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 = ;
int xOrigin = -; 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 == )
h = ; 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(, , 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,,); // Draw Head
glTranslatef(0.0f, 1.0f, 0.0f);
glutSolidSphere(0.25f,,); // Draw Eyes
glPushMatrix();
glColor3f(0.0f,0.0f,0.0f);
glTranslatef(0.05f, 0.10f, 0.18f);
glutSolidSphere(0.05f,,);
glTranslatef(-0.1f, 0.0f, 0.0f);
glutSolidSphere(0.05f,,);
glPopMatrix(); // Draw Nose
glColor3f(1.0f, 0.5f , 0.5f);
glRotatef(0.0f,1.0f, 0.0f, 0.0f);
glutSolidCone(0.08f,0.5f,,);
} 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 = -; i < ; i++)
for(int j=-; j < ; j++) {
glPushMatrix();
glTranslatef(i*10.0,,j * 10.0);
drawSnowMan();
glPopMatrix();
}
glutSwapBuffers();
} void processNormalKeys(unsigned char key, int xx, int yy) { if (key == )
exit();
} 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 = ;break;
}
} void mouseMove(int x, int y) { // this will only be true when the left button is down
if (xOrigin >= ) { // 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 = -;
}
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(,);
glutInitWindowSize(,);
glutCreateWindow("Lighthouse3D - GLUT Tutorial"); // register callbacks
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
glutIdleFunc(renderScene); glutIgnoreKeyRepeat();
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 ;
}

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