我有一个基于Giawa教程编号1-5的OpenGl程序。基本上我创建了一个图像,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F6时图像完全停止旋转。关于如何解决这个问题的任何想法?
答案 0 :(得分:1)
我怀疑你的问题与OpenGL无关。查看F6密钥的处理程序,它具有以下代码:
rotate += 3;
Console.WriteLine("Hallo!");
Console.ReadLine();
这些行中的最后一行等待您在标准输入上输入文本。我相信它会阻止你输入的东西。取出ReadLine()
电话,看看是否能解决问题。