给出相应的代码
时间: 2023-07-09 19:18:45 浏览: 54
这个问题的代码实现比较复杂,需要一定的OpenGL编程和图形学知识。在这里,我只能给出一个简单的代码框架,供你参考。
```C++
#include <GL/glut.h>
#include <iostream>
#include <vector>
using namespace std;
// 定义立方体的顶点坐标
GLfloat vertices[][3] = {
{-1.0, -1.0, -1.0},
{1.0, -1.0, -1.0},
{1.0, 1.0, -1.0},
{-1.0, 1.0, -1.0},
{-1.0, -1.0, 1.0},
{1.0, -1.0, 1.0},
{1.0, 1.0, 1.0},
{-1.0, 1.0, 1.0}
};
// 定义立方体的面
GLint faces[][4] = {
{0, 1, 2, 3},
{1, 5, 6, 2},
{5, 4, 7, 6},
{4, 0, 3, 7},
{0, 4, 5, 1},
{3, 2, 6, 7}
};
// 定义立方体的法向量
GLfloat normals[][3] = {
{-1.0, -1.0, -1.0},
{1.0, -1.0, -1.0},
{1.0, 1.0, -1.0},
{-1.0, 1.0, -1.0},
{-1.0, -1.0, 1.0},
{1.0, -1.0, 1.0},
{1.0, 1.0, 1.0},
{-1.0, 1.0, 1.0}
};
// 定义纹理坐标
GLfloat texCoords[][2] = {
{0.0, 0.0},
{1.0, 0.0},
{1.0, 1.0},
{0.0, 1.0}
};
// 定义立方体的结构体
typedef struct _cube {
GLfloat x, y, z; // 立方体的位置坐标
GLfloat angle; // 立方体的旋转角度
GLuint texture[6]; // 立方体的纹理贴图
} Cube;
// 定义相机的位置坐标和旋转角度
GLfloat camX = 0.0f;
GLfloat camY = 0.0f;
GLfloat camZ = 5.0f;
GLfloat camYaw = 0.0f;
GLfloat camPitch = 0.0f;
// 定义立方体的列表
vector<Cube> cubes;
// 初始化OpenGL参数
void init() {
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
gluPerspective(45.0f, 1.0f, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
}
// 加载纹理贴图
void loadTexture(GLuint *texture, const char *filename) {
// 加载纹理贴图的代码
}
// 绘制立方体
void drawCube(Cube cube) {
glPushMatrix();
glTranslatef(cube.x, cube.y, cube.z);
glRotatef(cube.angle, 0.0f, 1.0f, 0.0f);
for (int i = 0; i < 6; i++) {
glBindTexture(GL_TEXTURE_2D, cube.texture[i]);
glBegin(GL_QUADS);
glNormal3fv(normals[i]);
glTexCoord2f(texCoords[0][0], texCoords[0][1]);
glVertex3fv(vertices[faces[i][0]]);
glTexCoord2f(texCoords[1][0], texCoords[1][1]);
glVertex3fv(vertices[faces[i][1]]);
glTexCoord2f(texCoords[2][0], texCoords[2][1]);
glVertex3fv(vertices[faces[i][2]]);
glTexCoord2f(texCoords[3][0], texCoords[3][1]);
glVertex3fv(vertices[faces[i][3]]);
glEnd();
}
glPopMatrix();
}
// 绘制场景
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(camX, camY, camZ, camX + sin(camYaw), camY + sin(camPitch), camZ - cos(camYaw), 0.0f, 1.0f, 0.0f);
for (int i = 0; i < cubes.size(); i++) {
drawCube(cubes[i]);
}
glutSwapBuffers();
}
// 处理键盘事件
void keyboard(unsigned char key, int x, int y) {
switch (key) {
case 'w':
camX -= sin(camYaw) * 0.1f;
camZ += cos(camYaw) * 0.1f;
break;
case 's':
camX += sin(camYaw) * 0.1f;
camZ -= cos(camYaw) * 0.1f;
break;
case 'a':
camX += sin(camYaw - M_PI / 2) * 0.1f;
camZ -= cos(camYaw - M_PI / 2) * 0.1f;
break;
case 'd':
camX += sin(camYaw + M_PI / 2) * 0.1f;
camZ -= cos(camYaw + M_PI / 2) * 0.1f;
break;
case 'q':
camY += 0.1f;
break;
case 'e':
camY -= 0.1f;
break;
}
}
// 处理鼠标事件
void mouse(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
int centerX = glutGet(GLUT_WINDOW_WIDTH) / 2;
int centerY = glutGet(GLUT_WINDOW_HEIGHT) / 2;
glutWarpPointer(centerX, centerY);
glutSetCursor(GLUT_CURSOR_NONE);
}
}
// 处理鼠标移动事件
void motion(int x, int y) {
int centerX = glutGet(GLUT_WINDOW_WIDTH) / 2;
int centerY = glutGet(GLUT_WINDOW_HEIGHT) / 2;
camYaw += (x - centerX) * 0.001f;
camPitch += (y - centerY) * 0.001f;
if (camPitch > 1.5f) camPitch = 1.5f;
if (camPitch < -1.5f) camPitch = -1.5f;
glutWarpPointer(centerX, centerY);
}
int main(int argc, char *argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 800);
glutCreateWindow("Cube Demo");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
init();
// 创建多个立方体,并设置不同的位置、姿态和纹理贴图
Cube cube1 = {0.0f, 0.0f, 0.0f, 0.0f};
loadTexture(cube1.texture, "texture1.jpg");
cubes.push_back(cube1);
Cube cube2 = {2.0f, 0.0f, 0.0f, 45.0f};
loadTexture(cube2.texture, "texture2.jpg");
cubes.push_back(cube2);
Cube cube3 = {0.0f, 2.0f, 0.0f, 90.0f};
loadTexture(cube3.texture, "texture3.jpg");
cubes.push_back(cube3);
glutMainLoop();
return 0;
}
```
这段代码实现了一个简单的立方体场景,包括了纹理贴图和相机交互控制。其中,使用了OpenGL和GLUT库来实现图形绘制和事件处理。需要注意的是,这段代码只是一个简单的框架,具体实现还需要根据具体的需求进行调整和修改。
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