计算机图形学——鼠标操作

鼠标的点击与滑动事件

#include "windows.h"
#include <gl/glut.h>
#define SCREEN_WIDTH 480
#define SCREEN_HEIGHT 480
static int spin = 0;  //光源旋转角度
float mouseX, mouseY;   //定义全局变量 保存鼠标上一时刻坐标
bool mouseLeftDown, mouseRightDown; //保存鼠标左键或右键按下的状态
float cameraAngleX, cameraAngleY;  //X方向旋转角度,Y方向旋转角度
float cameraDistanceX;  //Z方向平移量
float cameraDistanceY;

void init(void)
{
	// 定义镜面材料颜色
	GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
	// 定义材料光泽度
	GLfloat mat_shininess[] = { 50.0 };
	// 光源位置、环境光、漫反射光
	GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
	GLfloat light_ambient[] = { 1.0, 0.0, 1.0, 0.0 };
	GLfloat white_light[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat lmodel_ambient[] = { 0.1, 0.1, 0.1, 1.0 };
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glShadeModel(GL_SMOOTH);
	// 设置物体前面接受光照
	glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
	glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
	// 设置光源属性
	glLightfv(GL_LIGHT0, GL_POSITION, light_position);//光源位置齐次坐标(x,y,z,w)
	glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);//RGBA模式下环境光
	glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);//RGBA模式下漫反射光
	glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);//RGBA模式下镜面光
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
	glEnable(GL_LIGHTING);//启用光照
	glEnable(GL_LIGHT0);//打开第一个灯光
	glEnable(GL_DEPTH_TEST);//剔除隐藏面,使能深度检测
}
void display(void)
{
	GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);//定义一个视图矩阵,并与当前矩阵相乘。
	glLightfv(GL_LIGHT0, GL_POSITION, light_position);
	glLoadIdentity();
	glTranslatef(cameraDistanceX, cameraDistanceY, 0);
	glRotatef(cameraAngleX, 1, 0, 0);
	glRotatef(cameraAngleY, 0, 1, 0);
	glutSolidTeapot(0.8);
	glDisable(GL_LIGHTING);
	glEnable(GL_LIGHTING);//启用光源
	glFlush();
}

void reshape(int w, int h)
{
	glViewport(0, 0, (GLsizei)w, (GLsizei)h);
	// 透视投影
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	if (w < h)
	{
		glOrtho(-1.5, 1.5, -1.5 * (GLfloat)h / (GLfloat)w,
			1.5 * (GLfloat)h / (GLfloat)w, -10.0, 10.0);
	}
	else
	{
		glOrtho(-1.5 * (GLfloat)h / (GLfloat)w,
			1.5 * (GLfloat)h / (GLfloat)w,
			-1.5, 1.5, -10.0, 10.0);
	}
	// 当前为模型视图矩阵
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}


//鼠标点击事件
void mouseclick(int button, int state, int x, int y)
{	//保存当前鼠标坐标x,y至mouseX mouseY
	mouseX = x;
	mouseY = y;

	if (button == GLUT_LEFT_BUTTON)  //按下左键
	{
		if (state == GLUT_DOWN)  //判断按键状态
		{
			mouseLeftDown = true;
		}
		else if (state == GLUT_UP)
		{
			mouseLeftDown = false;
		}
	}
	if (button == GLUT_RIGHT_BUTTON)  //按下右键
	{
		if (state == GLUT_DOWN)
		{
			mouseRightDown = true;
		}
		else if (state == GLUT_UP)
		{
			mouseRightDown = false;
		}
	}
}

//鼠标滑动事件
void mouseMotion(int x, int y)
{

	if (mouseLeftDown)  //左键
	{
		cameraAngleX = cameraAngleX + (x - mouseX) * 0.1f;   //X方向旋转角度
		cameraAngleY = cameraAngleY + (y - mouseY) * 0.1f;  //Y方向旋转角度

		mouseX = x;  
		mouseY = y;
	}

	if (mouseRightDown)  //右键
	{
		cameraDistanceX = cameraDistanceX + (x - mouseX) * 0.01f; 
		cameraDistanceY = cameraDistanceY - (y - mouseY) * 0.01f;
		mouseX = x;
		mouseY = y;		//更新mouseX, mouseY

	}

	glutPostRedisplay();
}

int main(int argc, char* argv[])
{
	glutInit(&argc, argv);//初始化OpenGL
	glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH);
	glutInitWindowSize(SCREEN_WIDTH, SCREEN_HEIGHT);
	glutInitWindowPosition(50, 100);
	glutCreateWindow("我的茶壶");
	init();
	glutDisplayFunc(&display);
	glutReshapeFunc(&reshape);
	glutMouseFunc(&mouseclick);//注册鼠标事件
	glutMotionFunc(&mouseMotion);
	glutMainLoop();
	return 0;
}
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