鼠标点击生成一个对象 OpenGL GLUT
我创建了这段代码,其中平面跟随鼠标位置。
#include <GL/freeglut_std.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <stdio.h>
float objX = 100;
float objY = 100;
float objSize = 50;
void motion(int x, int y) {
objX = x;
objY = y;
}
void drawRect(float x, float y, float size) {
glPushMatrix();
glTranslatef(x, y, 0.0f);
glScalef(size, size, 1.0f);
glBegin(GL_QUADS);
glColor3ub(255, 255, 255);
glVertex2f(-1, -1);
glVertex2f(1, -1);
glVertex2f(1, 1);
glVertex2f(-1, 1);
glEnd();
glPopMatrix();
}
void drawStaticRect(float x, float y, float size) {
glPushMatrix();
glTranslatef(x, y, 0.0f);
glScalef(size, size, 1.0f);
glBegin(GL_QUADS);
glColor3ub(255, 255, 255);
glVertex2f(-1, -1);
glVertex2f(1, -1);
glVertex2f(1, 1);
glVertex2f(-1, 1);
glEnd();
glPopMatrix();
}
int c = 0;
void display() {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
const double w = glutGet(GLUT_WINDOW_WIDTH);
const double h = glutGet(GLUT_WINDOW_HEIGHT);
glOrtho(0, w, h, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawRect(objX, objY, objSize);
glutSwapBuffers();
}
void mouseClicks(int button, int state, int x, int y) {
if(button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
drawStaticRect(objX, objY, objSize);
}
glutPostRedisplay();
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(600, 600);
glutCreateWindow("GLUT");
glutDisplayFunc(display);
glutMouseFunc(mouseClicks);
glutPassiveMotionFunc(motion);
glutIdleFunc(display);
glutMainLoop();
return 0;
}
当按下鼠标左键时,我想在实际位置绘制对象,并重复该操作多次。
void drawStaticRect(float x, float y, float size) {
glPushMatrix();
glTranslatef(x, y, 0.0f);
glScalef(size, size, 1.0f);
glBegin(GL_QUADS);
glColor3ub(255, 255, 255);
glVertex2f(-1, -1);
glVertex2f(1, -1);
glVertex2f(1, 1);
glVertex2f(-1, 1);
glEnd();
glPopMatrix();
}
void mouseClicks(int button, int state, int x, int y) {
if(button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
drawStaticRect(objX, objY, objSize);
}
glutPostRedisplay();
我的想法是,当事件触发时,我只需调用一个在实际鼠标位置下生成四边形的函数,并调用 glutPostRedisplay() 来更新场景。
I have created this code where a plane follow the mouse position.
#include <GL/freeglut_std.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <stdio.h>
float objX = 100;
float objY = 100;
float objSize = 50;
void motion(int x, int y) {
objX = x;
objY = y;
}
void drawRect(float x, float y, float size) {
glPushMatrix();
glTranslatef(x, y, 0.0f);
glScalef(size, size, 1.0f);
glBegin(GL_QUADS);
glColor3ub(255, 255, 255);
glVertex2f(-1, -1);
glVertex2f(1, -1);
glVertex2f(1, 1);
glVertex2f(-1, 1);
glEnd();
glPopMatrix();
}
void drawStaticRect(float x, float y, float size) {
glPushMatrix();
glTranslatef(x, y, 0.0f);
glScalef(size, size, 1.0f);
glBegin(GL_QUADS);
glColor3ub(255, 255, 255);
glVertex2f(-1, -1);
glVertex2f(1, -1);
glVertex2f(1, 1);
glVertex2f(-1, 1);
glEnd();
glPopMatrix();
}
int c = 0;
void display() {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
const double w = glutGet(GLUT_WINDOW_WIDTH);
const double h = glutGet(GLUT_WINDOW_HEIGHT);
glOrtho(0, w, h, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawRect(objX, objY, objSize);
glutSwapBuffers();
}
void mouseClicks(int button, int state, int x, int y) {
if(button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
drawStaticRect(objX, objY, objSize);
}
glutPostRedisplay();
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(600, 600);
glutCreateWindow("GLUT");
glutDisplayFunc(display);
glutMouseFunc(mouseClicks);
glutPassiveMotionFunc(motion);
glutIdleFunc(display);
glutMainLoop();
return 0;
}
When the left mouse button is pressed i want to draw the object in the actual position, and repeat the operation as many times i want.
void drawStaticRect(float x, float y, float size) {
glPushMatrix();
glTranslatef(x, y, 0.0f);
glScalef(size, size, 1.0f);
glBegin(GL_QUADS);
glColor3ub(255, 255, 255);
glVertex2f(-1, -1);
glVertex2f(1, -1);
glVertex2f(1, 1);
glVertex2f(-1, 1);
glEnd();
glPopMatrix();
}
void mouseClicks(int button, int state, int x, int y) {
if(button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
drawStaticRect(objX, objY, objSize);
}
glutPostRedisplay();
My idea is when the event trigger i just call a function that generate a quads under the actual mouse position and call glutPostRedisplay() to update the scene.
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