Lighthouse3d.com >> GLUT Tutorial >> Input >> The Code So Far II
以下是前面几节的完整整合代码:
#include <stdlib.h> #include <math.h> #ifdef __APPLE__ #include <GLUT/glut.h> #else #include <GL/glut.h> #endif // angle of rotation for the camera direction float angle = 0.0f; // actual vector representing the camera's direction float lx=0.0f,lz=-1.0f; // XZ position of the camera float x=0.0f, z=5.0f; // the key states. These variables will be zero //when no key is being presses float deltaAngle = 0.0f; float deltaMove = 0; int xOrigin = -1; 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; float ratio = w * 1.0 / h; // Use the Projection Matrix glMatrixMode(GL_PROJECTION); // Reset Matrix glLoadIdentity(); // Set the viewport to be the entire window glViewport(0, 0, w, h); // Set the correct perspective. gluPerspective(45.0f, ratio, 0.1f, 100.0f); // Get Back to the Modelview glMatrixMode(GL_MODELVIEW); } 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); } void computePos(float deltaMove) { x += deltaMove * lx * 0.1f; z += deltaMove * lz * 0.1f; } void renderScene(void) { if (deltaMove) computePos(deltaMove); // Clear Color and Depth Buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Reset transformations glLoadIdentity(); // Set the camera gluLookAt( x, 1.0f, z, x+lx, 1.0f, z+lz, 0.0f, 1.0f, 0.0f); // 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); drawSnowMan(); glPopMatrix(); } glutSwapBuffers(); } void processNormalKeys(unsigned char key, int xx, int yy) { if (key == 27) exit(0); } void pressKey(int key, int xx, int yy) { switch (key) { case GLUT_KEY_UP : deltaMove = 0.5f; break; case GLUT_KEY_DOWN : deltaMove = -0.5f; break; } } void releaseKey(int key, int x, int y) { switch (key) { case GLUT_KEY_UP : case GLUT_KEY_DOWN : deltaMove = 0;break; } } void mouseMove(int x, int y) { // this will only be true when the left button is down if (xOrigin >= 0) { // update deltaAngle deltaAngle = (x - xOrigin) * 0.001f; // update camera's direction lx = sin(angle + deltaAngle); lz = -cos(angle + deltaAngle); } } void mouseButton(int button, int state, int x, int y) { // only start motion if the left button is pressed if (button == GLUT_LEFT_BUTTON) { // when the button is released if (state == GLUT_UP) { angle += deltaAngle; xOrigin = -1; } else {// state = GLUT_DOWN xOrigin = x; } } } int main(int argc, char **argv) { // init GLUT and create window glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(320,320); glutCreateWindow("Lighthouse3D - GLUT Tutorial"); // register callbacks glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); glutIgnoreKeyRepeat(1); glutKeyboardFunc(processNormalKeys); glutSpecialFunc(pressKey); glutSpecialUpFunc(releaseKey); // here are the two new functions glutMouseFunc(mouseButton); glutMotionFunc(mouseMove); // OpenGL init glEnable(GL_DEPTH_TEST); // enter GLUT event processing cycle glutMainLoop(); return 1; }