零基础入门OpenGL系列教程(七、早期OpenGL立体渲染)

之前介绍了许多OpenGL平面图形的知识,再写一篇关于OpenGL立体图形的渲染。

三维坐标系统

由于要渲染立体图形,所以就不得不引入z轴形成三维坐标系统。在OpenGL中z轴就是穿过屏幕指向你的坐标轴。

在三维坐标中定义一个点与二维坐标一样,调用void glVertex3f(GLfloat x,GLfloat y,GLfloat z,)函数可以定义一个三维坐标。若要传入一个三维坐标数组就调用void glVertex3fv(const GLfloat *v)函数即可。

矩阵堆栈

由于OpenGL对图形的变换是通过坐标点进行的,而三维图形又有大量的坐标点需要渲染。为了管理这些坐标点在变换中的状态,我们可以使用矩阵堆栈。

矩阵堆栈和一般堆栈一样,有压入和弹出两个操作。需要压入堆栈就可以调用void glPushMatrix(void)函数,需要弹出就调用void glPopMatrix(void)函数。这些堆栈可以存放视图矩阵、投影矩阵和纹理矩阵,具体的内容暂且不提。

绘制图形

有了这些知识我们就可以简单的画一个六棱柱:

void display()
{
    glEnable(GL_SMOOTH);
    glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    
    glPushMatrix();
    static GLfloat vtx[12][3] =  //棱柱顶点坐标
    {
        {-0.5f,0.0f,0.0f},//0
        {-0.25f,0.0f,static_cast<GLfloat>(sqrt(3.0f)/4)},//1
        {-0.25f,0.0f,-static_cast<GLfloat>(sqrt(3.0f)/4)},//2
        {0.25f,0.0f,static_cast<GLfloat>(sqrt(3.0f)/4)},//3
        {0.25f,0.0f,-static_cast<GLfloat>(sqrt(3.0f)/4)},//4
        {0.5f,0.0f,0.0f},//5
        {-0.5f,0.5f,0.0f},//6
        {-0.25f,0.5f,static_cast<GLfloat>(sqrt(3.0f)/4)},//7
        {-0.25f,0.5f,-static_cast<GLfloat>(sqrt(3.0f)/4)},//8
        {0.25f,0.5f,static_cast<GLfloat>(sqrt(3.0f)/4)},//9
        {0.25f,0.5f,-static_cast<GLfloat>(sqrt(3.0f)/4)},//10
        {0.5f,0.5f,0.0f},//11
    };
    GLfloat color[6][3] =  //棱柱顶点颜色
    {
        {0.0f,0.0f,1.0f},
        {1.0f,0.0f,0.0f},
        {1.0f,1.0f,0.0f},
        {1.0f,0.0f,1.0f},
        {1.0f,0.0f,0.0f},
        {0.0f,1.0f,0.0f}
    };
    glRotatef(60.0f,0.0f,0.0f,0.0f);
    
    glFrontFace(GL_CCW);
    glPolygonMode(GL_FRONT, GL_FILL);
    glPolygonMode(GL_BACK, GL_FILL);

    glBegin(GL_POLYGON);
    glColor3fv(color[0]);
    glVertex3fv(vtx[2]);
    glColor3fv(color[1]);
    glVertex3fv(vtx[4]);
    glColor3fv(color[2]);
    glVertex3fv(vtx[5]);
    glColor3fv(color[3]);
    glVertex3fv(vtx[3]);
    glColor3fv(color[4]);
    glVertex3fv(vtx[1]);
    glColor3fv(color[5]);
    glVertex3fv(vtx[0]);
    glEnd();
    
    glBegin(GL_QUADS);
    glColor3fv(color[0]);
    glVertex3fv(vtx[8]);
    glColor3fv(color[1]);
    glVertex3fv(vtx[10]);
    glColor3fv(color[2]);
    glVertex3fv(vtx[4]);
    glColor3fv(color[0]);
    glVertex3fv(vtx[2]);
     
    glColor3fv(color[0]);
    glVertex3fv(vtx[6]);
    glColor3fv(color[1]);
    glVertex3fv(vtx[8]);
    glColor3fv(color[2]);
    glVertex3fv(vtx[2]);
    glColor3fv(color[0]);
    glVertex3fv(vtx[0]);
    
    glColor3fv(color[0]);
    glVertex3fv(vtx[10]);
    glColor3fv(color[1]);
    glVertex3fv(vtx[11]);
    glColor3fv(color[2]);
    glVertex3fv(vtx[5]);
    glColor3fv(color[0]);
    glVertex3fv(vtx[4]);
    
    glColor3fv(color[0]);
    glVertex3fv(vtx[1]);
    glColor3fv(color[1]);
    glVertex3fv(vtx[3]);
    glColor3fv(color[2]);
    glVertex3fv(vtx[9]);
    glColor3fv(color[0]);
    glVertex3fv(vtx[7]);
    
    glColor3fv(color[3]);
    glVertex3fv(vtx[0]);
    glColor3fv(color[4]);
    glVertex3fv(vtx[1]);
    glColor3fv(color[5]);
    glVertex3fv(vtx[7]);
    glColor3fv(color[0]);
    glVertex3fv(vtx[6]);

    glColor3fv(color[0]);
    glVertex3fv(vtx[3]);
    glColor3fv(color[1]);
    glVertex3fv(vtx[5]);
    glColor3fv(color[2]);
    glVertex3fv(vtx[11]);
    glColor3fv(color[0]);
    glVertex3fv(vtx[9]);
    glEnd();
   
    glBegin(GL_POLYGON);
    glColor3fv(color[3]);
    glVertex3fv(vtx[6]);
    glColor3fv(color[4]);
    glVertex3fv(vtx[7]);
    glColor3fv(color[5]);
    glVertex3fv(vtx[9]);
    glColor3fv(color[0]);
    glVertex3fv(vtx[11]);
    glColor3fv(color[1]);
    glVertex3fv(vtx[10]);
    glColor3fv(color[2]);
    glVertex3fv(vtx[8]);
    glEnd();

    glPopMatrix();
    glFlush();
}

这段代码简单的运用了三维坐标和矩阵堆栈,虽然矩阵堆栈在这里用处不大。颜色随便定义的。此外我还用到旋转函数glRotatef(60.0f,0.0f,0.0f,0.0f);将图形沿x轴稍微向外旋转了一下。看一下效果:

六棱柱

有一点需要注意,我画面的时候是先画背面再画正面,否则正面会被背面挡住。另外,由于我定义了面的方向,所以我画点也是有顺序的(具体可看上一篇)。

但是这是静态的,我们画了那么多只能看见一部分,因此我通过调用时间库让它动起来。

引入时间库函数头文件和数学库头文件

#include <cmath>
#include <time.h>

利用刚刚讲的void glRotatef(GLfloat x,GLfloat y,GLfloat z,GLfloat w)函数实现旋转,随便绕哪个轴。

clock_t now = clock();
glRotatef(sin(0.0001 * now) * 360,cos(0.0001 * now) * 360 ,sin(0.0001 * now) * 360,0.0f);

在刷新缓冲后设置重绘状态,这个函数应该在前面讲过。(虽然这么做有可能存在堆栈的问题)

glutPostRedisplay();

看一下效果。

效果图

法线向量和光照

画好了立体图形并且会动了,但还是感觉距离真是物体差很远。我决定给它加上阴影让它看起来更真实点。

有阴影就必须有光照,而OpenGL的光照效果除了要设置光源外还要给不同的面设置法线向量。我通过调用void glNormal3fv(const GLfloat *v)函数直接传一个法线向量。

 GLfloat norm[8][3] =  //三棱柱各面法向
    {
        {0.0f,1.0f,0.0f},   //底面
        {0.0f,0.0f,1.0f},    //前一面
        {static_cast<GLfloat>(sqrt(3.0f)/4),0.0f,-0.25f},    //前二面
        {static_cast<GLfloat>(sqrt(3.0f)/4),0.0f,0.25f},      //前三面
        {0.0f,0.0f,1.0f},    //后一面
        {static_cast<GLfloat>(sqrt(3.0f)/4),0.0f,0.25f},    //后二面
        {static_cast<GLfloat>(sqrt(3.0f)/4),0.0f,-0.25f},//后三面
        {0.0f,1.0f,0.0f}     //顶面
        
    };

然后在每次画面的同时插入相应的法线向量绘制函数,例如底面的glNormal3fv(norm[0]);

最后再加入光源。这个光源也是有讲究的,不过我不打算深入的介绍。放一下我的代码。

    GLfloat light_pos[] = {-1.0f,-1.0f,-1.0f,1.0f};
    GLfloat light_ambient[] = {0.0f,0.0f,0.0f,1.0f};
    GLfloat light_difuse[] = {1.0f,1.0f,1.0f,1.0f};
    GLfloat light_specular[] = {1.0f,1.0f,1.0f,1.0f};
    glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
    glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, light_difuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
    glEnable(GL_LIGHT0);
    glEnable(GL_LIGHTING);

照理说这样设置就可以了,但是光照到物体上的话,物体也会根据材质反射不同的质感。比如说紫砂壶的光泽和陶瓷瓶的光泽肯定是不一样的。

    GLfloat mat_ambient[]   = {0.5f, 0.5f, 0.5f, 1.0f};
    GLfloat mat_diffuse[]   = {0.5f, 0.5f, 0.5f, 1.0f};
    GLfloat mat_specular[] = {0.0f, 0.0f, 0.0f, 1.0f};
    GLfloat mat_emission[] = {0.0f, 0.0f, 0.0f, 1.0f};
    GLfloat mat_shininess   = 30.0f;
    glMaterialfv(GL_FRONT, GL_AMBIENT,    mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE,    mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR,   mat_specular);
    glMaterialfv(GL_FRONT, GL_EMISSION,   mat_emission);
    glMaterialf (GL_FRONT, GL_SHININESS,  mat_shininess);

最后看一下效果(为了看效果我把颜色都去掉了)。

效果图

这次博客其实是按照我做作业的顺序讲的,接下来可能会讲到图形变换吧。但早期OpenGL我感觉会马上结束了,之后我会尝试现代OpenGL,不过那也是暑假的事了吧。

©著作权归作者所有,转载或内容合作请联系作者
平台声明:文章内容(如有图片或视频亦包括在内)由作者上传并发布,文章内容仅代表作者本人观点,简书系信息发布平台,仅提供信息存储服务。

推荐阅读更多精彩内容