0

Giawaチュートリアル番号1〜5に基づくOpenGlプログラムがあります。基本的に、画像を作成し、画面に表示して回転させます。達成したいのは、画像の特定のパラメーターを変更するキーボード イベントを追加することだけです。たとえば、私のコードでは、F6 を押して画像の回転を速くしたいと考えています。

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);
}
";
    }
}

画像は正しく表示されますが、F6 を押すと、画像の回転がまったく停止します。これを修正する方法についてのアイデアはありますか?

4

1 に答える 1

1

あなたの問題は OpenGL とは何の関係もないと思います。F6 キーのハンドラーを見ると、次のコードがあります。

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

これらの行の最後は、標準入力にテキストが入力されるのを待ちます。何かを入力するまでブロックすると思います。ReadLine()電話に出て、問題が解決するかどうかを確認します。

于 2014-05-14T14:07:50.773 に答える