我有一个任务要在屏幕上绘制一个金字塔,然后在按键盘上的'k'键之后旋转。一切正常,除了旋转部分,因为该程序似乎没有注意到我按下该键。代码如下:
void changeSize(int w, int h) {
if(h == 0)
h = 1;
float ratio = w * 1.0 / h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
// Set perspective
gluPerspective(45.0f ,ratio, 1.0f ,1000.0f);
// return to the model view matrix mode
glMatrixMode(GL_MODELVIEW);
}
void renderScene(void) {
// clear buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// set the camera
glLoadIdentity();
gluLookAt(5.0,5.0,5.0,
0.0,0.0,0.0,
0.0f,2.0f,0.0f);
// put the geometric transformations here
// put drawing instructions here
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
glBegin(GL_LINES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(-100.0f, 0.0f, 0.0f);
glVertex3f( 100.0f, 0.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.0f, -100.0f, 0.0f);
glVertex3f(0.0f, 100.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, -100.0f);
glVertex3f(0.0f, 0.0f, 100.0f);
glEnd();
//triangulos da base
glBegin(GL_TRIANGLES);
glColor3f(255.0f,255.0f,255.0f);
glVertex3f(1.0f,0.0f,1.0f);
glVertex3f(-1.0f,0.0f,-1.0f);
glVertex3f(-1.0f,0.0f,1.0f);
glEnd();
glBegin(GL_TRIANGLES);
glVertex3f(1.0f,0.0f,1.0f);
glVertex3f(1.0f,0.0f,-1.0f);
glVertex3f(-1.0f,0.0f,-1.0f);
glEnd();
//triangulos das faces
glBegin(GL_TRIANGLES);
glVertex3f(1.0f,0.0f,1.0f);
glVertex3f(0.0f,2.0f,0.0f);
glVertex3f(-1.0f,0.0f,1.0f);
glEnd();
glBegin(GL_TRIANGLES);
glVertex3f(1.0f,0.0f,-1.0f);
glVertex3f(0.0f,2.0f,0.0f);
glVertex3f(1.0f,0.0f,1.0f);
glEnd();
glBegin(GL_TRIANGLES);
glVertex3f(1.0f,0.0f,-1.0f);
glVertex3f(0.0f,2.0f,0.0f);
glVertex3f(-1.0f,0.0f,-1.0f);
glEnd();
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f,0.0f,-1.0f);
glVertex3f(0.0f,2.0f,0.0f);
glVertex3f(-1.0f,0.0f,1.0f);
glEnd();
// End of frame
glutSwapBuffers();
}
// write function to process keyboard events
void rotate (unsigned char key, int x, int y) {
if (key == 'k')
glRotatef(45,1.0,1.0,0.0);
glutPostRedisplay();
}
int main(int argc, char **argv) {
// init GLUT and the window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(1200,1200);
glutCreateWindow("CG@DI-UM");
// Required callback registry
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
// put here the registration of the keyboard callbacks
glutKeyboardFunc(rotate);
// OpenGL settings
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
// enter GLUT's main cycle
glutMainLoop();
return 0;
}
似乎我的程序甚至都没有注意到我按下键。我尝试只打印被按下的键,而且效果很好,所以我真的在这里迷路了。
glRotatef
在rotate
中似乎没有任何作用,因为glLoadIdentity()
在renderScene
的开头被调用。实际上,glRotatef
会更改当前矩阵,但是在渲染场景(glRotatef
)时,renderScene
会将glLoadIdentity()
加载到当前矩阵。无论如何,对输入事件回调中的当前矩阵进行更改是一种不好的风格。在glLoadIdentity()
中渲染场景之前,请更改输入事件中变量的状态和值,并使用变量设置当前模型视图矩阵。
添加全局可变角度:
Identity matrix
更改renderScene
中变量的值。例如:
float angle = 0.0f;
并将旋转应用于renderScene
中的当前矩阵:
void rotate (unsigned char key, int x, int y) {
if (key == 'k')
angle += 45.0f;
glutPostRedisplay();
}