1.顶点依次移动
定义边长和顶点数据
//blockSize 边长GLfloat blockSize = 0.1f;//正方形的4个点坐标GLfloat vVerts[] = {//x,y,z-blockSize,-blockSize,0.0f, //AblockSize,-blockSize,0.0f, //BblockSize,blockSize,0.0f, //C-blockSize,blockSize,0.0f //D};
以顶点D为例,依次移动每个顶点

void SpecialKeys(int key, int x, int y){GLfloat stepSize = 0.025f;//最后一个顶点DGLfloat blockX = vVerts[0];//vVerts[0]和vVerts[9]相同GLfloat blockY = vVerts[10];if (key == GLUT_KEY_UP) {blockY += stepSize;}if (key == GLUT_KEY_DOWN) {blockY -= stepSize;}if (key == GLUT_KEY_LEFT) {blockX -= stepSize;}if (key == GLUT_KEY_RIGHT) {blockX += stepSize;}//触碰到边界(4个边界)的处理//当正方形移动超过最左边的时候if (blockX < -1.0f) {blockX = -1.0f;}//当正方形移动到最右边时//1.0 - blockSize * 2 = 总边长 - 正方形的边长 = 最左边点的位置if (blockX > (1.0 - blockSize * 2)) {blockX = 1.0f - blockSize * 2;}//当正方形移动到最下面时//-1.0 - blockSize * 2 = Y(负轴边界) - 正方形边长 = 最下面点的位置if (blockY < -1.0f + blockSize * 2 ) {blockY = -1.0f + blockSize * 2;}//当正方形移动到最上面时if (blockY > 1.0f) {blockY = 1.0f;}// 计算每个顶点的位置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;triangleBatch.CopyVertexData3f(vVerts);glutPostRedisplay();}
顶点比较少的话,还能接受,如果是个复杂图形,顶点贼多,这种方法显然不好,我们用矩阵方式来移动
2.矩阵方式移动
定义移动移动距离(可看作中心点)
// 在x轴上平移的距离GLfloat xPos = 0.0f;// 在y轴上平移的距离GLfloat yPos = 0.0f;
绘制的代码
void RenderScene(void) {/*清除一个或者一组特定的缓存区缓冲区是一块存在图像信息的储存空间,红色、绿色、蓝色和alpha分量通常一起分量通常一起作为颜色缓存区或像素缓存区引用。OpenGL 中不止一种缓冲区(颜色缓存区、深度缓存区和模板缓存区)GL_COLOR_BUFFER_BIT :指示当前激活的用来进行颜色写入缓冲区GL_DEPTH_BUFFER_BIT :指示深度缓存区GL_STENCIL_BUFFER_BIT:指示模板缓冲区*/glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);//2.设置一组浮点数来表示颜色(RGBA)GLfloat vRed[] = {1.0f,0.0f,0.0f,0.0f};//定义矩阵M3DMatrix44f mFinalTransform,mTransfromMatrix,mRotationMartix;//平移矩阵m3dTranslationMatrix44(mTransfromMatrix, xPos, yPos, 0.0f);//每次平移时,旋转5度static float yRot = 0.0f;yRot += 5.0f;//旋转矩阵m3dRotationMatrix44(mRotationMartix, m3dDegToRad(yRot), 0.0f, 0.0f, 1.0f);//将旋转和移动的矩阵结果 合并到mFinalTransform (矩阵相乘)m3dMatrixMultiply44(mFinalTransform, mTransfromMatrix, mRotationMartix);//将矩阵结果 提交给固定着色器(平面着色器)中绘制shaderManager.UseStockShader(GLT_SHADER_FLAT,mFinalTransform,vRed);triangleBatch.Draw();//执行交换缓存区glutSwapBuffers();}
移动的代码
void SpecialKeys(int key, int x, int y){// 移动的步长GLfloat stepSize = 0.025f;if (key == GLUT_KEY_UP) {yPos += stepSize;}if (key == GLUT_KEY_DOWN) {yPos -= stepSize;}if (key == GLUT_KEY_LEFT) {xPos -= stepSize;}if (key == GLUT_KEY_RIGHT) {xPos += stepSize;}//碰撞检测if (xPos < (-1.0f + blockSize)) {xPos = -1.0f + blockSize;}if (xPos > (1.0f - blockSize)) {xPos = 1.0f - blockSize;}if (yPos < (-1.0f + blockSize)) {yPos = -1.0f + blockSize;}if (yPos > (1.0f - blockSize)) {yPos = 1.0f - blockSize;}// 提交重绘glutPostRedisplay();}
