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)