Как передвигать только один объект с помощью клавиатуры в OpenGL?
Здраствуйте. У меня есть несколько объектов. И я хочу чтобы только треугольник передвигался налево, направо, вверх и вниз. Картинка снизу:

Я подключил необходимые библиотеки, но треугольник не реагирует на нажатия. Подскажите как решить эту проблему? Код оставлю. Предупреждаю, код очень длинный.
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#include <iostream>
#include <stdio.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <glm/glm.hpp>
#include <vector>
GLuint VBO;
std::vector<glm::vec3> Vertices;
GLuint CBO;
std::vector<glm::vec3> Colors;
GLuint gScaleLocation;
GLuint VBO1;
std::vector<glm::vec3> Vertices1;
GLuint CBO1;
std::vector<glm::vec3> Colors1;
GLuint gScaleLocation1;
GLuint VBO2;
std::vector<glm::vec3> Vertices2;
GLuint CBO2;
std::vector<glm::vec3> Colors2;
GLuint VBO3;
std::vector<glm::vec3> Vertices3;
GLuint CBO3;
std::vector<glm::vec3> Colors3;
GLuint VBO4;
std::vector<glm::vec3> Vertices4;
GLuint CBO4;
std::vector<glm::vec3> Colors4;
GLuint VBO5;
std::vector<glm::vec3> Vertices5;
GLuint CBO5;
std::vector<glm::vec3> Colors5;
float g = 0.0;
float px = 0.0;
float py = 0.0;
float zx = 1.0;
float zy = 1.0;
float Scale = 0.0f;
float Scale1 = 0.0f;
GLuint gWorldLocation;
GLuint gWorldLocation1;
static const char* pVS = " \n\
#version 330 \n\
\n\
layout (location = 0) in vec3 Position; \n\
layout (location = 1) in vec3 Color; \n\
out vec3 Fcolor; \n\
uniform float gScale; \n\
void main() \n\
{ \n\
Fcolor = Color; \n\
gl_Position = vec4(gScale * Position.x, gScale * Position.y, Position.z, 1.0); \n\
}";
static const char* pFS = " \n\
#version 330 \n\
in vec3 Fcolor; \n\
out vec4 FragColor; \n\
void main() \n\
{ \n\
FragColor = vec4(Fcolor.r, Fcolor.g, Fcolor.b, 1.0); \n\
}";
static void RenderSceneCB()
{
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
//draw first object
static float Scale2 = 1.0f;
// Scale2 += 0.001f;
glUniform1f(gScaleLocation, Scale2);
/*if (Scale >= 1)
Scale = 1;*/
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, CBO);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_POLYGON, 0, Vertices.size());
/*static float Scale1 = 0.0f;
Scale1 += 0.005f;
glUniform1f(gScaleLocation, Scale1);
if (Scale1 >= 1)
Scale1 = 1;*/
glBindBuffer(GL_ARRAY_BUFFER, VBO1);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, CBO1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_POLYGON, 0, Vertices1.size());
/*static float Scale2 = 0.0f;
Scale2 += 0.003f;
glUniform1f(gScaleLocation, Scale2);
if (Scale2 >= 1)
Scale2 = 1;*/
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, CBO2);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_POLYGON, 0, Vertices2.size());
/*static float ScaleTimer = 0.0f;
ScaleTimer += 0.101f;
glUniform1f(gScaleLocation, ScaleTimer);
if (ScaleTimer >= 1)
ScaleTimer = 1;*/
glBindBuffer(GL_ARRAY_BUFFER, VBO3);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, CBO3);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_POLYGON, 0, Vertices3.size());
glBindBuffer(GL_ARRAY_BUFFER, VBO4);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, CBO4);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_POLYGON, 0, Vertices4.size());
glm::mat4 World;
glm::mat4 World0;
glm::mat4 World1;
glm::mat4 World2;
glm::mat4 FWorld;
World[0][0] = 1.0f; World[0][1] = 0.0f; World[0][2] = 0.0f; World[0][3] = 0.0f;
World[1][0] = 0.0f; World[1][1] = cosf(Scale); World[1][2] = -sinf(Scale); World[1][3] = 0.0f;
World[2][0] = 0.0f; World[2][1] = sinf(Scale); World[2][2] = cosf(Scale); World[2][3] = 0.0f;
World[3][0] = 0.0f; World[3][1] = 0.0f; World[3][2] = 0.0f; World[3][3] = 1.0f;
World0[0][0] = cosf(Scale1); World0[0][1] = 0.0f; World0[0][2] = -sinf(Scale1); World0[0][3] = 0.0f;
World0[1][0] = 0.0f; World0[1][1] = 1.0f; World0[1][2] = 0.0f; World0[1][3] = 0.0f;
World0[2][0] = sinf(Scale1); World0[2][1] = 0.0f; World0[2][2] = cosf(Scale1); World0[2][3] = 0.0f;
World0[3][0] = 0.0f; World0[3][1] = 0.0f; World0[3][2] = 0.0f; World0[3][3] = 1.0f;
World1[0][0] = zx; World1[0][1] = 0.0f; World1[0][2] = 0.0f; World1[0][3] = 0.0f;
World1[1][0] = 0.0f; World1[1][1] = zy; World1[1][2] = 0.0f; World1[1][3] = 0.0f;
World1[2][0] = 0.0f; World1[2][1] = 0.0f; World1[2][2] = 0.0f; World1[2][3] = 0.0f;
World1[3][0] = 0.0f; World1[3][1] = 0.0f; World1[3][2] = 0.0f; World1[3][3] = 1.0f;
World2[0][0] = 1.0f; World2[0][1] = 0.0f; World2[0][2] = 0.0f; World2[0][3] = px;
World2[1][0] = 0.0f; World2[1][1] = 1.0f; World2[1][2] = 0.0f; World2[1][3] = py;
World2[2][0] = 0.0f; World2[2][1] = 0.0f; World2[2][2] = 1.0f; World2[2][3] = 0.0f;
World2[3][0] = 0.0f; World2[3][1] = 0.0f; World2[3][2] = 0.0f; World2[3][3] = 1.0f;
FWorld = World2 * World1 * World * World0;
glUniformMatrix4fv(gWorldLocation, 1, GL_TRUE, &FWorld[0][0]);
//human
glBindBuffer(GL_ARRAY_BUFFER, VBO5);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, CBO5);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, Vertices5.size());
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glutSwapBuffers();
}
void MouseCB(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
px = float(x - 1024 / 2) / (1024 / 2);
py = float(768 / 2 - y) / (768 / 2);
std::cout << "px = " << px << " py = " << py << std::endl;
std::cout << " x = " << x << " y = " << y << std::endl;
}
if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN)
{
float tx = float(x - 1024 / 2) / (1024 / 2);
float ty = float(768 / 2 - y) / (768 / 2);
std::cout << " x = " << tx << " y = " << ty << std::endl;
/* Vertices_10.push_back(glm::vec3(tx, ty, 0.0f));
Colors_10.push_back(glm::vec3(1.0f, 1.0f, 0.0f));
CreateVertexBuffer_10();*/
}
}
void MouseWheel(int button, int dir, int x, int y)
{
if (dir > 0)
{
zx += 0.1f;// Zoom in
zy += 0.1f;
std::cout << "zx = " << zx << " zy = " << zy << std::endl;
}
else
{
zx -= 0.1f;// Zoom out
zy -= 0.1f;
std::cout << "zx = " << zx << " zy = " << zy << std::endl;
}
}
void KeyCB(unsigned char key, int x, int y)
{
if (key == 27) {
exit(0);
}
if (key == 'e') {
g = 0.0009;
}
if (key == 'w') {
py += 0.1f;
}
switch (key) {
case 'a': px -= 0.1; break;
case 's': py -= 0.1f; break;
case 'd': px += 0.1; break;
}
}
void SKeyCB(int key, int x, int y)
{
if (key == GLUT_KEY_LEFT) {
Scale1 += 0.01;
}
switch (key) {
case GLUT_KEY_RIGHT: Scale1 -= 0.01; break;
case GLUT_KEY_UP: Scale -= 0.01; break;
case GLUT_KEY_DOWN: Scale += 0.01; break;
}
}
static void InitializeGlutCallbacks()
{
glutDisplayFunc(RenderSceneCB);
glutIdleFunc(RenderSceneCB);
glutMouseFunc(MouseCB);
glutMouseWheelFunc(MouseWheel);
glutKeyboardFunc(KeyCB);
glutSpecialFunc(SKeyCB);
}
static void CreateVertexBuffer()
{
Vertices.push_back(glm::vec3(-0.597f, 1.0f, 0.0f));
Vertices.push_back(glm::vec3(-0.796f, 1.0f, 0.0f));
Vertices.push_back(glm::vec3(-0.796f, -1.0f, 0.0f));
Vertices.push_back(glm::vec3(-0.597f, -1.0f, 0.0f));
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * Vertices.size(), Vertices.data(), GL_STATIC_DRAW);
}
static void CreateColorBuffer()
{
Colors.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
Colors.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
Colors.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
Colors.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
glGenBuffers(1, &CBO);
glBindBuffer(GL_ARRAY_BUFFER, CBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * Colors.size(), Colors.data(), GL_STATIC_DRAW);
}
static void CreateVertexBuffer1()
{
Vertices1.push_back(glm::vec3(-0.199f, 1.0f, 0.0f));
Vertices1.push_back(glm::vec3(-0.398f, 1.0f, 0.0f));
Vertices1.push_back(glm::vec3(-0.398f, -1.0f, 0.0f));
Vertices1.push_back(glm::vec3(-0.199f, -1.0f, 0.0f));
glGenBuffers(1, &VBO1);
glBindBuffer(GL_ARRAY_BUFFER, VBO1);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * Vertices1.size(), Vertices1.data(), GL_STATIC_DRAW);
}
static void CreateColorBuffer1()
{
Colors1.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
Colors1.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
Colors1.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
Colors1.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
glGenBuffers(1, &CBO1);
glBindBuffer(GL_ARRAY_BUFFER, CBO1);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * Colors1.size(), Colors1.data(), GL_STATIC_DRAW);
}
static void CreateVertexBuffer2()
{
Vertices2.push_back(glm::vec3(0.0f, 1.0f, 0.0f));
Vertices2.push_back(glm::vec3(0.199f, 1.0f, 0.0f));
Vertices2.push_back(glm::vec3(0.199f, -1.0f, 0.0f));
Vertices2.push_back(glm::vec3(0.0f, -1.0f, 0.0f));
glGenBuffers(1, &VBO2);
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * Vertices2.size(), Vertices2.data(), GL_STATIC_DRAW);
}
static void CreateColorBuffer2()
{
Colors2.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
Colors2.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
Colors2.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
Colors2.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
glGenBuffers(1, &CBO2);
glBindBuffer(GL_ARRAY_BUFFER, CBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * Colors2.size(), Colors2.data(), GL_STATIC_DRAW);
}
static void CreateVertexBuffer3()
{
Vertices3.push_back(glm::vec3(0.398f, 1.0f, 0.0f));
Vertices3.push_back(glm::vec3(0.597f, 1.0f, 0.0f));
Vertices3.push_back(glm::vec3(0.597f, -1.0f, 0.0f));
Vertices3.push_back(glm::vec3(0.398f, -1.0f, 0.0f));
glGenBuffers(1, &VBO3);
glBindBuffer(GL_ARRAY_BUFFER, VBO3);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * Vertices3.size(), Vertices3.data(), GL_STATIC_DRAW);
}
static void CreateColorBuffer3()
{
Colors3.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
Colors3.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
Colors3.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
Colors3.push_back(glm::vec3(0.0f, 0.0f, 1.0f));
glGenBuffers(1, &CBO3);
glBindBuffer(GL_ARRAY_BUFFER, CBO3);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * Colors3.size(), Colors3.data(), GL_STATIC_DRAW);
}
static void CreateVertexBuffer4()
{
Vertices4.push_back(glm::vec3(0.796f, 0.132f, 0.0f));
Vertices4.push_back(glm::vec3(1.0f, 0.132f, 0.0f));
Vertices4.push_back(glm::vec3(1.0f, -0.132f, 0.0f));
Vertices4.push_back(glm::vec3(0.796f, -0.132f, 0.0f));
glGenBuffers(1, &VBO4);
glBindBuffer(GL_ARRAY_BUFFER, VBO4);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * Vertices4.size(), Vertices4.data(), GL_STATIC_DRAW);
}
static void CreateColorBuffer4()
{
Colors4.push_back(glm::vec3(1.0f, 0.0f, 0.0f));
Colors4.push_back(glm::vec3(1.0f, 0.0f, 0.0f));
Colors4.push_back(glm::vec3(1.0f, 0.0f, 0.0f));
Colors4.push_back(glm::vec3(1.0f, 0.0f, 0.0f));
glGenBuffers(1, &CBO4);
glBindBuffer(GL_ARRAY_BUFFER, CBO4);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * Colors4.size(), Colors4.data(), GL_STATIC_DRAW);
}
static void CreateVertexBuffer5()
{
Vertices5.push_back(glm::vec3(-0.845f, -0.132f, 0.0f));
Vertices5.push_back(glm::vec3(-0.943f, -0.132f, 0.0f));
Vertices5.push_back(glm::vec3(-0.894f, 0.132f, 0.0f));
glGenBuffers(1, &VBO5);
glBindBuffer(GL_ARRAY_BUFFER, VBO5);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * Vertices5.size(), Vertices5.data(), GL_STATIC_DRAW);
}
static void CreateColorBuffer5()
{
Colors5.push_back(glm::vec3(1.0f, 0.0f, 1.0f));
Colors5.push_back(glm::vec3(1.0f, 0.0f, 1.0f));
Colors5.push_back(glm::vec3(1.0f, 0.0f, 1.0f));
glGenBuffers(1, &CBO5);
glBindBuffer(GL_ARRAY_BUFFER, CBO5);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * Colors5.size(), Colors5.data(), GL_STATIC_DRAW);
}
static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType)
{
GLuint ShaderObj = glCreateShader(ShaderType);
if (ShaderObj == 0) {
fprintf(stderr, "Error creating shader type %d\n", ShaderType);
exit(0);
}
const GLchar* p[1];
p[0] = pShaderText;
GLint Lengths[1];
Lengths[0] = strlen(pShaderText);
glShaderSource(ShaderObj, 1, p, Lengths);
glCompileShader(ShaderObj);
GLint success;
glGetShaderiv(ShaderObj, GL_COMPILE_STATUS, &success);
if (!success) {
GLchar InfoLog[1024];
glGetShaderInfoLog(ShaderObj, 1024, NULL, InfoLog);
fprintf(stderr, "Error compiling shader type %d: '%s'\n", ShaderType, InfoLog);
exit(1);
}
glAttachShader(ShaderProgram, ShaderObj);
}
static void CompileShaders()
{
GLuint ShaderProgram = glCreateProgram();
if (ShaderProgram == 0) {
fprintf(stderr, "Error creating shader program\n");
exit(1);
}
AddShader(ShaderProgram, pVS, GL_VERTEX_SHADER);
AddShader(ShaderProgram, pFS, GL_FRAGMENT_SHADER);
GLint Success = 0;
GLchar ErrorLog[1024] = { 0 };
glLinkProgram(ShaderProgram);
glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &Success);
if (Success == 0) {
glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Error linking shader program: '%s'\n", ErrorLog);
exit(1);
}
glValidateProgram(ShaderProgram);
glGetProgramiv(ShaderProgram, GL_VALIDATE_STATUS, &Success);
if (!Success) {
glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Invalid shader program: '%s'\n", ErrorLog);
exit(1);
}
glUseProgram(ShaderProgram);
gScaleLocation = glGetUniformLocation(ShaderProgram, "gScale");
assert(gScaleLocation != 0xFFFFFFFF);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(1024, 768);
glutInitWindowPosition(0, 0);
glutCreateWindow("Game.");
InitializeGlutCallbacks();
// Must be done after glut is initialized!
GLenum res = glewInit();
if (res != GLEW_OK) {
fprintf(stderr, "Error: '%s'\n", glewGetErrorString(res));
return 1;
}
glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
CreateVertexBuffer();
CreateColorBuffer();
CreateVertexBuffer1();
CreateColorBuffer1();
CreateVertexBuffer2();
CreateColorBuffer2();
CreateVertexBuffer3();
CreateColorBuffer3();
CreateVertexBuffer4();
CreateColorBuffer4();
CreateVertexBuffer5();
CreateColorBuffer5();
CompileShaders();
glutIdleFunc(RenderSceneCB);
glutMainLoop();
return 0;
}
Подскажите пожалуйста.