这篇文章主要介绍不同图形叠加的时候计算混合颜色,主要代码就是以下几行。
注意:可以移动的矩形一定要放在开启混合和关闭混合之间
//组合核心代码
//1.开启混合
glEnable(GL_BLEND);
//2.开启组合函数 计算混合颜色因子
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//3.使用着色器管理器
//*使用 单位着色器
//参数1:简单的使用默认笛卡尔坐标系(-1,1),所有片段都应用一种颜色。GLT_SHADER_IDENTITY
//参数2:着色器颜色
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
//4.容器类开始绘制
squareBatch.Draw();
//5.关闭混合功能
glDisable(GL_BLEND);
一. 设置成员变量
GLBatch squareBatch;
GLBatch greenBatch;
GLBatch redBatch;
GLBatch blueBatch;
GLBatch blackBatch;
GLShaderManager shaderManager;
GLfloat blockSize = 0.2f;
GLfloat vVerts[] = { -blockSize, -blockSize, 0.0f,
blockSize, -blockSize, 0.0f,
blockSize, blockSize, 0.0f,
-blockSize, blockSize, 0.0f};
二. main函数
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("移动矩形,观察颜色");
GLenum err = glewInit();
if (GLEW_OK != err)
{
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
return 1;
}
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutSpecialFunc(SpecialKeys);
SetupRC();
glutMainLoop();
return 0;
}
三. 初始化数据以及变量
void SetupRC()
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f );
shaderManager.InitializeStockShaders();
//绘制1个移动矩形
squareBatch.Begin(GL_TRIANGLE_FAN, 4);
squareBatch.CopyVertexData3f(vVerts);
squareBatch.End();
//绘制4个固定矩形
GLfloat vBlock[] = {
0.15f, 0.05f, 0.0f,
0.55f, 0.05f, 0.0f,
0.55f, 0.55f, 0.0f,
0.15f, 0.55f, 0.0f};
greenBatch.Begin(GL_TRIANGLE_FAN, 4);
greenBatch.CopyVertexData3f(vBlock);
greenBatch.End();
GLfloat vBlock2[] = {
-0.55f, 0.05f, 0.0f,
-0.15f, 0.05f, 0.0f,
-0.15f, 0.55f, 0.0f,
-0.55f, 0.55f, 0.0f};
redBatch.Begin(GL_TRIANGLE_FAN, 4);
redBatch.CopyVertexData3f(vBlock2);
redBatch.End();
GLfloat vBlock3[] = {
-0.55f, -0.55f, 0.0f,
-0.15f, -0.55f, 0.0f,
-0.15f, -0.05f, 0.0f,
-0.55f, -0.05f, 0.0f};
blueBatch.Begin(GL_TRIANGLE_FAN, 4);
blueBatch.CopyVertexData3f(vBlock3);
blueBatch.End();
GLfloat vBlock4[] = {
0.15f, -0.55f, 0.0f,
0.55f, -0.55f, 0.0f,
0.55f, -0.05f, 0.0f,
0.15f, -0.05f, 0.0f};
blackBatch.Begin(GL_TRIANGLE_FAN, 4);
blackBatch.CopyVertexData3f(vBlock4);
blackBatch.End();
}
四. 监听键盘方向键,移动中间的矩形
//上下左右键位控制移动
void SpecialKeys(int key, int x, int y)
{
GLfloat stepSize = 0.025f;
GLfloat blockX = vVerts[0];
GLfloat blockY = vVerts[7];
if(key == GLUT_KEY_UP)
blockY += stepSize;
if(key == GLUT_KEY_DOWN)
blockY -= stepSize;
if(key == GLUT_KEY_LEFT)
blockX -= stepSize;
if(key == GLUT_KEY_RIGHT)
blockX += stepSize;
if(blockX < -1.0f) blockX = -1.0f;
if(blockX > (1.0f - blockSize * 2)) blockX = 1.0f - blockSize * 2;;
if(blockY < -1.0f + blockSize * 2) blockY = -1.0f + blockSize * 2;
if(blockY > 1.0f) blockY = 1.0f;
vVerts[0] = blockX;
vVerts[1] = blockY - blockSize*2;
vVerts[3] = blockX + blockSize*2;
vVerts[4] = blockY - blockSize*2;
vVerts[6] = blockX + blockSize*2;
vVerts[7] = blockY;
vVerts[9] = blockX;
vVerts[10] = blockY;
squareBatch.CopyVertexData3f(vVerts);
glutPostRedisplay();
}
五. 绘制场景
//召唤场景
void RenderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//定义4种颜色
GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 0.5f };
GLfloat vGreen[] = { 0.0f, 1.0f, 0.0f, 1.0f };
GLfloat vBlue[] = { 0.0f, 0.0f, 1.0f, 1.0f };
GLfloat vBlack[] = { 0.0f, 0.0f, 0.0f, 1.0f };
//召唤场景的时候,将4个固定矩形绘制好
//使用 单位着色器
//参数1:简单的使用默认笛卡尔坐标系(-1,1),所有片段都应用一种颜色。GLT_SHADER_IDENTITY
//参数2:着色器颜色
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vGreen);
greenBatch.Draw();
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
redBatch.Draw();
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vBlue);
blueBatch.Draw();
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vBlack);
blackBatch.Draw();
//组合核心代码
//1.开启混合
glEnable(GL_BLEND);
//2.开启组合函数 计算混合颜色因子
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//3.使用着色器管理器
//*使用 单位着色器
//参数1:简单的使用默认笛卡尔坐标系(-1,1),所有片段都应用一种颜色。GLT_SHADER_IDENTITY
//参数2:着色器颜色
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
//4.容器类开始绘制
squareBatch.Draw();
//5.关闭混合功能
glDisable(GL_BLEND);
//同步绘制命令
glutSwapBuffers();
}
六. 监听窗口变换
void ChangeSize(int w, int h)
{
glViewport(0, 0, w, h);
}