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;
}