博客转自:https://www.cnblogs.com/yangxi/archive/2011/09/16/2178497.html
这一节里,我们再来看看上次的例子,这次我们讲使用高级的键盘控制。在初始化那部分,我们有两个变量:deltaAngle和deltaMode。这些变量控制旋转和移动照相机。当为非0时,照相机执行一些动作,当为0时,照相机就不动,这两个变量的初始值是0,也就是说,照相机初始状态是不动的。
#include <math.h> #include <GL/glut.h> float angle=0.0,deltaAngle = 0.0,ratio; float x=0.0f,y=1.75f,z=5.0f; float lx=0.0f,ly=0.0f,lz=-1.0f; GLint snowman_display_list; int deltaMove = 0; void reShape(int w, int h) { // Prevent a divide by zero, when window is too short // (you cant make a window of zero width). if(h == 0) h = 1; ratio = 1.0f * w / h; // 重置投影矩阵 glMatrixMode(GL_PROJECTION); glLoadIdentity(); // 设置视口大小。 glViewport(0, 0, w, h); // 设置可视空间 gluPerspective(45,ratio,1,1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(x, y, z, x + lx,y + ly,z + lz, 0.0f,1.0f,0.0f); } void drawSnowMan() { glColor3f(1.0f, 1.0f, 1.0f); // Draw Body glTranslatef(0.0f ,0.75f, 0.0f); glutSolidSphere(0.75f,20,20); // Draw Head glTranslatef(0.0f, 1.0f, 0.0f); glutSolidSphere(0.25f,20,20); // Draw Eyes glPushMatrix(); glColor3f(0.0f,0.0f,0.0f); glTranslatef(0.05f, 0.10f, 0.18f); glutSolidSphere(0.05f,10,10); glTranslatef(-0.1f, 0.0f, 0.0f); glutSolidSphere(0.05f,10,10); glPopMatrix(); // Draw Nose glColor3f(1.0f, 0.5f , 0.5f); glRotatef(0.0f,1.0f, 0.0f, 0.0f); glutSolidCone(0.08f,0.5f,10,2); } GLuint createDL() { //返回一个显示列表 GLuint snowManDL; // Create the id for the list snowManDL = glGenLists(1); // start list glNewList(snowManDL,GL_COMPILE); // call the function that contains // the rendering commands drawSnowMan(); // endList glEndList(); return(snowManDL); } void initScene() { glEnable(GL_DEPTH_TEST); snowman_display_list = createDL(); } void orientMe(float ang) { lx = sin(ang); lz = -cos(ang); glLoadIdentity(); gluLookAt(x, y, z, x + lx,y + ly,z + lz, 0.0f,1.0f,0.0f); } void moveMeFlat(int i) { x = x + i*(lx)*0.1; z = z + i*(lz)*0.1; glLoadIdentity(); gluLookAt(x, y, z, x + lx,y + ly,z + lz, 0.0f,1.0f,0.0f); }
下面的代码和以前的有些不同了。下面这个函数最开始,检查我们定义的那两个变量是否为0,如果不为0就调用相应的函数,来控制照相机的移动,和旋转。
void renderScene(void) { if (deltaMove) moveMeFlat(deltaMove); if (deltaAngle) { angle += deltaAngle; orientMe(angle); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw ground glColor3f(0.9f, 0.9f, 0.9f); glBegin(GL_QUADS); glVertex3f(-100.0f, 0.0f, -100.0f); glVertex3f(-100.0f, 0.0f, 100.0f); glVertex3f( 100.0f, 0.0f, 100.0f); glVertex3f( 100.0f, 0.0f, -100.0f); glEnd(); // Draw 36 SnowMen for(int i = -3; i < 3; i++) for(int j=-3; j < 3; j++) { glPushMatrix(); glTranslatef(i*10.0,0,j * 10.0); glCallList(snowman_display_list);; glPopMatrix(); } glutSwapBuffers(); }
下面的函数,分别是我们注册的特殊键控制的回调函数,和键的释放(键的松开)。
Main函数里,有三行新的代码行。
glutIgnoreKeyRepeat函数,传递了一个非0值告诉GLUT不发送keyborad repeat消息,然后,glutSpecialUpFunc和glutKeyboardUpFunc调用注册的回调函数。
int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(640,360); glutCreateWindow("SnowMen from 3D-Tech"); initScene(); glutIgnoreKeyRepeat(1); glutSpecialFunc(pressKey); glutSpecialUpFunc(releaseKey); glutDisplayFunc(renderScene); glutIdleFunc(renderScene); glutReshapeFunc(changeSize); glutMainLoop(); return(0); }
完整代码如下
#include <math.h> #include <stdlib.h> #include <gl/glut.h> static float angle = 0.0, deltaAngle = 0.0,ratio; static float x = 0.0f, y = 1.75f, z = 5.0f; static float lx = 0.0f, ly = 0.0f, lz = -1.0f; static GLint snowman_display_list; int deltaMove = 0; void reShape(int width, int height) { // 防止被0除. if (height == 0) height = 1; ratio = 1.0f * width / height; //Reset the coordinate system before modifying glMatrixMode(GL_PROJECTION); glLoadIdentity(); //设置视口为整个窗口大小 glViewport(0, 0, width, height); //设置可视空间 gluPerspective(45, ratio, 1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(x, y, z,x + lx, y + ly, z + lz, 0.0f, 1.0f, 0.0f); } void drawSnowMan() { glColor3f(1.0f, 1.0f, 1.0f); //画身体 glTranslatef(0.0f, 0.75f, 0.0f); glutSolidSphere(0.75f, 20, 20); // 画头 glTranslatef(0.0f, 1.0f, 0.0f); glutSolidSphere(0.25f, 20, 20); // 画眼睛 glPushMatrix(); glColor3f(0.0f, 0.0f, 0.0f); glTranslatef(0.05f, 0.10f, 0.18f); glutSolidSphere(0.05f, 10, 10); glTranslatef(-0.1f, 0.0f, 0.0f); glutSolidSphere(0.05f, 10, 10); glPopMatrix(); // 画鼻子 glColor3f(1.0f, 0.5f, 0.5f); glRotatef(0.0f, 1.0f, 0.0f, 0.0f); glutSolidCone(0.08f, 0.5f, 10, 2); } GLuint createDL() { GLuint snowManDL; //生成一个显示列表号 snowManDL = glGenLists(1); // 开始显示列表 glNewList(snowManDL, GL_COMPILE); // call the function that contains // the rendering commands drawSnowMan(); // endList glEndList(); return(snowManDL); } void initScene() { glEnable(GL_DEPTH_TEST); snowman_display_list = createDL(); } void moveMeFlat(int direction) { x = x + direction*(lx)*0.1; z = z + direction*(lz)*0.1; glLoadIdentity(); gluLookAt(x, y, z, x + lx, y + ly, z + lz, 0.0f, 1.0f, 0.0f); } void orientMe(float ang) { lx = sin(ang); lz = -cos(ang); glLoadIdentity(); gluLookAt(x, y, z, x + lx, y + ly, z + lz, 0.0f, 1.0f, 0.0f); } void renderScene(void) { if (deltaMove) moveMeFlat(deltaMove); if (deltaAngle) { angle += deltaAngle; orientMe(angle); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //画了一个地面 glColor3f(0.9f, 0.9f, 0.9f); glBegin(GL_QUADS); glVertex3f(-100.0f, 0.0f, -100.0f); glVertex3f(-100.0f, 0.0f, 100.0f); glVertex3f(100.0f, 0.0f, 100.0f); glVertex3f(100.0f, 0.0f, -100.0f); glEnd(); //画了36个雪人 for (int i = -3; i < 3; i++) { for (int j = -3; j < 3; j++) { glPushMatrix(); glTranslatef(i*10.0, 0, j * 10.0); glCallList(snowman_display_list); glPopMatrix(); } } glutSwapBuffers(); } void inputKey(int key, int x, int y) { switch (key) { case GLUT_KEY_LEFT: angle -= 0.01f; orientMe(angle); break; case GLUT_KEY_RIGHT: angle += 0.01f; orientMe(angle); break; case GLUT_KEY_UP: moveMeFlat(1); break; case GLUT_KEY_DOWN: moveMeFlat(-1); break; } } void pressKey(int key, int x, int y) { switch (key) { case GLUT_KEY_LEFT: deltaAngle = -0.01f; break; case GLUT_KEY_RIGHT: deltaAngle = 0.01f; break; case GLUT_KEY_UP: deltaMove = 1; break; case GLUT_KEY_DOWN: deltaMove = -1; break; } } void releaseKey(int key, int x, int y) { switch (key) { case GLUT_KEY_LEFT: case GLUT_KEY_RIGHT: deltaAngle = 0.0f; break; case GLUT_KEY_UP: case GLUT_KEY_DOWN: deltaMove = 0; break; } } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_RGBA | GLUT_DOUBLE); glutInitWindowPosition(100,100); glutInitWindowSize(640,360); glutCreateWindow("GLUT Tutorials Scene Rovering"); initScene(); //glutSpecialFunc(inputKey); glutIgnoreKeyRepeat(1); glutSpecialFunc(pressKey); glutSpecialUpFunc(releaseKey); glutDisplayFunc(renderScene); glutIdleFunc(renderScene); glutReshapeFunc(reShape); glutMainLoop(); return 0; }
显示效果如下