//#pragma comment(lib,"gltools.lib")
#include <GLTools.h>
#include <GLShaderManager.h>
#define FREEGLUT_STATIC
#include <gl/glut.h>
#include <gl/glew.h>
GLBatch squareBatch;
GLShaderManager shaderManager;
GLfloat blockSize = 0.1f;
GLfloat vVerts[] = { -blockSize - 0.5f, -blockSize, 0.0f,
blockSize - 0.5f, -blockSize, 0.0f,
blockSize - 0.5f, blockSize, 0.0f,
-blockSize - 0.5f, blockSize, 0.0f };
void SetupRC()
{
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
shaderManager.InitializeStockShaders();
squareBatch.Begin(GL_TRIANGLE_FAN, 4);
squareBatch.CopyVertexData3f(vVerts);
squareBatch.End();
}
void BounceFunction(void)
{
static GLfloat xDir = 1.0f;
static GLfloat yDir = 1.0f;
GLfloat stepSize = 0.005f;
GLfloat blockX = vVerts[0]; //最左边X
GLfloat blockY = vVerts[7]; //最上边Y
blockY += stepSize * yDir;
blockX += stepSize * xDir;
if (blockX < -1.0f) { blockX = -1.0f; xDir *= -1.0f; }
if (blockX > (1.0 - blockSize * 2)) { blockX = 1.0 - 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; }
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(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 1.0f };
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
squareBatch.Draw();
//交换缓冲区内容 刷新
glutSwapBuffers();
//修改数据
BounceFunction();
//重绘
glutPostRedisplay();
}
void ChangeSize(int w, int h) {
glViewport(0, 0, w, h);
}
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Bouncing block");
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "Error:%s\n", glewGetErrorString(err));
return 1;
}
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
SetupRC();
glutMainLoop();
return 0;
}
gltools.lib的引入可如下给项目配置即可 (如果懒得这么操作可以写 #pragma comment(lib,"gltools.lib") 在代码最顶部