我的项目中有一个问题,当我将相机移动到图像附近的位置对我来说是完美的,但就我移动或旋转相机而言,它会给我这样的错误。我不知道我的错误在哪里。我该如何纠正?
http://nr7.upanh.com/b5.s32.d2/b7f577d38c0b23cbb35ca367e253b716_50312137.orr.png http://nr9.upanh.com/b2.s11.d1/0be16f4300e3a84aba3a56e5e2bf008d_5031213.png9.
代码:
ButtonEndRollVV KeyPessUp;
VeKhungCanh Draw;
GLint ListDraw[100];
void glintIn()
{
glutWarpPointer(400,300);
KeyPessUp.lastx=400;
KeyPessUp.lasty=300;
KeyPessUp.xrot=ROLL_X;
KeyPessUp.yrot=ROLL_Y;
KeyPessUp.xpos=-DEFAUTCAMERAX;
KeyPessUp.ypos=-DEFAUTCAMERAY;
KeyPessUp.zpos=-DEFAUTCAMERAZ;
/////////////////////////////////set defual/////////////////////////////////////
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);// Enables Depth Testing
glClearDepth(1.0f); // Depth Buffer Setup
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glClearStencil(0);//gia phong bo dem dat no bang 0
glEnable(GL_STENCIL_TEST);//kich hoat bo dem stencil
////////////////////////////////create list grid///////////////////////////////
ListDraw[0]=glGenLists(1);
glNewList(ListDraw[0],GL_COMPILE);
{
Draw.CreateKhongGian();
}
glEndList();
/////////////////////////////////create cong hang hai//////////////////////////
ListDraw[1]=glGenLists(1);
glNewList(ListDraw[1],GL_COMPILE);
{
Draw.CreateCongHangHai();
}
glEndList();
/////////////////////////////create hang giao/////////////////////////////////
ListDraw[2]=glGenLists(1);
glNewList(ListDraw[2],GL_COMPILE);
{
Draw.CreateHangGiao();
}
glEndList();
//////////////////////////////////anh sang va thong so vat lieu////////////////////////////
float Al[4] = {0.6f, 0.6f, 0.6f, 1.0f };
glLightfv( GL_LIGHT0, GL_AMBIENT, Al );
float Dl[4] = {1.0f, 1.0f, 1.0f, 1.0f };
glLightfv( GL_LIGHT0, GL_DIFFUSE, Dl );
float Sl[4] = {1.0f, 1.0f, 1.0f, 1.0f };
glLightfv( GL_LIGHT0, GL_SPECULAR, Sl );
float Am[4] = {0.6f,0.6f, 0.6f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT, Am );
float Dm[4] = {1.0f, 1.0f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_DIFFUSE, Dm );
float Sm[4] = {1.0f, 1.0f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_SPECULAR, Sm );
glMaterialf(GL_FRONT, GL_SHININESS, 45);
glColorMaterial(GL_FRONT, GL_DIFFUSE);//bo cai nay neu bumapping
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void display()
{
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glLoadIdentity ();
glPushMatrix();
glRotatef(KeyPessUp.xrot,1.0,0.0,0.0);
glRotatef(KeyPessUp.yrot,0.0,1.0,0.0);
glTranslatef(KeyPessUp.xpos,KeyPessUp.ypos,KeyPessUp.zpos);
glCallList(ListDraw[0]);//draw grid
glColor3f(1,1,0);
glCallList(ListDraw[1]);//draw Cong Hang Hai pt parabol:
glCallList(ListDraw[2]);//draw Hang Giao
glPopMatrix();
glFinish();
glutSwapBuffers();
}
void resize(int w,int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
//SIZE_KHUNG_CANH*2
float DefaultFus=0.001f;
glFrustum (-DefaultFus, DefaultFus, -DefaultFus, DefaultFus, DefaultFus,SIZE_KHUNG_CANH*3 );
glMatrixMode (GL_MODELVIEW);
glutPostRedisplay();
KeyPessUp.sizeH=h;
KeyPessUp.sizeW=h;
}
void idle()
{
if(KeyPessUp.keyStates[GLUT_KEY_UP]==true)
{
float xrotrad, yrotrad;
yrotrad = (KeyPessUp.yrot / 180 * pi);
xrotrad = (KeyPessUp.xrot / 180 * pi);
KeyPessUp.xpos -= float(sin(yrotrad)/SPEED) ;
KeyPessUp.zpos += float(cos(yrotrad)/SPEED) ;
if(DISABLEUPDOWNCAMERA==0)
KeyPessUp.ypos += float(sin(xrotrad)/SPEED) ;//bỏ đi nếu nhập vai
}
if(KeyPessUp.keyStates[GLUT_KEY_LEFT]==true)
{
float xrotrad, yrotrad;
yrotrad = ((KeyPessUp.yrot+90) / 180 * pi);
xrotrad = ((KeyPessUp.xrot) / 180 * pi);
KeyPessUp.xpos += float(sin(yrotrad)/SPEED) ;
KeyPessUp.zpos -= float(cos(yrotrad)/SPEED) ;
if(DISABLEUPDOWNCAMERA==0)
KeyPessUp.ypos -= float(sin(xrotrad)/SPEED) ;//bỏ đi nếu nhập vai
}
if(KeyPessUp.keyStates[GLUT_KEY_DOWN]==true)
{
float xrotrad, yrotrad;
yrotrad = (KeyPessUp.yrot / 180 * pi);
xrotrad = (KeyPessUp.xrot / 180 * pi);
KeyPessUp.xpos += float(sin(yrotrad)/SPEED);
KeyPessUp.zpos -= float(cos(yrotrad)/SPEED) ;
if(DISABLEUPDOWNCAMERA==0)
KeyPessUp.ypos -= float(sin(xrotrad)/SPEED); //bỏ đi nếu nhập vai
}
if(KeyPessUp.keyStates[GLUT_KEY_RIGHT]==true)
{
float xrotrad, yrotrad;
yrotrad = ((KeyPessUp.yrot+90) / 180 * pi);
xrotrad = ((KeyPessUp.xrot) / 180 * pi);
KeyPessUp.xpos -= float(sin(yrotrad)/SPEED);
KeyPessUp.zpos += float(cos(yrotrad)/SPEED) ;
if(DISABLEUPDOWNCAMERA==0)
KeyPessUp.ypos += float(sin(xrotrad)/SPEED);//bỏ đi nếu nhập vai
}
glutPostRedisplay();
}
void KeyPess(int Key,int x,int y)
{
if(KeyPessUp.acted==0)
{
glutIdleFunc(idle);
KeyPessUp.acted=1;
}
KeyPessUp.keyStates[Key]=true;
}
void KeyUp(int Key,int x,int y)
{
int check=0;
KeyPessUp.keyStates[Key]=false;
for(int i=0;i<255;i++)
{
if(KeyPessUp.keyStates[i]==true)
{
check=1;
}
}
if(KeyPessUp.acted==1&&check==0)
{
glutIdleFunc(NULL);
KeyPessUp.acted=0;
}
}
void KeyExit(unsigned char Key,int x,int y)
{
if(Key==27)
{
exit(0);
}
}
void MouseMove(int x,int y)
{
int xpoint=x-KeyPessUp.lastx;
int ypoint=y-KeyPessUp.lasty;
KeyPessUp.lastx=x;
KeyPessUp.lasty=y;
KeyPessUp.yrot += xpoint*.3;
KeyPessUp.xrot += ypoint*.3;
if (KeyPessUp.xrot >=89) KeyPessUp.xrot = 89;
if (KeyPessUp.xrot <= -89) KeyPessUp.xrot =-89;
if (KeyPessUp.yrot >360) KeyPessUp.yrot -= 360;
if (KeyPessUp.yrot < -360)KeyPessUp.yrot += 360;
glutPostRedisplay();
if(x>450 || x<350 ||y>350 || y<250)
{
glutWarpPointer(400,300);
KeyPessUp.lastx=400;
KeyPessUp.lasty=300;
}
}
int main(int argc,char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowPosition(100,100);
glutInitWindowSize(800,600);
glutCreateWindow("De Tai Nghien Cuu Khoa Hoc");
glintIn();
glutDisplayFunc(display);
glutReshapeFunc(resize);
glutSpecialFunc(KeyPess);
glutSpecialUpFunc(KeyUp);
glutKeyboardFunc(KeyExit);
glutPassiveMotionFunc(MouseMove);
glutMotionFunc(MouseMove);
glutSetCursor(GLUT_CURSOR_NONE);
glewInit();
if(ENDABLE_FULL_SCREEN==TRUE)
glutFullScreen();
glutMainLoop();
return 0;
}