• GLUT Tutorials 8: GLUT高级键盘控制


    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

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  • 原文地址:https://www.cnblogs.com/flyinggod/p/12926566.html
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