这是我的代码:
#include <stdio.h>
#include "glut.h"
float width = 800.0;
float height = 600.0;
void changeSize(int w,int h){
if(h==0)
h=1;
width = w;
height = h;
GLdouble ratio = 1.0f*w/h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0,0,w,h);
gluPerspective(45,ratio,1,1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,0,10,
0,0,-1,
0,1,0);
}
void renderScene(){
glClearColor(0,0,255,1);
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
//glPushMatrix();
glRotatef(0.09,0.0,0.0,0.09);
glColor3f(1.0,0.0,0.0);
glBegin(GL_QUADS);
glVertex3f(-1.0f,-1.0f,0.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glEnd();
//glPopMatrix();
glPushMatrix();
glColor3f(0.0,1.0,0.0);
glTranslatef(-3.0,0.0,0.0);
glRotatef(0.09,0.0,0.0,-1.0);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(-1,-1);
glVertex2f(0,1);
glVertex2f(1,-1);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char **argv){
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100,200);
glutInitWindowSize(width,height);
glutCreateWindow("OpenGL");
glutDisplayFunc(renderScene);
glutIdleFunc(renderScene);
glutReshapeFunc(changeSize);
glutMainLoop();
return(0);
}
我画了一个矩形和一个三角形。
它们现在都在旋转,但我想让矩形静止并仅旋转三角形。我在这做错了什么?我是否需要更改推送弹出线或其他内容。 我尝试了很多组合,但我不能这样做。
答案 0 :(得分:2)
如果您不想旋转矩形,请在绘制矩形之前删除旋转调用glRotatef(0.09,0.0,0.0,0.09);
。你需要在绘制三角形,矩形之前的push-pop矩阵。要停止旋转,您必须删除旋转调用,而不是push-pop矩阵。
编辑:要旋转三角形,您需要更改角度。如果你保持固定的角度0.09
,那么将没有动画。一种简单的方法是将角度跟踪为全局变量。像这样:
double ang = 0; // global variable
void renderScene(){
// other codes
glRotatef(ang++,0.0,0.0,-1.0); // use and change ang instead of using fixed 0.09
glBegin(GL_TRIANGLE_STRIP);
// remaining codes
}
答案 1 :(得分:1)
你应该做的是替换
glRotatef(0.09,0.0,0.0,0.09);
glColor3f(1.0,0.0,0.0);
glBegin(GL_QUADS);
glVertex3f(-1.0f,-1.0f,0.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glEnd();
与
glColor3f(1.0,0.0,0.0);
glBegin(GL_QUADS);
glVertex3f(-1.0f,-1.0f,0.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glEnd();
推动/弹出矩阵不会对矩形的变换做任何改变,它只会阻止矩形的变换影响三角形。
答案 2 :(得分:0)
你的问题是广场周围的旋转是唯一一个实际上复合每一帧的旋转。因为您在三角形周围按下/弹出旋转,所以每次绘制它时都会重置为默认状态。
而不是让它随着时间的推移而旋转,你只是做一个小的旋转,弹出它(从而去除旋转),然后当你绘制下一帧时,你做的完全相同的小旋转,所以三角形没有看起来它一直在移动,它每次都会以相同的旋转状态绘制。
因为您没有围绕四边形弹出旋转,所以它会在每个帧上复合。你想要做的是每帧增加一个变量,然后按变量的数量旋转。
首先将float rotationAngle
定义为您班级的成员变量。
然后在绘图调用中,运行如下:
rotationAngle += rotationSpeed;
glPushMatrix();
//do quad specific transformations
//draw quad
glPopMatrix(); //remove quad specific transforms from stack
glPushMatrix();
glRotatef(rotationAngle, 0, 0, 1);
//do other triangle specific rotations
//draw triangle
glPopMatrix(); //remove triangle's rotation and other transforms