Category: Γ' Εξάμηνο: OpenGL Published: Tuesday, 02 February 2016 Written by Γεώργιος Παπαλουκάς

OpenGL: Μάθημα 5ο - Κίνηση / Animation #2

Το animation είναι δυνατό να επιτευχθεί με χρήση χρονιστή (timer) πέρα από τη χρήση του idle event, περίπτωση που εξετάστηκε ήδη σε προηγούμενο μάθημα. Ο κώδικας που ακολουθεί είναι παραλλαγή του κώδικα του 4ου μαθήματος (πηγή https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_Examples.html).

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/*
 * OGL02Animation.cpp: 3D Shapes with animation
 */
#include <windows.h>  // for MS Windows
#include <GL/glut.h>  // GLUT, include glu.h and gl.h
 
/* Global variables */
char title[] = "3D Shapes with animation";
GLfloat anglePyramid = 0.0f; // Rotational angle for pyramid [NEW]
GLfloat angleCube = 0.0f; // Rotational angle for cube [NEW]
int refreshMills = 15; // refresh interval in milliseconds [NEW]
/* Initialize OpenGL Graphics */ void initGL() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque glClearDepth(1.0f); // Set background depth to farthest glEnable(GL_DEPTH_TEST); // Enable depth testing for z-culling glDepthFunc(GL_LEQUAL); // Set the type of depth-test glShadeModel(GL_SMOOTH); // Enable smooth shading glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Nice perspective corrections } /* Handler for window-repaint event. Called back when the window first appears and whenever the window needs to be re-painted. */ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers glMatrixMode(GL_MODELVIEW); // To operate on model-view matrix // Render a color-cube consisting of 6 quads with different colors glLoadIdentity(); // Reset the model-view matrix glTranslatef(1.5f, 0.0f, -7.0f); // Move right and into the screen glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // Rotate about (1,1,1)-axis [NEW] glBegin(GL_QUADS); // Begin drawing the color cube with 6 quads // Top face (y = 1.0f) // Define vertices in counter-clockwise (CCW) order with normal pointing out glColor3f(0.0f, 1.0f, 0.0f); // Green glVertex3f( 1.0f, 1.0f, -1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom face (y = -1.0f) glColor3f(1.0f, 0.5f, 0.0f); // Orange glVertex3f( 1.0f, -1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Front face (z = 1.0f) glColor3f(1.0f, 0.0f, 0.0f); // Red glVertex3f( 1.0f, 1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Back face (z = -1.0f) glColor3f(1.0f, 1.0f, 0.0f); // Yellow glVertex3f( 1.0f, -1.0f, -1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Left face (x = -1.0f) glColor3f(0.0f, 0.0f, 1.0f); // Blue glVertex3f(-1.0f, 1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Right face (x = 1.0f) glColor3f(1.0f, 0.0f, 1.0f); // Magenta glVertex3f(1.0f, 1.0f, -1.0f); glVertex3f(1.0f, 1.0f, 1.0f); glVertex3f(1.0f, -1.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f); glEnd(); // End of drawing color-cube // Render a pyramid consists of 4 triangles glLoadIdentity(); // Reset the model-view matrix glTranslatef(-1.5f, 0.0f, -6.0f); // Move left and into the screen glRotatef(anglePyramid, 1.0f, 1.0f, 0.0f); // Rotate about the (1,1,0)-axis [NEW] glBegin(GL_TRIANGLES); // Begin drawing the pyramid with 4 triangles // Front glColor3f(1.0f, 0.0f, 0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); glColor3f(0.0f, 1.0f, 0.0f); // Green glVertex3f(-1.0f, -1.0f, 1.0f); glColor3f(0.0f, 0.0f, 1.0f); // Blue glVertex3f(1.0f, -1.0f, 1.0f); // Right glColor3f(1.0f, 0.0f, 0.0f); // Red glVertex3f(0.0f, 1.0f, 0.0f); glColor3f(0.0f, 0.0f, 1.0f); // Blue glVertex3f(1.0f, -1.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); // Green glVertex3f(1.0f, -1.0f, -1.0f); // Back glColor3f(1.0f, 0.0f, 0.0f); // Red glVertex3f(0.0f, 1.0f, 0.0f); glColor3f(0.0f, 1.0f, 0.0f); // Green glVertex3f(1.0f, -1.0f, -1.0f); glColor3f(0.0f, 0.0f, 1.0f); // Blue glVertex3f(-1.0f, -1.0f, -1.0f); // Left glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-1.0f,-1.0f,-1.0f); glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f(-1.0f,-1.0f, 1.0f); glEnd(); // Done drawing the pyramid glutSwapBuffers(); // Swap the front and back frame buffers (double buffering) // Update the rotational angle after each refresh [NEW]
anglePyramid += 0.2f;
angleCube -= 0.15f;
} /* Called back when timer expired [NEW] */
void timer(int value) {
glutPostRedisplay(); // Post re-paint request to activate display()
glutTimerFunc(refreshMills, timer, 0); // next timer call milliseconds later
}
/* Handler for window re-size event. Called back when the window first appears and whenever the window is re-sized with its new width and height */
void reshape(GLsizei width, GLsizei height) { // GLsizei for non-negative integer // Compute aspect ratio of the new window if (height == 0) height = 1; // To prevent divide by 0 GLfloat aspect = (GLfloat)width / (GLfloat)height; // Set the viewport to cover the new window glViewport(0, 0, width, height); // Set the aspect ratio of the clipping volume to match the viewport glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix glLoadIdentity(); // Reset // Enable perspective projection with fovy, aspect, zNear and zFar gluPerspective(45.0f, aspect, 0.1f, 100.0f); } /* Main function: GLUT runs as a console application starting at main() */ int main(int argc, char** argv) { glutInit(&argc, argv); // Initialize GLUT glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode glutInitWindowSize(640, 480); // Set the window's initial width & height glutInitWindowPosition(50, 50); // Position the window's initial top-left corner glutCreateWindow(title); // Create window with the given title glutDisplayFunc(display); // Register callback handler for window re-paint event glutReshapeFunc(reshape); // Register callback handler for window re-size event initGL(); // Our own OpenGL initialization glutTimerFunc(0, timer, 0); // First timer call immediately [NEW] glutMainLoop(); // Enter the infinite event-processing loop return 0; }

 Η λογική του animation (περιστροφή του κύβου και της πυραμίδας) είναι ο περιοδικός επανασχεδιασμός των αντικειμένων - ελαφρώς "παραλλαγμένων" - στην ωφέλιμη περιοχή του παραθύρου.

Η περιστροφή γίνεται πάντα γύρω από έναν άξονα κατά μία γωνία. Η περιστροφή επιτυγχάνεται με χρήση της εντολής glRotatef.

 

 

Ασκήσεις εμπέδωσης

Παρακαλώ πατήστε εδώ προκειμένου να εξασκηθείτε επεκτείνοντας το πρόγραμμα Animation#2.

 

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