试着做一个世界网格,我可以随意改变c++ OpenGL

Trying to make a world mesh that I can change at will c++ OpenGL

本文关键字:我可以 网格 随意 改变 OpenGL c++ 世界 一个      更新时间:2023-10-16

所以,我有一个项目,我试图建立。我的目标是拥有一个包含关卡结构的GL_QUADS列表。基本上,我希望能够从列表中添加和删除立方体,然后让OpenGL渲染它。

我的问题是数组似乎是不可扩展的。我已经写了一个代码,允许我按空格并创建一个立方体,但是我需要某种方式来创建创建立方体更长时间的点数组。所以基本上,如果有一种方法可以根据需要扩展数组,我将洗耳恭听。

下面是一些代码…你甚至不需要看它来回答这个问题。我已经把不相关的部分编码掉了。

#include <GLTools.h>    
#include <GLMatrixStack.h>
#include <GLFrame.h>
#include <GLFrustum.h>
#include <GLBatch.h>
#include <GLGeometryTransform.h>
#include <math.h>
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif

// An assortment of needed classes
GLShaderManager     shaderManager;
GLMatrixStack       modelViewMatrix;
GLMatrixStack       projectionMatrix;
GLFrame             cameraFrame;
GLFrame             objectFrame;
GLFrustum           viewFrustum;

GLBatch             triangleBatch;
GLBatch             QuadStrip;
GLGeometryTransform transformPipeline;
M3DMatrix44f        shadowMatrix;

GLfloat vGreen[] = { 0.5f, 1.0f, 0.0f, 1.0f };

 GLfloat vPyramid[12][3] = { //COORDS};


//This function is triggered when space is pressed.  It takes parameters passed to it to create the 8 points of the cube then makes a Quad_Strip mesh from it
void CreatePlat(float centerx, float centery, float centerz, float width, float length, float depth)
{
    GLfloat vP1[3] = { (centerx - (width/2)), (centery), (centerz + (length/2))}; //top left
    GLfloat vP2[3] = { (centerx + (width/2)), (centery), (centerz + (length/2))}; //top right
    GLfloat vP3[3] = { (centerx + (width/2)), (centery),(centerz - (length/2))}; //bottom right
    GLfloat vP4[3] = { (centerx - (width/2)), (centery), (centerz - (length/2))}; //bottom left
    GLfloat vP5[3] = { (centerx - (width/2)), (centery - depth), (centerz + (length/2))};
    GLfloat vP6[3] = { (centerx + (width/2)), (centery - depth), (centerz + (length/2))};
    GLfloat vP7[3] = { (centerx + (width/2)), (centery - depth),(centerz - (length/2))};
    GLfloat vP8[3] = { (centerx - (width/2)), (centery - depth), (centerz - (length/2))};

    GLfloat vPlat[26][3] = {vP4[0], vP4[1], vP4[2],
        //BLA BLA
        vP2[0], vP2[1], vP2[2]};

    QuadStrip.Begin(GL_QUAD_STRIP, 26);
    QuadStrip.CopyVertexData3f(vPlat);
    QuadStrip.End();

}
GLfloat size = 1.0;

void Update ()
{
    //Controls
    //Rotate controls
    if(space)
        CreatePlat(0.0, 0.0, 0.0, size, 1.0, 1.0);
    if(W)
        size += 1.0;
    if(S)
        size -= 1.0;
    vPyramid[1][1] += 1.0;
}

void SetupRC()
    {
    triangleBatch.Begin(GL_TRIANGLES, 12);
    triangleBatch.CopyVertexData3f(vPyramid);
    triangleBatch.End();
    }

void DrawWireFramedBatch(GLBatch* pBatch)
    {
           //Take a mesh and draw it WITH outlines
    }
void RenderScene(void)
    {    
        Update();
        // Clear the window with current clearing color
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
        modelViewMatrix.PushMatrix();
        M3DMatrix44f mCamera;
        cameraFrame.GetCameraMatrix(mCamera);
        modelViewMatrix.MultMatrix(mCamera);
        M3DMatrix44f mObjectFrame;
        objectFrame.GetMatrix(mObjectFrame);
        modelViewMatrix.MultMatrix(mObjectFrame);
        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBlack);

        DrawWireFramedBatch(&triangleBatch);
        DrawWireFramedBatch(&QuadStrip);
        modelViewMatrix.PopMatrix();
        glutPostRedisplay();
        // Flush drawing commands
        glutSwapBuffers();
    }

int main(int argc, char* argv[])
    {
    gltSetWorkingDirectory(argv[0]);
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
    glutInitWindowSize(800, 600);
    glutCreateWindow("GL_POINTS");
    glutReshapeFunc(ChangeSize);
    glutDisplayFunc(RenderScene);
    //glutSpecialFunc(SpecialKeys);
    GLenum err = glewInit();
    if (GLEW_OK != err) {
        fprintf(stderr, "GLEW Error: %sn", glewGetErrorString(err));
        return 1;
        }

    SetupRC();
    glutMainLoop();
    return 0;
    }

正如您所看到的,一个理想的解决方案是在创建行之后在CreatePlat()函数中,将行添加到数组中,然后重建我的缓冲区以适应它。此外,您可能会注意到目前我正在使用Quad_Strip....我将使用GL_Quads。

边注我计划做一种基于速度的运动,我熟悉如何处理2D方向的数学,如果你试图添加不同数量的水平和垂直速度....然而在3D IDK!我将能够完美地设置一切,直到玩家旋转,这时事情变得复杂。这里面有math3d库吗?

我认为你应该使用VBO而不是QuadStrip并使用基本着色器程序渲染它。