加入动画效果最容易的方法是响应WM_TIMER消息,在其消息处理函数中改变一些参数值,比如每过多少毫秒就旋转一定的角度,并且重绘场景。
Frame Rate
Frame rate is nothing but the number of frames that can be rendered per second. The higher this rate, the smoother the animation. In order to calculate the frame rate we retrieve the system time (using the Windows multimedia API function timeGetTime()) before the rendering is performed and after the buffer is swapped. The difference between the two values is the elapsed time to render one frame. Thus we can calculate the frame rate for a given application.
1,我们需要调用timeGetTime()函数,因此在stdafx.h中加入:
并且Link—>Object/library modules中加入winmm.lib
2,为了计算绘制用时,在CCY457OpenGLView.h中加入如下变量:
DWORDm_StartTime,m_ElapsedTime,m_previousElapsedTime;
CStringm_WindowTitle; // WindowTitle
int DayOfYear;
int HourOfDay;
并在构造函数中进行初始化:
{
DayOfYear = 1 ;
HourOfDay = 1 ;
}
3,为了计算帧速率,修改OnCreate函数,在其中获取窗口标题,从标题中去掉”Untitled”字样,并启动定时器;
4,同样为了计算帧速率,修改OnDraw函数如下,在其中用glPushMatrix 和 glPopMatrix将RenderScene函数包裹起来,从而确保动画会正确运行。在SwapBuffers调用后我们调用PostRenderScene来显示帧速率信息到窗口标题。
{
CCY457OpenGLDoc * pDoc = GetDocument();
ASSERT_VALID(pDoc);
// Getthesystemtime,inmilliseconds.
m_ElapsedTime = ::timeGetTime(); // getcurrenttime
if (ElapsedTimeinMSSinceLastRender() < 30 )
return
// Clearoutthecolor&depthbuffers
::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
RenderScene();
glPopMatrix();
// TellOpenGLtoflushitspipeline
::glFinish();
// NowSwapthebuffers
::SwapBuffers(m_pDC -> GetSafeHdc());
// PerformPostDisplayProcessing
// Onlyupdatethetitleevery15redraws(thisisabout
// every1/2second)
PostRenderScene();
// theverylastthingwedoistosave
// theelapsedtime,thisisusedwiththe
// nextelapsedtimetocalculatethe
// elapsedtimesincearenderandtheframerate
m_previousElapsedTime = m_ElapsedTime;
}
4,在CCY457OpenGLView类中加入下述成员函数,用来显示帧速率信息到窗口标题
// PostRenderScene
// performpostdisplayprocessing
// ThedefaultPostRenderSceneplacestheframerateinthe
// view'stitle.Replacethiswithyourowntitleifyoulike.
void CCY457OpenGLView::PostRenderScene( void )
{
// Onlyupdatethetitleevery15redraws(thisisabout
// every1/2second)
static int updateFrame = 15 ;
if ( 16 > ++ updateFrame)
return ;
updateFrame = 0 ;
char string [ 256 ];
_snprintf( string , 200 , " %s(%dFrames/sec) " ,
( const char * )m_WindowTitle,FramesPerSecond());
GetParentFrame() -> SetWindowText( string );
}
//////////////////////////////////////////////////////////////////////////////
// FramesPerSecond
// fetchframeratecalculations
int CCY457OpenGLView::FramesPerSecond( void )
{
double eTime = ElapsedTimeinMSSinceLastRender();
if ( 0 == ( int )eTime)
return 0 ;
return ( int )( 1000 / ( int )eTime);
}
DWORDElapsedTimeinMSSinceLastStartup()
{
return (m_ElapsedTime - m_StartTime);
}
DWORDElapsedTimeinMSSinceLastRender()
{
return (m_ElapsedTime - m_previousElapsedTime);
}
5,在OnTimer函数中,通过增加变量DayOfYear 和 HourOfDay的值来控制地球和月球的位置,并且调用InvalidateRect来刷新界面。
{
if (DayOfYear < 365 )
DayOfYear ++ ;
else
DayOfYear = 1 ;
if (HourOfDay < 365 )
HourOfDay ++ ;
else
HourOfDay = 1 ;
InvalidateRect(NULL,FALSE);
CView::OnTimer(nIDEvent);
}
6,在RenderScene中加入绘制代码:
{ // 绘制函数
glTranslatef( 0.0f , 0.0f , - 5.0f );
// DrawtheSun
glutWireSphere( 1.0f , 20 , 20 );
// RotatethePlanetinitsorbit
glRotatef((GLfloat)( 360.0 * DayOfYear) / 365.0 , 0.0f , 1.0f , 0.0f );
glTranslatef( 4.0f , 0.0f , 0.0f );
glPushMatrix();
// RotatethePlanetinitsorbit
glRotatef((GLfloat)( 360 * HourOfDay) / 24.0 , 0.0f , 1.0f , 0.0f );
// DrawthePlanet
glutWireSphere( 0.2f , 20 , 20 );
glPopMatrix();
glRotatef((GLfloat)( 360.0 * 12.5 * DayOfYear) / 365.0 , 0.0f , 1.0f , 0.0f );
glTranslatef( 0.5f , 0.0f , 0.0f );
// DrawtheMoon
glutWireSphere( 0.01f , 20 , 20 );
}
本文介绍如何在太阳系模型中添加动画效果并显示帧率。通过响应WM_TIMER消息改变参数实现星球旋转动画,利用timeGetTime计算帧率,并在窗口标题中展示。
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