对于前面实现的键盘控制可行走的机器人,本章对其添加纹理来对机器人进行美化。
#define _STDCALL_SUPPORTED
#include <GL/glut.h>
static int left_shoulder = 0, left_elbow = 0;
static int right_shoulder = 0, right_elbow = 0;
static int turn = 180;//旋转
static int w, h;
void init(){
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
}
void display(){
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glColor3f(1.0, 0.0, 0.0);
glPushMatrix();
glRotatef((GLfloat)turn, 0.0, 1.0, 0.0);
glPushMatrix();
//左前臂shoulder
glTranslatef(0.5, 1.7, 0.0);
glRotatef((GLfloat)left_shoulder, 0.0, 0.0, 1.0);
glTranslatef(0.5, 0.0, 0.0);
glPushMatrix();
glScalef(1.3, 0.4, 1.0);
glutSolidCube(0.5);
glPopMatrix();
//左前臂elbow
glTranslatef(0.3, 0.0, 0.0);
glRotatef((GLfloat)left_elbow, 0.0, 0.0, 1.0);
glTranslatef(0.3, 0.0, 0.0);
glPushMatrix();
glScalef(1.0, 0.4, 1.0);
glutSolidCube(0.5);
glPopMatrix();
glPopMatrix();
glPushMatrix();
//右前臂shoulder
glTranslatef(-0.5, 1.7, 0.0);
glRotatef((GLfloat)-right_shoulder, 0.0, 0.0, 1.0);
glTranslatef(-0.5, 0.0, 0.0);
glPushMatrix();
glScalef(1.3, 0.4, 1.0);
glutSolidCube(0.5);
glPopMatrix();
//右前臂elbow
glTranslatef(-0.3, 0.0, 0.0);
glRotatef((GLfloat)right_elbow, 0.0, 0.0, 1.0);
glTranslatef(-0.3, 0.0, 0.0);
glPushMatrix();
glScalef(1.0, 0.4, 1.0);
glutSolidCube(0.5);
glPopMatrix();
glPopMatrix();
glPushMatrix();
//躯干
glTranslatef(0.0, 1.0, 0.0);
glColor3f(0.0, 0.5, 1.0);
glPushMatrix();
glScalef(1.3, 2.0, 0.5);
glutSolidCube(1.0);
glPopMatrix();
//头
glTranslatef(0.0, 1.25, 0.0);
glColor3f(1.0, 0.6, 0.2);
glPushMatrix();
glScalef(0.5, 0.5, 0.5);
glutSolidSphere(0.8, 50, 10);
glPopMatrix();
glPopMatrix();
//右腿
glPushMatrix();
//提起右大腿
glTranslatef(0.375, 0.0, 0.0);
glRotatef((GLfloat)left_shoulder, 1.0, 0.0, 0.0);
glTranslatef(0.0, -0.5, 0.0);
glColor3f(0.8, 1.0, 0.2);
glPushMatrix();
glScalef(0.5, 1.0, 0.5);
glutSolidCube(1.0);
glPopMatrix();
//提起右小腿
glTranslatef(0.0, -0.5, 0.0);
glRotatef((GLfloat)left_elbow, 1.0, 0.0, 0.0);
glTranslatef(0.0, -0.5, 0.0);
glColor3f(0.5, 0.1, 0.8);
glPushMatrix();
glScalef(0.5, 1.0, 0.5);
glutSolidCube(1.0);
glPopMatrix();
//右脚
glTranslatef(0.0, -0.5, -0.1);
glColor3f(0.5, 0.2, 1.0);
glPushMatrix();
glScalef(0.5, 0.1, 0.7);
glutSolidCube(1.0);
glPopMatrix();
glPopMatrix();
//左腿
glPushMatrix();
//左大腿
glTranslatef(-0.375, 0.0, 0.0);
glRotatef((GLfloat)right_shoulder, 1.0, 0.0, 0.0);
glTranslatef(0.0, -0.5, 0.0);
glColor3f(0.8, 1.0, 0.2);
glPushMatrix();
glScalef(0.5, 1.0, 0.5);
glutSolidCube(1.0);
glPopMatrix();
//左小腿
glTranslatef(0.0, -0.5, 0.0);
glRotatef((GLfloat)right_elbow, 1.0, 0.0, 0.0);
glTranslatef(0.0, -0.5, 0.0);
glColor3f(0.5, 0.1, 0.8);
glPushMatrix();
glScalef(0.5, 1.0, 0.5);
glutSolidCube(1.0);
glPopMatrix();
//左脚
glTranslatef(0.0, -0.5, -0.1);
glColor3f(0.5, 0.2, 1.0);
glPushMatrix();
glScalef(0.5, 0.1, 0.7);
glutSolidCube(1.0);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void reshape(int w1, int h1){
w = w1;
h = h1;
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(65.0, (GLfloat)w / (GLfloat)h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -5.0);
}
void keyboard(unsigned char key, int x, int y){
/*
//限制手脚活动空间
if(left_shoulder>180) left_shoulder = 180;
else if(left_shoulder<0) left_shoulder = 0;
if(left_elbow>180) left_elbow = 180;
else if(left_elbow<0) left_elbow = 0;
*/
switch (key){
case 'z':
left_shoulder = (left_shoulder + 5) % 360;
right_shoulder = (right_shoulder - 5) % 360;
glutPostRedisplay();
break;
case 'x':
left_shoulder = (left_shoulder - 5) % 360;
right_shoulder = (right_shoulder + 5) % 360;
glutPostRedisplay();
break;
case ';':
left_shoulder = (left_shoulder + 5) % 360;
glutPostRedisplay();
break;
case 'k':
left_shoulder = (left_shoulder - 5) % 360;
glutPostRedisplay();
break;
case 'o':
left_elbow = (left_elbow + 5) % 360;
glutPostRedisplay();
break;
case 'l':
left_elbow = (left_elbow - 5) % 360;
glutPostRedisplay();
break;
case 'a':
right_shoulder = (right_shoulder + 5) % 360;
glutPostRedisplay();
break;
case 'd':
right_shoulder = (right_shoulder - 5) % 360;
glutPostRedisplay();
break;
case 'w':
right_elbow = (right_elbow + 5) % 360;
glutPostRedisplay();
break;
case 's':
right_elbow = (right_elbow - 5) % 360;
glutPostRedisplay();
break;
case 'f':
turn = (turn + 5) % 360;
glutPostRedisplay();
break;
case 'j':
turn = (turn - 5) % 360;
glutPostRedisplay();
break;
default:
break;
}
}
int main(int argc, char** argv){
glutInit(&argc, argv);
glutInitDisplayMode(GL_DOUBLE | GLUT_RGB);
glutInitWindowSize(800, 600);
glutInitWindowPosition(100, 80);
glutCreateWindow("robot");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}