//tasta speciala (up/down/F1/F2..) apasata void notifySpecialKeyPressed(int key_pressed, int mouse_x, int mouse_y){ float moveSpeed = 5; float rotateSpeedOX = moveSpeed / 200; float rotateSpeedOY = moveSpeed / 200; float rotateSpeedOZ = moveSpeed / 200; // Camera Rotate FPS if(key_pressed == GLUT_KEY_F1) lab::glut::enterFullscreen(); if(key_pressed == GLUT_KEY_F2) lab::glut::exitFullscreen(); if (key_pressed == GLUT_KEY_RIGHT) { camera.rotateFPS_OY(rotateSpeedOY); } if (key_pressed == GLUT_KEY_LEFT) { camera.rotateFPS_OY(-rotateSpeedOY); } if (key_pressed == GLUT_KEY_UP) { camera.rotateFPS_OX(rotateSpeedOX); } if (key_pressed == GLUT_KEY_DOWN) { camera.rotateFPS_OX(-rotateSpeedOX); } }
//tasta apasata void notifyKeyPressed(unsigned char key_pressed, int mouse_x, int mouse_y){ if(key_pressed == 27) lab::glut::close(); //ESC inchide glut si if(key_pressed == 32) { //SPACE //reincarca shader glDeleteProgram(gl_program_shader_gouraud); gl_program_shader_gouraud = lab::loadShader("shadere\\shader_gouraud_vertex.glsl", "shadere\\shader_gouraud_fragment.glsl"); } // grid view if(key_pressed == 'g'){ static bool wire =true; wire=!wire; glPolygonMode(GL_FRONT_AND_BACK, (wire?GL_LINE:GL_FILL)); } // directional if (key_pressed == '1') { directional ^= 1; } // circular if (key_pressed == '2') { circular ^= 1; } // inainte if (key_pressed == 'w') { FPS.translateForward(1); eye_position = FPS.getPosition(); } // inapoi if (key_pressed == 's') { FPS.translateForward(-1); eye_position = FPS.getPosition(); } // rotire stanga if (key_pressed == 'a') { FPS.rotateFPS_OY(5); eye_position = FPS.getPosition(); } // rotire dreapta if (key_pressed == 'd') { FPS.rotateFPS_OY(-5); eye_position = FPS.getPosition(); } // rotire sus if (key_pressed == 'q') { FPS.rotateFPS_OX(-5); eye_position = FPS.getPosition(); } // rotire jos if (key_pressed == 'e') { FPS.rotateFPS_OX(5); eye_position = FPS.getPosition(); } // rotire oz if (key_pressed == 'z') { FPS.rotateFPS_OZ(-5); eye_position = FPS.getPosition(); } // rotire oz if (key_pressed == 'c') { FPS.rotateFPS_OZ(5); eye_position = FPS.getPosition(); } }