總之,我被要求在OpenGL中製作這個草圖。我附上截至目前爲止我所做的一切。Opengl/Glut - 使傾斜平滑
我的問題是是如何使這些4水平棍棒傾斜。我寫這使得那些4 horizental行代碼旋轉(使用n
和m
鍵繞中心四支),但有人問我,使得它傾斜和旋轉同時。
我想我需要使用模運算符,但是當角度通過某個點像10(例如角度%10)時,它會跳回到0導致棒突然移動。另外,如何讓棒子的底部保持在一個位置,並使棒子的末端傾斜(我的意思是上下移動),所以傾斜將是自然的,並不像旋轉。
任何提示使傾斜平滑?我在正確的軌道上嗎?
#include <GL/glut.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#define PI 3.14159265
static GLfloat lpos[] = { 0.0, 5.0, 4.0, 1.0 };
static GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat gray[] = { 0.5, 0.5, 0.5, 1.0 };
static GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
static GLfloat green[] = { 0.0, 1.0, 0.0, 1.0 };
static GLfloat blue[] = { 0.0, 0.0, 1.0, 1.0 };
static GLfloat yellow[] = { 1.0, 1.0, 0.0, 1.0 };
static GLfloat magenta[] = { 1.0, 0.0, 1.0, 1.0 };
static GLfloat cyan[] = { 0.0, 1.0, 1.0, 1.0 };
static GLfloat darkcyan[] = { 0.0, 0.4, 0.4, 1.0 };
static GLfloat lightgreen[] = { 0.5,1.0,0.5,1.0 };
static float alpha = 0.0;
static float beta = PI/6.0;
static float zoom = 15.0;
static bool lightSource = true;
float numberOfTriangles = 1;
static GLdouble cpos[3];
bool showNormalVectors = false;
static double xPointer, yPointer, zPointer;
static double fenceHeight = -0.5;
static int angle = 0;
void writemessage()
{
printf("HW-3 - Computer Graphics - Professor Suzuki\n");
printf("Seyedamirhossein Hesamian\n\n");
printf(" X => x++ <= Move light source in direction of +X\n");
printf(" Y => y++ <= Move light source in direction of +Y\n");
printf(" Z => z++ <= Move light source in direction of +Z\n");
printf("\n");
printf("^X => x-- <= Move light source in direction of -X\n");
printf("^Y => y-- <= Move light source in direction of -Y\n");
printf("^Z => z-- <= Move light source in direction of -Z\n");
printf("\n");
printf("^=> Move camera up\n");
printf(" > => Move camera right\n");
printf(" < => Move camera left\n");
printf(" down arrow => Move camera down\n");
printf("\n");
printf(" t => More Twist\n");
printf(" f => Less Twist\n");
printf("\n");
printf(" q => More Propeller\n");
printf(" f => Less Propeller\n");
printf("\n");
printf(" e => More Triangles\n");
printf(" d => Less Triangles\n");
printf("\n");
printf(" 0 => Toggling light source\n");
printf("\n");
printf(" r => Rotates Propeller\n");
printf("\n");
printf(" n => Toggle to show Normal Vectors\n");
printf("\n");
printf(" s => Toggle to show Inside Triangles\n");
printf("\n");
printf(" w => Toggle to show wire frame mode\n");
printf("\n");
printf(" You can not move the light source when the light source is off !!!");
}
void doGlTranslatef(){
glTranslatef(xPointer, yPointer, zPointer);
}
void releaseGlTranslatef(){
glTranslatef(-xPointer, -yPointer, -zPointer);
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLfloat)w/(GLfloat)h, 0.01, 20.0);
glMatrixMode(GL_MODELVIEW);
}
void DrawSticksArroundYard(){
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, black);
GLUquadricObj *quadObj;
// Right-Line
xPointer = 4.8;
yPointer = 1.0 + fenceHeight;
zPointer = -5.0;
doGlTranslatef();
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.1, 0.1, 10, 10, 10);
releaseGlTranslatef();
// Left-Line
xPointer = -4.8;
yPointer = 1.0 + fenceHeight;
zPointer = -5.0;
doGlTranslatef();
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.1, 0.1, 10, 10, 10);
releaseGlTranslatef();
// Back-Line
xPointer = -4.8;
yPointer = 1.0 + fenceHeight;
zPointer = -5.0;
doGlTranslatef();
glRotatef(90, 0, 1, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.1, 0.1, 9.6, 10, 10);
glRotatef(-90, 0, 1, 0);
releaseGlTranslatef();
// Front-Line
xPointer = 4.8;
yPointer = 1.0 + fenceHeight;
zPointer = 5.0;
doGlTranslatef();
glRotatef(-90, 0, 1, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.1, 0.1, 9.6, 10, 10);
glRotatef(90, 0, 1, 0);
releaseGlTranslatef();
// Pin-Front-Right
xPointer = 4.8;
yPointer = 0.0;
zPointer = 5.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();
// Pin-Front-Left
xPointer = -4.8;
yPointer = 0.0;
zPointer = 5.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();
// Pin-Back-Left
xPointer = -4.8;
yPointer = 0.0;
zPointer = -5.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();
// Pin-Back-Right
xPointer = 4.8;
yPointer = 0.0;
zPointer = -5.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();
// Pin-Back-Center
xPointer = 0.0;
yPointer = 0.0;
zPointer = -5.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();
// Pin-Front-Center
xPointer = 0.0;
yPointer = 0.0;
zPointer = 5.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();
// Pin-Right-Center
xPointer = 4.8;
yPointer = 0.0;
zPointer = 0.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();
// Pin-Left-Center
xPointer = -4.8;
yPointer = 0.0;
zPointer = 0.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();
}
void DrawYardFloor(){
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, lightgreen);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, lightgreen);
glBegin(GL_POLYGON);
glNormal3f(0, 1, 0);
glVertex3f(-5.3, -0.005, -5.3);
glVertex3f(-5.3, -0.005, 5.3);
glVertex3f(5.3, -0.005, 5.3);
glVertex3f(5.3, -0.005, -5.3);
glEnd();
}
void DrawCenterPin(){
xPointer = 0.0;
yPointer = 0.0;
zPointer = 0.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
GLUquadricObj *quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.2, 3, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();
}
void DrawHorizontalStickNum(){
xPointer = 0.0;
yPointer = 2.9;
zPointer = -3.0;
doGlTranslatef();
GLUquadricObj *quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.1, 0.1, 3, 10, 10);
releaseGlTranslatef();
glEnd();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64);
cpos[0] = zoom * cos(beta) * sin(alpha);
cpos[1] = zoom * sin(beta);
cpos[2] = zoom * cos(beta) * cos(alpha);
gluLookAt(cpos[0], cpos[1], cpos[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
if (lightSource == true){
glLightfv(GL_LIGHT0, GL_POSITION, lpos);
glMaterialfv(GL_FRONT, GL_EMISSION, white);
glPushMatrix();
glTranslatef(lpos[0], lpos[1], lpos[2]);
glutSolidSphere(0.1, 10, 8);
glPopMatrix();
glMaterialfv(GL_FRONT, GL_EMISSION, black);
}
DrawYardFloor();
DrawSticksArroundYard();
DrawCenterPin();
// We can use N and M to rotate the sticks arround the center pin
glRotatef(angle, 0, 1, 0);
for (int i = 0; i < 4; i++){
glPushMatrix();
glRotatef(i * 360/4, 0, 1, 0);
// For tilting the sticks
//glRotatef(angle % 10, 1, 1, 0);
DrawHorizontalStickNum();
//glRotatef(angle % 10, 1, 1, 0);
glPopMatrix();
}
glRotatef(angle, 0, 1, 0);
glutSwapBuffers();
glFlush();
}
void keyboard(unsigned char key, int x, int y)
{
static int polygonmode[2];
switch (key) {
case 27:
exit(0);
break;
case 'x':
if (lightSource == true)
lpos[0] = lpos[0] + 0.2;
glutPostRedisplay();
break;
case 'X':
if (lightSource == true)
lpos[0] = lpos[0] - 0.2;
glutPostRedisplay();
break;
case 'y':
if (lightSource == true)
lpos[1] = lpos[1] + 0.2;
glutPostRedisplay();
break;
case 'Y':
if (lightSource == true)
lpos[1] = lpos[1] - 0.2;
glutPostRedisplay();
break;
case 'z':
if (lightSource == true)
lpos[2] = lpos[2] + 0.2;
glutPostRedisplay();
break;
case 'Z':
if (lightSource == true)
lpos[2] = lpos[2] - 0.2;
glutPostRedisplay();
break;
case '+':
if (zoom != 1.5)zoom = zoom - 0.5;
glutPostRedisplay();
break;
case '-':
if (zoom != 17)zoom = zoom + 0.5;
glutPostRedisplay();
break;
case '0':
if (lightSource == true){
glDisable(GL_LIGHT0);
lightSource = false;
}
else{
glEnable(GL_LIGHT0);
lightSource = true;
}
glutPostRedisplay();
break;
case 'e':
if(fenceHeight<2)
fenceHeight += 0.5;
glutPostRedisplay();
break;
case 'd':
if (fenceHeight > -0.5)
fenceHeight -= 0.5;
glutPostRedisplay();
break;
case 'w':
glGetIntegerv(GL_POLYGON_MODE, polygonmode);
if (polygonmode[0] == GL_FILL)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glutPostRedisplay();
break;
case 'n':
angle++;
glutPostRedisplay();
break;
case 'm':
angle--;
glutPostRedisplay();
break;
default:
break;
}
}
void specialkey(GLint key, int x, int y)
{
switch (key) {
case GLUT_KEY_RIGHT:
alpha = alpha + PI/180;
if (alpha > 2 * PI) alpha = alpha - 2 * PI;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT:
alpha = alpha - PI/180;
if (alpha < 0) alpha = alpha + 2 * PI;
glutPostRedisplay();
break;
case GLUT_KEY_UP:
if (beta < 0.45*PI) beta = beta + PI/180;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN:
if (beta > -0.05*PI) beta = beta - PI/180;
glutPostRedisplay();
break;
default:
break;
}
}
int main(int argc, char** argv)
{
writemessage();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(1200, 800);
glutInitWindowPosition(0, 0);
glutCreateWindow(argv[0]);
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
/* initially GL_FILL mode (default), later GL_LINE to show wireframe */
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glEnable(GL_LIGHT0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 5.0, 10.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(specialkey);
glutMainLoop();
return 0;
}
我可以建議看一下經典的glxgear [程序源代碼](https://code.google.com/p/oglshow/source/browse/trunk/cpp/glX/glxgears.c?r=23)靈感?如果您使用固定管道API,主要思想是使用矩陣堆棧移動到世界視圖的不同部分。 – didierc 2014-10-29 07:12:31