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  • OpenGLGLUT教程(八) GLUT场景漫游II

    转自:http://blog.csdn.net/xie_zi/article/details/1925696
    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 changeSize(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)。
    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;
             }
    }
    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);
    }
    可以在这里下载这节的VC6.0工程(glut7.zip)。还可以自己改下照相机设置的函数。
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  • 原文地址:https://www.cnblogs.com/yangxi/p/2178497.html
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