GLUT教程(八) GLUT情境漫遊II

來源:互聯網
上載者:User
 

這一節裡,我們再來看看上次的例子,這次我們講使用進階的鍵盤控制。 在初始化那部分,我們有兩個變數:deltaAngle和deltaMode。這些變數控制旋轉和移動照相機。當為非0時,照相機執行一些動作,當為0時,照相機就不動,這兩個變數的初始值是0,也就是說,照相機初始狀態是不動的。 
#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;
         // 重設投影矩陣
         glMatrixMode(GL_PROJECTION);
         glLoadIdentity();
         
         // 設定視口大小。
         glViewport(0, 0, w, h);
 
         // 設定可視空間
         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() {                          //返回一個顯示列表
         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);
}
下面的代碼和以前的有些不同了。下面這個函數最開始,檢查我們定義的那兩個變數是否為0,如果不為0就調用相應的函數,來控制照相機的移動,和旋轉。
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();
}
下面的函數,分別是我們註冊的特殊鍵控制的回呼函數,和鍵的釋放(鍵的鬆開)。
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函數裡,有三行新的程式碼。
 
glutIgnoreKeyRepeat函數,傳遞了一個非0值告訴GLUT不發送keyborad repeat訊息,然後,glutSpecialUpFunc和glutKeyboardUpFunc調用註冊的回呼函數。
 
 
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);
}
可以在這裡下載這節的VC6.0工程(glut7.zip)。還可以自己改下照相機設定的函數。
 (原文地址:http://www.lighthouse3d.com/opengl/glut/index.php?8)

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