0

我有一个基于 Giawa 教程编号 1-5 的 OpenGl 程序。基本上我创建一个图像,将其显示在屏幕上并使其旋转。我想要完成的只是添加键盘事件来更改图像的某些参数。例如,在我的代码中,我想按 F6 使图像旋转得更快:

using System;
using Tao.FreeGlut;
using OpenGL;
using System;
using System.Windows;
using System.Windows.Forms;

namespace OpenGLTutorial5
{
    class Program
    {
        private static int width = 640, height = 480;
        private static ShaderProgram program;

        private static VBO<Vector3> top_pyramid, cube, bottom_pyramid;
        private static VBO<Vector3> top_pyramidColor, cubeColor, bottom_pyramidColor;
        private static VBO<int> top_pyramidElements, cubeElements, bottom_pyramidElements;

        private static System.Diagnostics.Stopwatch watch;
        private static float angle;
        private static int rotate = 1;

        static void Main(string[] args)
        {
            // create an OpenGL window
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("OpenGL Tutorial");

            // provide the Glut callbacks that are necessary for running this tutorial
            Glut.glutIdleFunc(OnRenderFrame);
            Glut.glutDisplayFunc(OnDisplay);
           // Glut.glutKeyboardFunc(new Glut.KeyboardCallback(OnKeyPress));
            Glut.glutSpecialFunc(new Glut.SpecialCallback(OnKeyPress));
            Glut.glutCloseFunc(OnClose);

            // enable depth testing to ensure correct z-ordering of our fragments
            Gl.Enable(EnableCap.DepthTest);

            // compile the shader program
            program = new ShaderProgram(VertexShader, FragmentShader);

            // set the view and projection matrix, which are static throughout this tutorial
            program.Use();
            program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f));
            program["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(10, 0, 10), Vector3.Zero, Vector3.Up));


            top_pyramid = new VBO<Vector3>(new Vector3[] 
            {
                new Vector3(-1.5, 0, -0.5), new Vector3(-0.5, 1, -0.5), new Vector3(0, 0, -1.5),
                new Vector3(-0.5, 1, -0.5), new Vector3(0.5, 1, -0.5), new Vector3(0, 0, -1.5),
                new Vector3(0.5, 1, -0.5), new Vector3(1.5, 0, -0.5), new Vector3(0, 0, -1.5),
                new Vector3(1.5, 0, -0.5), new Vector3(0.5, -1, -0.5), new Vector3(0, 0, -1.5),
                new Vector3(0.5, -1, -0.5), new Vector3(-0.5, -1, -0.5), new Vector3(0, 0, -1.5),
                new Vector3(-0.5, -1, -0.5), new Vector3(-1.5, 0, -0.5), new Vector3(0, 0, -1.5)
            });

            cube = new VBO<Vector3>(new Vector3[]
            {
                new Vector3(-1.5, 0, -0.5), new Vector3(-0.5, 1, -0.5), new Vector3(-0.5, 1, 0.5), new Vector3(-1.5, 0, 0.5),
                new Vector3(-0.5, 1, -0.5), new Vector3(0.5, 1, -0.5), new Vector3(0.5, 1, 0.5), new Vector3(-0.5, 1, 0.5),
                new Vector3(0.5, 1, -0.5), new Vector3(1.5, 0, -0.5), new Vector3(1.5, 0, 0.5), new Vector3(0.5, 1, 0.5),
                new Vector3(1.5, 0, -0.5), new Vector3(1.5, 0, 0.5), new Vector3(0.5, -1, 0.5), new Vector3(0.5, -1, -0.5),
                new Vector3(0.5, -1, 0.5), new Vector3(0.5, -1, -0.5), new Vector3(-0.5, -1, -0.5), new Vector3(-0.5, -1, 0.5),
                new Vector3(-0.5, -1, -0.5), new Vector3(-0.5, -1, 0.5), new Vector3(-1.5, 0, 0.5), new Vector3(-1.5, 0, -0.5)
             });


            bottom_pyramid = new VBO<Vector3>(new Vector3[]
            {
                new Vector3(-1.5, 0, 0.5), new Vector3(-0.5, 1, 0.5), new Vector3(0, 0, 1.5),
                new Vector3(-0.5, 1, 0.5), new Vector3(0.5, 1, 0.5), new Vector3(0, 0, 1.5),
                new Vector3(0.5, 1, 0.5), new Vector3(1.5, 0, 0.5), new Vector3(0, 0, 1.5),
                new Vector3(1.5, 0, 0.5), new Vector3(0.5, -1, 0.5), new Vector3(0, 0, 1.5),
                new Vector3(0.5, -1, 0.5), new Vector3(-0.5, -1, 0.5), new Vector3(0, 0, 1.5),
                new Vector3(-0.5, -1, 0.5), new Vector3(-1.5, 0, 0.5), new Vector3(0, 0, 1.5)
            });

            top_pyramidColor = new VBO<Vector3>(new Vector3[] 
            {
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), 
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), 
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), 
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), 
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), 
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0)
            });

            cubeColor = new VBO<Vector3>(new Vector3[]
            {
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0,0,1),
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0,0,1),
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0,0,1),
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0,0,1),
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0,0,1),
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0,0,1),
            });

            bottom_pyramidColor = new VBO<Vector3>(new Vector3[]
            {
                new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(1, 1, 0), 
                new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(1, 1, 0), 
                new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(1, 1, 0), 
                new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(1, 1, 0), 
                new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(1, 1, 0), 
                new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(1, 1, 0)
            });

            top_pyramidElements = new VBO<int>(new int[] { 
                0,1,2, 
                3,4,5,
                6,7,8,
                9,10,11,
                12,13,14, 
                15,16,17}, BufferTarget.ElementArrayBuffer);

            cubeElements = new VBO<int>(new int[]{
                0,1,2,3,
                4,5,6,7,
                8,9,10,11,
                12,13,14,15,
                16,17,18,19,
                20,21,22,23}, BufferTarget.ElementArrayBuffer);

            bottom_pyramidElements = new VBO<int>(new int[] { 
                0,1,2, 
                3,4,5,
                6,7,8,
                9,10,11,
                12,13,14, 
                15,16,17}, BufferTarget.ElementArrayBuffer);

            watch = System.Diagnostics.Stopwatch.StartNew();

            Glut.glutMainLoop();
        }



        public static void OnKeyPress(int theKey, int x, int y)
        {
            switch (theKey)
            {
                case Glut.GLUT_KEY_F6:
                    {
                        rotate += 3;
                        Console.WriteLine("Hallo!");
                        Console.ReadLine();
                    }
                   break;
            }   
            Glut.glutPostRedisplay();
        }

        private static void OnClose()
        {
            top_pyramid.Dispose();
            top_pyramidColor.Dispose();
            top_pyramidElements.Dispose();

           program.DisposeChildren = true;
           program.Dispose();
        }

        private static void OnDisplay()
        {

        }

        private static void OnRenderFrame()
        {
           // calculate how much time has elapsed since the last frame
           watch.Stop();
           float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency;
           watch.Restart();

           // use the deltaTime to adjust the angle of the cube and pyramid
           angle += deltaTime;



            // set up the OpenGL viewport and clear both the color and depth bits
            Gl.Viewport(0, 0, width, height);
            Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            // use our shader program
            Gl.UseProgram(program);

           //top pyramid
            program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate) * Matrix4.CreateTranslation(new Vector3(0.0f, 0, 1)));
           Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition");
           Gl.BindBufferToShaderAttribute(top_pyramidColor, program, "vertexColor");
           Gl.BindBuffer(top_pyramidElements);
           //top pyramid
           Gl.DrawElements(BeginMode.Triangles, top_pyramidElements.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);

           //cubes
           program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate) * Matrix4.CreateTranslation(new Vector3(0.0f, 0, 1)));
           Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition");
           Gl.BindBufferToShaderAttribute(cubeColor, program, "vertexColor");
           Gl.BindBuffer(cubeElements);
           //cubes
           Gl.DrawElements(BeginMode.Quads, cubeElements.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);

           //bottom pyramid
           program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate) * Matrix4.CreateTranslation(new Vector3(0.0f, 0, 1)));
           Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition");
           Gl.BindBufferToShaderAttribute(bottom_pyramidColor, program, "vertexColor");
           Gl.BindBuffer(bottom_pyramidElements);
           //top pyramid
           Gl.DrawElements(BeginMode.Triangles, bottom_pyramidElements.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);

            Glut.glutSwapBuffers();
        }

        public static string VertexShader = @"
#version 130

in vec3 vertexPosition;
in vec3 vertexColor;

out vec3 color;

uniform mat4 projection_matrix;
uniform mat4 view_matrix;
uniform mat4 model_matrix;

void main(void)
{
    color = vertexColor;
    gl_Position = projection_matrix * view_matrix * model_matrix * vec4(vertexPosition, 1);
}
";

        public static string FragmentShader = @"
#version 130

in vec3 color;

out vec4 fragment;

void main(void)
{
    fragment = vec4(color, 1);
}
";
    }
}

图像显示正确,但是当我按下 F6 时,图像完全停止旋转。有想法该怎么解决这个吗?

4

1 回答 1

1

我怀疑你的问题与OpenGL无关。查看 F6 键的处理程序,它具有以下代码:

rotate += 3;
Console.WriteLine("Hallo!");
Console.ReadLine();

最后一行等待您在标准输入中输入文本。我相信它会阻塞,直到你输入一些东西。拔掉ReadLine()电话,看看能不能解决问题。

于 2014-05-14T14:07:50.773 回答