angular = float(m3dDegToRad(5.0f));
if (key == GLUT_KEY_UP)
cameraFrame.MoveForward(linear);
if (key == GLUT_KEY_DOWN)
cameraFrame.MoveForward(-linear);
if (key == GLUT_KEY_LEFT)
cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f);
if (key == GLUT_KEY_RIGHT)
cameraFrame.RotateWorld(-angular, 0.0f, 1.0f, 0.0f);
}
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("OpenGL SphereWorld");
glutSpecialFunc(SpecialKeys);
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
SetupRC();
glutMainLoop();
return 0;
}