我正在创建一个简单的纹理立方体,但我的键盘功能有问题我似乎没有交互,我希望立方体在 x 和 y 方向移动但它不移动,我使用了这个功能
void specialKeys( int key, int x, int y ) {
if (key == GLUT_KEY_RIGHT)
rotate_y += 5;
else if (key == GLUT_KEY_LEFT)
rotate_y -= 5;
else if (key == GLUT_KEY_UP)
rotate_x += 5;
else if (key == GLUT_KEY_DOWN)
rotate_x -= 5;
glutPostRedisplay();
}
在我的主要功能中,我使用了这段代码
glutSpecialFunc(specialKeys);
这是我的全部代码
#include <stdlib.h>
#include <GL/glut.h>
#include "RgbImage.h"
void specialKeys();
double rotate_y=0;
double rotate_x=0;
GLfloat xRotated, yRotated, zRotated;
GLuint texture[1]; // Storage For One Texture ( NEW )
void loadTextureFromFile(char *filename)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
RgbImage theTexMap( filename );
glGenTextures(1, &texture[0]); // Create The Texture
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// Typical Texture Generation Using Data From The Bitmap
glTexImage2D(GL_TEXTURE_2D, 0, 3, theTexMap.GetNumCols(), theTexMap.GetNumRows(), 0, GL_RGB, GL_UNSIGNED_BYTE, theTexMap.ImageData() );
}
void drawScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glLoadIdentity();
glTranslatef(0.0,0.0,-5);
glRotatef(yRotated, 0, 1, 0);
glRotatef(zRotated, 0, 0, 1);
glBegin(GL_QUADS);
// Front Face
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
glFlush();
glDisable(GL_TEXTURE_2D);
}
void resizeWindow(int x, int y)
{
if (y == 0 || x == 0) return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40.0,(GLdouble)x/(GLdouble)y,0.5,20.0);
glMatrixMode(GL_MODELVIEW);
glViewport(0,0,x,y);
}
void specialKeys( int key, int x, int y ) {
if (key == GLUT_KEY_RIGHT)
rotate_y += 5;
else if (key == GLUT_KEY_LEFT)
rotate_y -= 5;
else if (key == GLUT_KEY_UP)
rotate_x += 5;
else if (key == GLUT_KEY_DOWN)
rotate_x -= 5;
glutPostRedisplay();
}
char* filename = "./salt_on_spoon.bmp";
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(240, 240);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
loadTextureFromFile( filename );
glutDisplayFunc(drawScene);
glutSpecialFunc(specialKeys);
glutReshapeFunc(resizeWindow);
glutMainLoop();
return 0;
}