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分类: C/C++

2008-11-12 18:59:42

Introduction

I think one of the most important steps for beginners is to learn how to create a 3D space and navigate in this space. Especially how to navigate in 3D space is important . It can be very confiusing for beginners. This program shows how to navigate in 3D space.

Using the code

The base code is from the redbook "OpenGL Programming Guide (Third Edition)".This is a beginner level program to show how to navigate in 3D space. It uses glRotatef(), glTranslatef()and gluLookAt() functions. I divided the 3D space with lines. The intersection of the x,y,z axises is the location (0,0,0). The doted parts of the lines are the negative sides of the axises.The z axis is not viewable, because we look at the space from (0,0,15)coordinates. Above picture I rotated so the z axis can be seen.

Green for x axis

Red for y axis

Blue for z axis

x,X - rotates on x axis // uses glRotatef() funxtion

y,Y - rotates on y axis "

z,Z - rotates on z axis "

left_key - translates to left (x axis) // uses glTranslatef()

right_key - translates to right (x axis) "

up_key - translates up (y axis) "

down_key - translates down (y axis) "

page_up - translates on z axis (zoom in) "

page_down - translates on z axis (zoom out) "

j,J translates on x axis // uses glLookAt()

k,K translates on y axis "

l,L translates on z axis "

b,B rotates (+/-)90 degrees on x axis

n,N rotates (+/-)90 degrees on y axis

m,M rotates (+/-)90 degrees on z axis

o,O brings everything to default (starting coordinates)

Notice that glTranslatef and gluLookAt() behaves like same. However, it is not exactly the same. You can figure out by using this program.

#include "stdafx.h"
#include <GL/glut.h> // Once you include glut.h (you don't need gl.h or glu.h)



GLfloat X = 0.0f; // Translate screen to x direction (left or right)

GLfloat Y = 0.0f; // Translate screen to y direction (up or down)

GLfloat Z = 0.0f; // Translate screen to z direction (zoom in or out)

GLfloat rotX = 0.0f; // Rotate screen on x axis

GLfloat rotY = 0.0f; // Rotate screen on y axis

GLfloat rotZ = 0.0f; // Rotate screen on z axis

GLfloat rotLx = 0.0f; // Translate screen by using the glulookAt function (left or right)

GLfloat rotLy = 0.0f; // Translate screen by using the glulookAt function (up or down)

GLfloat rotLz = 0.0f; // Translate screen by using the glulookAt function (zoom in or out)


void glDisplayLines(void); // Did declare the function so I did not have to check for order of the functions


// Initiliaze the OpenGL window

void init(void)
{
    glClearColor (0.0, 0.0, 0.0, 0.0); // Clear the color

    glShadeModel (GL_FLAT); // Set the shading model to GL_FLAT

    glEnable (GL_LINE_SMOOTH);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Set Line Antialiasing

}

// Draw the lines (x,y,z)

void display(void)
{
    glClear (GL_COLOR_BUFFER_BIT); // Clear the Color Buffer

    glPushMatrix(); // It is important to push the Matrix before calling glRotatef and glTranslatef

    glRotatef(rotX,1.0,0.0,0.0); // Rotate on x

    glRotatef(rotY,0.0,1.0,0.0); // Rotate on y

    glRotatef(rotZ,0.0,0.0,1.0); // Rotate on z

    glTranslatef(X, Y, Z); // Translates the screen left or right, up or down or zoom in zoom out

    // Draw the positive side of the lines x,y,z

    glBegin(GL_LINES);
    glColor3f (0.0, 1.0, 0.0); // Green for x axis

    glVertex3f(0,0,0);
    glVertex3f(10,0,0);
    glColor3f(1.0,0.0,0.0); // Red for y axis

    glVertex3f(0,0,0);
    glVertex3f(0,10,0);
    glColor3f(0.0,0.0,1.0); // Blue for z axis

    glVertex3f(0,0,0);
    glVertex3f(0,0,10);
    glEnd();

    // Dotted lines for the negative sides of x,y,z

    glEnable(GL_LINE_STIPPLE); // Enable line stipple to use a dotted pattern for the lines

    glLineStipple(1, 0x0101); // Dotted stipple pattern for the lines

    glBegin(GL_LINES);
    glColor3f (0.0, 1.0, 0.0); // Green for x axis

    glVertex3f(-10,0,0);
    glVertex3f(0,0,0);
    glColor3f(1.0,0.0,0.0); // Red for y axis

    glVertex3f(0,0,0);
    glVertex3f(0,-10,0);
    glColor3f(0.0,0.0,1.0); // Blue for z axis

    glVertex3f(0,0,0);
    glVertex3f(0,0,-10);
    glEnd();
    glDisable(GL_LINE_STIPPLE); // Disable the line stipple

    glPopMatrix(); // Don't forget to pop the Matrix

    glutSwapBuffers();
}

// This function is called whenever the window size is changed

void reshape (int w, int h)
{
    glViewport (0, 0, (GLsizei) w, (GLsizei) h); // Set the viewport

    glMatrixMode (GL_PROJECTION); // Set the Matrix mode

    glLoadIdentity ();
    gluPerspective(75, (GLfloat) w /(GLfloat) h , 0.10, 100.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}

// This function is used for the navigation keys

void keyboard (unsigned char key, int x, int y)
{
switch (key) { // x,X,y,Y,z,Z uses the glRotatef() function

    case 'x': // Rotates screen on x axis

    rotX -= 0.5f;
    break;
    case 'X': // Opposite way

    rotX += 0.5f;
    break;
    case 'y': // Rotates screen on y axis

    rotY -= 0.5f;
    break;
    case 'Y': // Opposite way

    rotY += 0.5f;
    break;
    case 'z': // Rotates screen on z axis

    rotZ -= 0.5f;
    break;
    case 'Z': // Opposite way

    rotZ += 0.5f;
    break;
    // j,J,k,K,l,L uses the gluLookAt function for navigation

    case 'j':
    rotLx -= 0.2f;
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
    break;
    case 'J':
    rotLx += 0.2f;
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
    break;
    case 'k':
    rotLy -= 0.2f;
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
    break;
    case 'K':
    rotLy += 0.2f;
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
    break;
    case 'l': // It has a special case when the rotLZ becames less than -15 the screen is viewed from the opposite side

    // therefore this if statement below does not allow rotLz be less than -15

    if(rotLz + 14 >= 0)
    rotLz -= 0.2f;
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.
    break;
    case 'L':
    rotLz += 0.2f;
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
    break;
    case 'b': // Rotates on x axis by -90 degree

    rotX -= 90.0f;
    break;
    case 'B': // Rotates on y axis by 90 degree

    rotX += 90.0f;
    break;
    case 'n': // Rotates on y axis by -90 degree

    rotY -= 90.0f;
    break;
    case 'N': // Rotates on y axis by 90 degree

    rotY += 90.0f;
    break;
    case 'm': // Rotates on z axis by -90 degree

    rotZ -= 90.0f;
    break;
    case 'M': // Rotates on z axis by 90 degree

    rotZ += 90.0f;
    break;
    case 'o': // Default, resets the translations vies from starting view

    case 'O':
    X = Y = 0.0f;
    Z = 0.0f;
    rotX = 0.0f;
    rotY = 0.0f;
    rotZ = 0.0f;
    rotLx = 0.0f;
    rotLy = 0.0f;
    rotLz = 0.0f;
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(rotLx, rotLy, 15.0f + rotLz, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
    break;
}
    glutPostRedisplay(); // Redraw the scene

}

// called on special key pressed

void specialKey(int key, int x, int y) {

// The keys below are using the gluLookAt() function for navigation

// Check which key is pressed


switch(key) {
    case GLUT_KEY_LEFT : // Rotate on x axis

    X -= 0.1f;
    break;
    case GLUT_KEY_RIGHT : // Rotate on x axis (opposite)

    X += 0.1f;
    break;
    case GLUT_KEY_UP : // Rotate on y axis

    Y += 0.1f;
    break;
    case GLUT_KEY_DOWN : // Rotate on y axis (opposite)

    Y -= 0.1f;
    break;
    case GLUT_KEY_PAGE_UP: // Roatae on z axis

    Z -= 0.1f;
    break;
    case GLUT_KEY_PAGE_DOWN:// Roatae on z axis (opposite)

    Z += 0.1f;
    break;
}
    glutPostRedisplay(); // Redraw the scene

}

// Main entry point of the program

int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB); // Setup display mode to double buffer and RGB color

    glutInitWindowSize (600,600); // Set the screen size

    glutCreateWindow("OpenGL 3D Navigation Program");
    init ();
    glutReshapeFunc(reshape);
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard); // set window's key callback

    glutSpecialFunc(specialKey); // set window's to specialKey callback

    glutMainLoop();

    return 0;
}

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