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
来源:oschina
链接:https://my.oschina.net/u/4310950/blog/4285807