Chinaunix首页 | 论坛 | 博客
  • 博客访问: 397032
  • 博文数量: 466
  • 博客积分: 0
  • 博客等级: 民兵
  • 技术积分: 10
  • 用 户 组: 普通用户
  • 注册时间: 2015-03-16 13:59
文章分类

全部博文(466)

文章存档

2015年(466)

我的朋友

分类: C/C++

2015-03-16 14:58:58

    键盘例子------场景漫游II
 
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 #include 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。 (原文地址:)
本文来自CSDN博客,转载请标明出处:http://blog.csdn.net/xie_zi/archive/2007/12/09/1925696.aspx
阅读(525) | 评论(0) | 转发(0) |
给主人留下些什么吧!~~