使用OpenGL实现3D立体显示的程序代码
更新时间:2013年05月24日 10:51:05 作者:
本篇文章是对使用OpenGL实现3D立体显示的方法进行了详细的分析介绍,需要的朋友参考下
由于左眼和右眼观看显示器的角度不同,利用这一角度差遮住光线就可将图像分配给右眼或者左眼,经过大脑将这两幅由差别的图像合成为一副具有空间深度和维度信息的图像,从而可以看到3D图像。
完整的实现代码如下所示:
#include "stdafx.h"
#include "GL/glut.h"
#include "stdlib.h"
#include "stdio.h"
#include "math.h"
static int big = 0;
static bool isLeftEye = false;
#define PI 3.1415926
const GLfloat R = 8.0;
static GLfloat leftMatrix[16] = {1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
static GLfloat rightMatrix[16] = {1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
static GLfloat leftPersMatrix[16] = {1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
static GLfloat rightPersMatrix[16] = {1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
void init(void)
{
const GLfloat SD = 0.06;
GLfloat n = SD*R/2.0;
//要是转秩
//n=0;
leftMatrix[12] = n;
rightMatrix[12] = -n;
//这里假设眼到屏幕为一米,以米为单位
GLfloat p = SD/(2*1*tan(PI/6)*1);
//p = 0.0;
leftPersMatrix[12] = -p;
rightPersMatrix[12] = p;
GLfloat mat_specular[] = {0.8, 0.8, 0.0, 1.0};
GLfloat mat_shininess[] = {50.0};
GLfloat light_position[] = {1.0, 1.0, 1.0, 0.0};
GLfloat white_light[] = {1.0, 1.0, 1.0, 1.0};
GLfloat yellow_light[] = {1.0, 1.0, 0.0, 1.0};
GLfloat lmodel_ambient[] = {0.0, 0.7, 0.5, 1.0};
glClearColor(1.0, 1.0, 1.0, 0.0);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, yellow_light);//主体的颜色
glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);//高光的颜色
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
glColorMask(1.0, 1.0,1.0,1.0);
glClearColor(0.0,0.0,0.0,1.0);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
// 画左眼
glMatrixMode(GL_PROJECTION);
glPushMatrix();
float mat[16];
glGetFloatv(GL_PROJECTION_MATRIX,mat);
glLoadIdentity();
glMultMatrixf(leftPersMatrix);
glMultMatrixf(mat);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glGetFloatv(GL_MODELVIEW_MATRIX,mat);
glLoadIdentity();
glMultMatrixf(leftMatrix);
glMultMatrixf(mat);
glColorMask(1.0, 0.0,0.0,1.0);
glRotatef((GLfloat) big, 0.0, 1.0, 0.0);
glutSolidTeapot(2.0);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glFlush();
//画右眼
glClearDepth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glGetFloatv(GL_PROJECTION_MATRIX,mat);
glLoadIdentity();
glMultMatrixf(rightPersMatrix);
glMultMatrixf(mat);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glGetFloatv(GL_MODELVIEW_MATRIX,mat);
glLoadIdentity();
glMultMatrixf(rightMatrix);
glMultMatrixf(mat);
glColorMask(0.0, 1.0,1.0,1.0);
glRotatef((GLfloat) big, 0.0, 1.0, 0.0);
glutSolidTeapot(2.0);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glFlush();
//glPopMatrix();
//if(isLeftEye)
//{
// glMatrixMode(GL_PROJECTION);
// glMultMatrixf(leftPersMatrix);
// glMatrixMode(GL_MODELVIEW);
// glMultMatrixf(leftMatrix);
// glColorMask(1.0, 0.0,0.0,1.0);
//
//
//
// isLeftEye = false;
//}else
//{
//
// glMatrixMode(GL_PROJECTION);
// glMultMatrixf(rightPersMatrix);
// glMatrixMode(GL_MODELVIEW);
// glMultMatrixf(rightMatrix);
// glColorMask(0.0, 1.0,1.0,1.0);
// isLeftEye = true;
//}
//glRotatef((GLfloat) big, 0.0, 1.0, 0.0);
//glutSolidTeapot(1.0);
//glRotatef((GLfloat) big, 0.0, 1.0, 0.0);
//glTranslatef(3.0, 0.0, 0.0);
//glutSolidTeapot(0.5);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (GLfloat)w/(GLfloat)h, 0.01, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, R, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 );
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 'b':
big = (big + 1) % 360;
glutPostRedisplay();
break;
case 'B':
big = (big - 1) % 360;
glutPostRedisplay();
break;
case 27: // 按ESC键时退出程序
exit (0);
break;
default:
break;
}
}
void spinDisplay(void)
{
big = (big + 1) % 360;
glutPostRedisplay();
}
int main (int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutIdleFunc(spinDisplay);
glutMainLoop();
return 0;
}
最终效果图如下所示:
完整的实现代码如下所示:
复制代码 代码如下:
#include "stdafx.h"
#include "GL/glut.h"
#include "stdlib.h"
#include "stdio.h"
#include "math.h"
static int big = 0;
static bool isLeftEye = false;
#define PI 3.1415926
const GLfloat R = 8.0;
static GLfloat leftMatrix[16] = {1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
static GLfloat rightMatrix[16] = {1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
static GLfloat leftPersMatrix[16] = {1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
static GLfloat rightPersMatrix[16] = {1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
void init(void)
{
const GLfloat SD = 0.06;
GLfloat n = SD*R/2.0;
//要是转秩
//n=0;
leftMatrix[12] = n;
rightMatrix[12] = -n;
//这里假设眼到屏幕为一米,以米为单位
GLfloat p = SD/(2*1*tan(PI/6)*1);
//p = 0.0;
leftPersMatrix[12] = -p;
rightPersMatrix[12] = p;
GLfloat mat_specular[] = {0.8, 0.8, 0.0, 1.0};
GLfloat mat_shininess[] = {50.0};
GLfloat light_position[] = {1.0, 1.0, 1.0, 0.0};
GLfloat white_light[] = {1.0, 1.0, 1.0, 1.0};
GLfloat yellow_light[] = {1.0, 1.0, 0.0, 1.0};
GLfloat lmodel_ambient[] = {0.0, 0.7, 0.5, 1.0};
glClearColor(1.0, 1.0, 1.0, 0.0);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, yellow_light);//主体的颜色
glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);//高光的颜色
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
glColorMask(1.0, 1.0,1.0,1.0);
glClearColor(0.0,0.0,0.0,1.0);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
// 画左眼
glMatrixMode(GL_PROJECTION);
glPushMatrix();
float mat[16];
glGetFloatv(GL_PROJECTION_MATRIX,mat);
glLoadIdentity();
glMultMatrixf(leftPersMatrix);
glMultMatrixf(mat);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glGetFloatv(GL_MODELVIEW_MATRIX,mat);
glLoadIdentity();
glMultMatrixf(leftMatrix);
glMultMatrixf(mat);
glColorMask(1.0, 0.0,0.0,1.0);
glRotatef((GLfloat) big, 0.0, 1.0, 0.0);
glutSolidTeapot(2.0);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glFlush();
//画右眼
glClearDepth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glGetFloatv(GL_PROJECTION_MATRIX,mat);
glLoadIdentity();
glMultMatrixf(rightPersMatrix);
glMultMatrixf(mat);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glGetFloatv(GL_MODELVIEW_MATRIX,mat);
glLoadIdentity();
glMultMatrixf(rightMatrix);
glMultMatrixf(mat);
glColorMask(0.0, 1.0,1.0,1.0);
glRotatef((GLfloat) big, 0.0, 1.0, 0.0);
glutSolidTeapot(2.0);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glFlush();
//glPopMatrix();
//if(isLeftEye)
//{
// glMatrixMode(GL_PROJECTION);
// glMultMatrixf(leftPersMatrix);
// glMatrixMode(GL_MODELVIEW);
// glMultMatrixf(leftMatrix);
// glColorMask(1.0, 0.0,0.0,1.0);
//
//
//
// isLeftEye = false;
//}else
//{
//
// glMatrixMode(GL_PROJECTION);
// glMultMatrixf(rightPersMatrix);
// glMatrixMode(GL_MODELVIEW);
// glMultMatrixf(rightMatrix);
// glColorMask(0.0, 1.0,1.0,1.0);
// isLeftEye = true;
//}
//glRotatef((GLfloat) big, 0.0, 1.0, 0.0);
//glutSolidTeapot(1.0);
//glRotatef((GLfloat) big, 0.0, 1.0, 0.0);
//glTranslatef(3.0, 0.0, 0.0);
//glutSolidTeapot(0.5);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (GLfloat)w/(GLfloat)h, 0.01, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, R, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 );
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 'b':
big = (big + 1) % 360;
glutPostRedisplay();
break;
case 'B':
big = (big - 1) % 360;
glutPostRedisplay();
break;
case 27: // 按ESC键时退出程序
exit (0);
break;
default:
break;
}
}
void spinDisplay(void)
{
big = (big + 1) % 360;
glutPostRedisplay();
}
int main (int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutIdleFunc(spinDisplay);
glutMainLoop();
return 0;
}
最终效果图如下所示:
相关文章
C++实现LeetCode(117.每个节点的右向指针之二)
这篇文章主要介绍了C++实现LeetCode(117.每个节点的右向指针之二),本篇文章通过简要的案例,讲解了该项技术的了解与使用,以下就是详细内容,需要的朋友可以参考下2021-07-07VS2019安装配置MFC(安装vs2019时没有安装mfc)
这篇文章主要介绍了VS2019安装配置MFC(安装vs2019时没有安装mfc),文中通过示例代码介绍的非常详细,对大家的学习或者工作具有一定的参考学习价值,需要的朋友们下面随着小编来一起学习学习吧2020-03-03
最新评论