motionblur.c
来自「OpeNGL超级宝典源代码. OpeNGL超级宝典源代码.」· C语言 代码 · 共 180 行
C
180 行
// MotionBlur.c
// OpenGL SuperBible
// Demonstrates Motion Blur with the Accumulation buffer
// Program by Richard S. Wright Jr.
#include "../../Common/OpenGLSB.h" // System and OpenGL Stuff
#include "../../Common/GLTools.h" // OpenGL toolkit
#include <math.h>
// Light and material Data
GLfloat fLightPos[4] = { -100.0f, 100.0f, 50.0f, 1.0f }; // Point source
GLfloat fLightPosMirror[4] = { -100.0f, -100.0f, 50.0f, 1.0f };
GLfloat fNoLight[] = { 0.0f, 0.0f, 0.0f, 0.0f };
GLfloat fLowLight[] = { 0.25f, 0.25f, 0.25f, 1.0f };
GLfloat fBrightLight[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat yRot = 45.0f;
//////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
// Grayish background
glClearColor(fLowLight[0], fLowLight[1], fLowLight[2], fLowLight[3]);
// Cull backs of polygons
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
// Setup light parameters
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, fNoLight);
glLightfv(GL_LIGHT0, GL_AMBIENT, fLowLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, fBrightLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, fBrightLight);
glLightfv(GL_LIGHT0, GL_POSITION, fLightPos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
// Mostly use material tracking
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMateriali(GL_FRONT, GL_SHININESS, 128);
}
///////////////////////////////////////////////////////////
// Draw the ground as a series of triangle strips. The
// shading model and colors are set such that we end up
// with a black and white checkerboard pattern.
void DrawGround(void)
{
GLfloat fExtent = 20.0f;
GLfloat fStep = 0.5f;
GLfloat y = 0.0f;
GLfloat fColor;
GLfloat iStrip, iRun;
GLint iBounce = 0;
glShadeModel(GL_FLAT);
for(iStrip = -fExtent; iStrip <= fExtent; iStrip += fStep)
{
glBegin(GL_TRIANGLE_STRIP);
for(iRun = fExtent; iRun >= -fExtent; iRun -= fStep)
{
if((iBounce %2) == 0)
fColor = 1.0f;
else
fColor = 0.0f;
glColor4f(fColor, fColor, fColor, 0.5f);
glVertex3f(iStrip, y, iRun);
glVertex3f(iStrip + fStep, y, iRun);
iBounce++;
}
glEnd();
}
glShadeModel(GL_SMOOTH);
}
/////////////////////////////////////////////////////////////
// Draw the ground and the revolving sphere
void DrawGeometry(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
DrawGround();
// Place the moving sphere
glColor3f(1.0f, 0.0f, 0.0f);
glTranslatef(0.0f, 0.5f, -3.5f);
glRotatef(-(yRot * 2.0f), 0.0f, 1.0f, 0.0f);
glTranslatef(1.0f, 0.0f, 0.0f);
glutSolidSphere(0.1f, 17, 9);
glPopMatrix();
}
///////////////////////////////////////////////////////////////////////
// Called to draw scene. The world is drawn multiple times with each
// frame blended with the last. The current rotation is advanced each
// time to create the illusion of motion blur.
void RenderScene(void)
{
GLfloat fPass;
GLfloat fPasses = 10.0f;
// Set the current rotation back a few degrees
yRot = 35.0f;
for(fPass = 0.0f; fPass < fPasses; fPass += 1.0f)
{
yRot += .75f; //1.0f / (fPass+1.0f);
// Draw sphere
DrawGeometry();
// Accumulate to back buffer
if(fPass == 0.0f)
glAccum(GL_LOAD, 0.5f);
else
glAccum(GL_ACCUM, 0.5f * (1.0f / fPasses));
}
// copy accumulation buffer to color buffer and
// do the buffer Swap
glAccum(GL_RETURN, 1.0f);
glutSwapBuffers();
}
void ChangeSize(int w, int h)
{
GLfloat fAspect;
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if(h == 0)
h = 1;
glViewport(0, 0, w, h);
fAspect = (GLfloat)w / (GLfloat)h;
// Reset the coordinate system before modifying
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Set the clipping volume
gluPerspective(35.0f, fAspect, 1.0f, 50.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, -0.4f, 0.0f);
}
/////////////////////////////////////////////////////////////
// Main program entrypoint
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_ACCUM);
glutInitWindowSize(800,600);
glutCreateWindow("Motion Blur with the Accumulation Buffer");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
SetupRC();
glutMainLoop();
return 0;
}
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