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  • OpenGL代码学习(11)--抗锯齿

    注意:需要在配置好OpenGL的编程环境中运行下列代码,环境配置文章可参考:

    OpenGL在Mac项目上的配置

    下面的代码,直接放置在main.cpp文件中即可:

    #include "GLTools.h"
    #include "GLFrustum.h"
    #include <GLUT/GLUT.h>
    
    GLShaderManager shaderManager;
    GLFrustum viewFrustum;
    GLBatch smallStarBatch;
    GLBatch mediumStarBatch;
    GLBatch largeStarBatch;
    GLBatch mountainRangeBatch;
    GLBatch moonBatch;
    
    #define SMALL_STARS 100
    #define MEDIUM_STARS 40
    #define LARGE_STARS 15
    
    #define SCREEN_X 800
    #define SCREEN_Y 720
    
    // 点击菜单选项触发的回调方法
    void ProcessMenu(int value) {
        switch (value) {
            case 1:
                // 开启抗锯齿处理,必须先开启颜色混合模式
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                glEnable(GL_BLEND);
                // 点抗锯齿
                glEnable(GL_POINT_SMOOTH);
                /*
                 GL_NICEST:效果最好
                 GL_FASTEST:效果最快
                 */
                glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
                // 线抗锯齿
                glEnable(GL_LINE_SMOOTH);
                glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
                // 多边形抗锯齿
                glEnable(GL_POLYGON_SMOOTH);
                glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
                break;
            case 2:
                // 关闭抗锯齿处理
                glDisable(GL_BLEND);
                glDisable(GL_POINT_SMOOTH);
                glDisable(GL_LINE_SMOOTH);
                glDisable(GL_POLYGON_SMOOTH);
                break;
            default:
                break;
        }
        // 触发渲染
        glutPostRedisplay();
    }
    
    // 渲染画面
    void RenderScene(void) {
        // 清除缓存区
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        // 设置着色器为单位白色
        GLfloat vWhite[] = {1.0f, 1.0f, 1.0f, 1.0f};
        shaderManager.UseStockShader(GLT_SHADER_FLAT, viewFrustum.GetProjectionMatrix(), vWhite);
        
        // 画小点
        glPointSize(1.0f);
        smallStarBatch.Draw();
        
        // 画大点
        glPointSize(4.0f);
        mediumStarBatch.Draw();
        
        // 画超大点
        glPointSize(8.0f);
        largeStarBatch.Draw();
        
        // 画月亮
        moonBatch.Draw();
        
        // 画山的轮廓
        glLineWidth(3.5);
        mountainRangeBatch.Draw();
        
        // 将在后台缓冲区进行渲染,然后在结束时交换到前台
        glutSwapBuffers();
    }
    
    // 初始化小点批次
    void SetupSmallStarBatch() {
        M3DVector3f vVerts[SMALL_STARS];
        for (int i = 0; i < SMALL_STARS; i++) {
            vVerts[i][0] = (GLfloat)(rand() % SCREEN_X);
            vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y -100)) + 100.0f;
            vVerts[i][2] = 0.0f;
        }
        smallStarBatch.Begin(GL_POINTS, SMALL_STARS);
        smallStarBatch.CopyVertexData3f(vVerts);
        smallStarBatch.End();
    }
    
    // 初始化大点批次
    void SetupMediumStarBatch() {
        M3DVector3f vVerts[MEDIUM_STARS];
        for (int i = 0; i < MEDIUM_STARS; i++) {
            vVerts[i][0] = (GLfloat)(rand() % SCREEN_X);
            vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y -100)) + 100.0f;
            vVerts[i][2] = 0.0f;
        }
        mediumStarBatch.Begin(GL_POINTS, MEDIUM_STARS);
        mediumStarBatch.CopyVertexData3f(vVerts);
        mediumStarBatch.End();
    }
    
    // 初始化超大点批次
    void SetupLargeStarBatch() {
        M3DVector3f vVerts[LARGE_STARS];
        for (int i = 0; i < LARGE_STARS; i++) {
            vVerts[i][0] = (GLfloat)(rand() % SCREEN_X);
            vVerts[i][1] = (GLfloat)(rand() % (SCREEN_Y -100)) + 100.0f;
            vVerts[i][2] = 0.0f;
        }
        largeStarBatch.Begin(GL_POINTS, LARGE_STARS);
        largeStarBatch.CopyVertexData3f(vVerts);
        largeStarBatch.End();
    }
    
    // 初始化山轮廓批次
    void SetupMountainRangeBatch() {
        M3DVector3f vMountains[12] = {
            0.0f, 25.0f, 0.0f,
            50.0f, 100.0f, 0.0f,
            100.0f, 25.0f, 0.0f,
            225.0f, 125.0f, 0.0f,
            300.0f, 50.0f, 0.0f,
            375.0f, 100.0f, 0.0f,
            460.0f, 25.0f, 0.0f,
            525.0f, 100.0f, 0.0f,
            600.0f, 20.0f, 0.0f,
            675.0f, 70.0f, 0.0f,
            750.0f, 25.0f, 0.0f,
            800.0f, 90.0f, 0.0f
        };
        mountainRangeBatch.Begin(GL_LINE_STRIP, 12);
        mountainRangeBatch.CopyVertexData3f(vMountains);
        mountainRangeBatch.End();
    }
    
    // 初始化月亮批次
    void SetupMoonBatch() {
        GLfloat x = 700.0f;
        GLfloat y = 500.0f;
        GLfloat r = 50.0f;
        M3DVector3f vVerts[SMALL_STARS];
        int nVerts = 0;
        vVerts[nVerts][0] = x;
        vVerts[nVerts][1] = y;
        vVerts[nVerts][2] = 0.0f;
        for (GLfloat angle = 0; angle < M3D_2PI; angle += 0.2f) {
            nVerts++;
            vVerts[nVerts][0] = x + float(cos(angle)) * r;
            vVerts[nVerts][1] = y + float(sin(angle)) * r;
            vVerts[nVerts][2] = 0.0f;
        }
        nVerts++;
        vVerts[nVerts][0] = x + r;
        vVerts[nVerts][1] = y;
        vVerts[nVerts][2] = 0.0f;
        
        moonBatch.Begin(GL_TRIANGLE_FAN, 34);
        moonBatch.CopyVertexData3f(vVerts);
        moonBatch.End();
    }
    
    // 程序一次性初始化
    void SetupRC() {
        // 设置背景色为黑色
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        
        // 初始化着色器管理者
        shaderManager.InitializeStockShaders();
        
        // 初始化各个图元批次
        SetupSmallStarBatch();
        SetupMediumStarBatch();
        SetupLargeStarBatch();
        SetupMountainRangeBatch();
        SetupMoonBatch();
    }
    
    // 窗口大小改变时接受新的宽度和高度
    void ChangeSize(int w, int h) {
        glViewport(0, 0, w, h);
        // 正投影
        viewFrustum.SetOrthographic(0.0f, SCREEN_X, 0.0f, SCREEN_Y, -1.0f, 1.0f);
    }
    
    // 程序入口
    int main(int argc, char *argv[]) {
        // 设置当前工作目录,针对Mac OS X
        gltSetWorkingDirectory(argv[0]);
        
        // GLUT初始化
        glutInit(&argc, argv);
        
        /*
         初始化渲染模式,其中标志GLUT_DOUBLE、GLUT_RGBA、GLUT_DEPTH、GLUT_STENCILf分别指双缓冲窗口、RGBA颜色模式、深度测试、模板缓冲区
         */
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
        
        // 初始化窗口大小
        glutInitWindowSize(800, 720);
        
        // 创建窗口
        glutCreateWindow("Smoothing Out The Jaggies");
        
        // 创建菜单并绑定回调函数,添加选项,确定右键触发
        glutCreateMenu(ProcessMenu);
        glutAddMenuEntry("Antialiased Rendering", 1);
        glutAddMenuEntry("Normal Rendering", 2);
        glutAttachMenu(GLUT_RIGHT_BUTTON);
        
        // 注册回调函数
        glutReshapeFunc(ChangeSize);
        glutDisplayFunc(RenderScene);
        
        // 确保驱动程序的初始化中没有出现任何问题
        GLenum err = glewInit();
        if (err != GLEW_OK) {
            fprintf(stderr, "glew error:%s
    ", glewGetErrorString(err));
            return 1;
        }
        
        // 初始化设置
        SetupRC();
        
        // 进入调用循环
        glutMainLoop();
        
        return 0;
    }

    运行代码后的效果(普通,非抗锯齿模式):

    抗锯齿模式的对比图:

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  • 原文地址:https://www.cnblogs.com/cchHers/p/14725532.html
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