前言
运行此程序的前提是已经完全配置好了OpenGL超级宝典程序运行所需要的环境
code
#include <GLTools.h>
#include <GLShaderManager.h>
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif
GLBatch squareBatch;
GLShaderManager shaderManager;
GLfloat blockSize = 0.1f;
GLfloat vVerts[] = {-blockSize, -blockSize, 0.0f,
blockSize, -blockSize, 0.0f,
blockSize, blockSize, 0.0f,
-blockSize, blockSize, 0.0f};
void ChangeSize(int w, int h)
{
glViewport(0, 0, w, h);
}
void SetupRC()
{
glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
shaderManager.InitializeStockShaders();
squareBatch.Begin(GL_TRIANGLE_FAN, 4);
squareBatch.CopyVertexData3f(vVerts);
squareBatch.End();
}
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_RIGHT)
{
blockX += stepSize;
}
if (key == GLUT_KEY_LEFT)
{
blockX -= stepSize;
}
//collision detection
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 - 2 * blockSize;
vVerts[3] = blockX + 2 * blockSize;
vVerts[4] = blockY - 2 * blockSize;
vVerts[6] = blockX + 2 * blockSize;
vVerts[7] = blockY;
vVerts[9] = blockX;
vVerts[10] = blockY;
squareBatch.CopyVertexData3f(vVerts);
//glutPostRedisplay();
}
void BounceFunction(void)
{
static GLfloat xDir = 1.0f;
static GLfloat yDir = 1.0f;
GLfloat stepSize = 0.0005f;
GLfloat blockX = vVerts[0]; // Upper left X
GLfloat blockY = vVerts[7]; // Upper left Y
blockY += stepSize * yDir;
blockX += stepSize * xDir;
// Collision detection
if(blockX < -1.0f) { blockX = -1.0f; xDir *= -1.0f; }
if(blockX > (1.0f - blockSize * 2)) { blockX = 1.0f - blockSize * 2; xDir *= -1.0f; }
if(blockY < -1.0f + blockSize * 2) { blockY = -1.0f + blockSize * 2; yDir *= -1.0f; }
if(blockY > 1.0f) { blockY = 1.0f; yDir *= -1.0f; }
// Recalculate vertex positions
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);
}
void RenderScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
GLfloat vRed[] = {0.98f, 0.04f, 0.7f, 1.0f};
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
squareBatch.Draw();
glutSwapBuffers();
BounceFunction();
glutPostRedisplay();
}
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(800, 600);
glutCreateWindow("Move");
GLenum err = glewInit();
if (GLEW_OK != err)
{
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutSpecialFunc(SpecialKeys);
SetupRC();
glutMainLoop();
return 0;
}