OpenGL实现3D空间中移动图像

Qt_OpenGL:3D空间中移动图像,供大家参考,具体内容如下

//.h

#ifndef GLWIDGET_H

#define GLWIDGET_H

#include <QGLWidget>

#include <QtOpenGL>

class QGLWidget;

class QTimer;

typedef struct Stars{

public:

int r, g, b;

GLfloat dist, angle;

}Stars;

class GLWidget : public QGLWidget

{

Q_OBJECT

public:

GLWidget(QWidget *parent = 0);

~GLWidget();

protected:

void initializeGL();

void paintGL();

void resizeGL(int w, int h);

void keyPressEvent(QKeyEvent*);

void timerEvent(QTimerEvent*);

private:

bool fullscreen;

GLfloat rotate_angle;

GLfloat zoom;

GLfloat title;

GLfloat spin;

GLuint loop;

bool twinkle;

GLfloat blend;

private:

void loadTextures();

GLuint texture[1];

};

#endif // GLWIDGET_H

//.cpp

#include "glwidget.h"

#include <glut.h>

#include <QtGui>

#include <QtCore>

//好吧我承认全部变量不好

GLfloat light_ambient[4] = {0.5,0.5,0.5,1.0};

GLfloat light_diffiuse[4] = {1.0,1.0,1.0,1.0};

GLfloat light_position[4] = {0.0,0.0,2.0,0.0};

static const int num = 50;

static Stars stars[num];

GLWidget::GLWidget(QWidget *parent)

: QGLWidget(parent)

{

fullscreen = false;

rotate_angle = 0.0;

zoom = -15.0;

title = 90.0;

spin = 0.1;

loop = 0;

twinkle = false;

blend = false;

startTimer(5);

}

void GLWidget::initializeGL(){

setGeometry(300,150,500,500);

loadTextures();

glEnable(GL_TEXTURE_2D);

glShadeModel(GL_SMOOTH);

glClearColor(0.0, 0.0, 0.0, 0.5);

glClearDepth(1.0);

glEnable(GL_DEPTH_TEST);

glDepthFunc(GL_LEQUAL);

glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);

glBlendFunc(GL_SRC_ALPHA,GL_ONE);

glEnable(GL_BLEND);

//为num个星星对象赋初值

for(loop = 0; loop < num; ++loop){

stars[loop].angle = 0.0;

stars[loop].dist = (float(loop)/num) * 5.0;

stars[loop].r = rand() % 256;

stars[loop].g = rand() % 256;

stars[loop].b = rand() % 256;

}

}

void GLWidget::paintGL(){

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glBindTexture(GL_TEXTURE_2D, texture[0]);

for(loop = 0; loop < num; ++loop){

glLoadIdentity();

glTranslatef(0.0, 0.0, zoom); //移向屏幕里面

glRotatef(title, 1.0, 0.0, 0.0); //沿x轴旋转title

glRotatef(stars[loop].angle, 0.0, 1.0, 0.0); //每个星星沿y轴旋转自己的角度

glTranslatef(stars[loop].dist, 0.0, 0.0); //平移

glRotatef(-stars[loop].angle, 0.0, 1.0, 0.0); //沿y轴反转

glRotatef(-title, 1.0, 0.0, 0.0); //沿x轴反转

if(twinkle){ //如果星星闪烁

glColor4ub(stars[num-loop-1].r, stars[num-loop-1].g,

stars[num-loop-1].b, 255);

glBegin(GL_QUADS);

glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f);

glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f);

glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f);

glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f);

glEnd();

}

//如果星星不闪烁

glRotatef(spin, 0.0f, 0.0f, 1.0f); //沿z轴自转spin

glColor4ub(stars[loop].r, stars[loop].g, stars[loop].b, 255);

glBegin(GL_QUADS);

glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f);

glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f);

glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f);

glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f);

glEnd();

spin += 0.01f;

stars[loop].angle += float(loop)/num;

stars[loop].dist -= 0.01f; //距离逐渐减小,即越来越靠近屏幕

if(stars[loop].dist < 0){

stars[loop].dist += 5.0f;

stars[loop].r = rand() % 256;

stars[loop].g = rand() % 256;

stars[loop].b = rand() % 256;

}

}

}

void GLWidget::resizeGL(int w, int h){

if( 0 == h){

h = 1;

}

glViewport(0, 0, (GLsizei)w, (GLsizei)h);

glMatrixMode(GL_PROJECTION);

glLoadIdentity();

gluPerspective(45.0, (GLdouble)w/(GLdouble)h, 0.1, 100.0);

glColor4f(1.0f, 1.0f, 1.0f, 0.5f);

glBlendFunc(GL_SRC_ALPHA, GL_ONE);

glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

}

void GLWidget::keyPressEvent(QKeyEvent *event){

switch(event->key()){

case Qt::Key_T:{

twinkle = !twinkle;

updateGL();

break;

}

case Qt::Key_B:{

blend = !blend;

if(blend){

glEnable(GL_BLEND);

glDisable(GL_DEPTH_TEST);

}else{

glDisable(GL_BLEND);

glEnable(GL_DEPTH_TEST); //色彩混合和深度缓存不能同时开启

}

updateGL();

break;

}

case Qt::Key_PageUp:{ //移向屏幕

zoom -= 0.2;

updateGL();

break;

}

case Qt::Key_PageDown:{ //移向屏幕外

zoom += 0.2;

updateGL();

break;

}

case Qt::Key_Up:{ //加快旋转速度

title += 0.5;

updateGL();

break;

}

case Qt::Key_Down:{

title -= 0.5;

updateGL();

break;

}

case Qt::Key_F1:{

fullscreen = !fullscreen;

if(fullscreen){

showFullScreen();

}else{

setGeometry(300,150,500,500);

showNormal();

}

updateGL();

break;

}

case Qt::Key_Escape:{

close();

}

}

}

void GLWidget::loadTextures(){

QImage tex, buf;

if(!buf.load(":Star.bmp")){

qWarning("Cannot open the image...");

QImage dummy(128, 128, QImage::Format_RGB32);

dummy.fill(Qt::green);

buf = dummy;

}

tex = convertToGLFormat(buf);

glGenTextures(1, &texture[0]);

glBindTexture(GL_TEXTURE_2D, texture[0]);

glTexImage2D(GL_TEXTURE_2D, 0, 3, tex.width(), tex.height(), 0, GL_RGBA,

GL_UNSIGNED_BYTE, tex.bits());

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

}

void GLWidget::timerEvent(QTimerEvent *){

updateGL();

}

GLWidget::~GLWidget()

{

}

//main.cpp

#include "glwidget.h"

#include <QApplication>

int main(int argc, char *argv[])

{

QApplication a(argc, argv);

GLWidget w;

w.show();

return a.exec();

}

运行结果截图:

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