OPENGL 观察者漫游程序

#include <stdlib.h>
#include <glut.h>


GLfloat vertices[][3]={{-1.0,-1.0,-1.0},{1.0,-1.0,-1.0},{1.0,1.0,-1.0},{-1.0,1.0,-1.0},
{-1.0,-1.0,1.0},{1.0,-1.0,1.0},{1.0,1.0,1.0},{-1.0,1.0,1.0}};


GLfloat colors[][3]={{0.0,0.0,0.0},{1.0,0.0,0.0},{1.0,1.0,0.0},{0.0,1.0,0.0},
{0.0,0.0,1.0},{1.0,0.0,1.0},{1.0,1.0,1.0},{0.0,1.0,1.0}};


void polygon(int a,int b,int c,int d)
{
glBegin(GL_POLYGON);
glColor3fv(colors[a]);
glVertex3fv(vertices[a]);
glVertex3fv(vertices[b]);
glVertex3fv(vertices[c]);
glVertex3fv(vertices[d]);
glEnd();
}


void colorcube()
{
polygon(0,3,2,1);
polygon(2,3,7,6);
polygon(0,4,7,3);
polygon(1,2,6,5);
polygon(4,5,6,7);
polygon(0,1,5,4);
}




static GLfloat theta[]={0.0,0.0,0.0};
static GLint axis=2;
static GLdouble viewer[]={0.0,0.0,5.0};


void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(viewer[0],viewer[1],viewer[2],0.0,0.0,0.0,0.0,1.0,0.0);


glRotatef(theta[0],1.0,0.0,0.0);
glRotatef(theta[1],0.0,1.0,0.0);
glRotatef(theta[2],0.0,0.0,1.0);
colorcube();


glFlush();
glutSwapBuffers();
}






void mouse(int btn, int state, int x, int y)
{
if (btn==GLUT_LEFT_BUTTON&&state==GLUT_DOWN) axis=0;
if(btn==GLUT_MIDDLE_BUTTON && state== GLUT_DOWN) axis=1;
if(btn==GLUT_RIGHT_BUTTON && state==GLUT_DOWN) axis=2;
theta[axis] +=2.0;
if (theta[axis]>360.0) theta[axis]-=360.0;
display();
}


void keys(unsigned char key,int x, int y)
{
if(key=='x') viewer[0]-=1.0;
if(key=='X') viewer[0]+=1.0;
if(key=='y') viewer[1]-=1.0;
if(key=='Y') viewer[1]+=1.0;
if(key=='z') viewer[2]-=1.0;
if(key=='Z') viewer[2]+=1.0;
display();
}


void myReshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(w<=h)
glFrustum(-2.0,2.0,-2.0*(GLfloat) h/(GLfloat) w,2.0*(GLfloat) h/(GLfloat) w,2.0,20.0);
else
glFrustum(-2.0,2.0,-2.0*(GLfloat) w/(GLfloat) h,2.0*(GLfloat) w/(GLfloat) h,2.0,20.0);


glMatrixMode(GL_MODELVIEW);
}


void main(int argc ,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_RGB |GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("colorcube");
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutKeyboardFunc(keys);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}











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OpenGL是一个开源的图形库,可以用来创建各种精美的3D图形场景和效果。而OpenGL漫游代码是指利用OpenGL库中的函数来实现对3D场景的漫游或漫步,使得用户能够在3D场景中自由移动和观察。 在OpenGL中,实现漫游效果的关键在于设置相机的位置、朝向和投影方式。首先,我们需要定义相机的位置、观察目标和上方向,并使用OpenGL的函数来设置这些参数。然后,通过OpenGL的变换函数来设置投影方式,如透视投影或正交投影,以及相机的视野角度。接着,我们需要定义键盘或鼠标事件处理函数,用来响应用户输入,控制相机的移动和旋转。最后,我们在渲染循环中使用OpenGL的矩阵和变换函数来更新相机的位置和朝向,并绘制3D场景。 下面是一个简单的OpenGL漫游代码示例: ```c #include <GL/glut.h> float cameraX = 0.0, cameraY = 0.0, cameraZ = 5.0; float targetX = 0.0, targetY = 0.0, targetZ = 0.0; float upX = 0.0, upY = 1.0, upZ = 0.0; void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(cameraX, cameraY, cameraZ, targetX, targetY, targetZ, upX, upY, upZ); // 在这里绘制3D场景 glutSwapBuffers(); } void keyboard(unsigned char key, int x, int y) { switch (key) { case 'w': cameraZ -= 0.1; break; case 's': cameraZ += 0.1; break; // 其他按键控制相机的移动 } glutPostRedisplay(); } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(800, 600); glutCreateWindow("OpenGL 漫游示例"); glutDisplayFunc(display); glutKeyboardFunc(keyboard); glEnable(GL_DEPTH_TEST); glutMainLoop(); return 0; } ``` 以上是一个简单的OpenGL漫游代码示例,实现了基本的相机控制和3D场景绘制。希望能帮助你理解如何使用OpenGL库来实现漫游效果。

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