计算机图形学 - 实验:Three-DimensionalScene Roaming
本博客基于课程"计算机图形学",教材使用为计算机图形学(第4版) [Computer Graphics with OpenGL, Fourth Edition],部分代码模板便来自于此教材,并且有所改动。大部分内容来自本人实验报告,有错误是难以避免的,若有表述错误或bug欢迎指出。
实验思路
代码思路
- 变量介绍:
CVector3D用于表示向量或者三维坐标,默认初始化为(0,0,0);CViewFrame用于建立观察坐标系,其中数据成员包括每次移动的步长step、旋转角turn_a、仰角pitch_a、翻转角roll_a、观察原点P0,单位向量u,v,n,以及各个操作所对应的函数。 - 在对应的各个函数中,根据实验报告册上所给的变量操作,对
u,v,n各个变量进行变换。在gluLookAt()函数中,前三个参数表示相机在世界坐标系的位置,接着三个参数表示“相机”镜头对准的物体在世界坐标的位置,即教材中的Pref。,最后三个参数表示观察向上向量。在init()函数中,会对观察坐标系进行初始化,设置P0坐标和u,v,n三向量的初始值,并设定步长。在display()函数中,定义观察点,并将其和观察坐标系联系起来,所以P0若设置成(0,0,0),那么观察初始点就是棋盘中心位置
问题及解决方法
view_frame需要设置成全局变量,因为此变量会在多个函数中进行更改,look_at则不需要,只在display()函数中进行更改,并且其初始值会随view_frame成员变量的值的更改而更改,所以每次对display()函数重复调用的时候,也不用担心其值发生未知错误。- 在编写各个变换函数时,需要多加注意修改的值,和所根据修改的变量,函数和所三角函数内参数角度需要严格对应,由于进行了坐标系类中包含了向量类,所以在访问成员函数时,需要多加注意
实现代码
核心代码及关键步骤注释
class CViewFrame {
public:
float step; // step size每次移动的步长
float turn_a; // turn angle旋转角
float pitch_a; // pitch angle仰角
float roll_a; // roll angle翻转角
CVector3D P0; // View reference point
CVector3D u; // unit vector in xv direction
CVector3D v; // unit vector in yv direction
CVector3D n; // unit vector in zv direction
void move_up(void) {
//Write your code here
P0.x = P0.x + step * v.x;
P0.y = P0.y + step * v.y;
P0.z = P0.z + step * v.z;
}
void move_down(void) {
//Write your code here
P0.x = P0.x - step * v.x;
P0.y = P0.y - step * v.y;
P0.z = P0.z - step * v.z;
}
void move_left(void) {
//Write your code here
P0.x = P0.x - step * u.x;
P0.y = P0.y - step * u.y;
P0.z = P0.z - step * u.z;
}
void move_right(void) {
//Write your code here
P0.x = P0.x + step * u.x;
P0.y = P0.y + step * u.y;
P0.z = P0.z + step * u.z;
}
void move_forward(void) {
//Write your code here
P0.x = P0.x - step * n.x;
P0.y = P0.y - step * n.y;
P0.z = P0.z - step * n.z;
}
void move_backward(void) {
//Write your code here
P0.x = P0.x + step * n.x;
P0.y = P0.y + step * n.y;
P0.z = P0.z + step * n.z;
}
void turn_left(void) {
//Write your code here
u.x = u.x * cos(turn_a) - n.x * sin(turn_a);
u.y = u.y * cos(turn_a) - n.y * sin(turn_a);
u.z = u.z * cos(turn_a) - n.z * sin(turn_a);
n.x = u.x * sin(turn_a) + n.x * cos(turn_a);
n.y = u.y * sin(turn_a) + n.y * cos(turn_a);
n.z = u.z * sin(turn_a) + n.z * cos(turn_a);
}
void turn_right(void) {
//Write your code here
u.x = u.x * cos(turn_a) + n.x * sin(turn_a);
u.y = u.y * cos(turn_a) + n.y * sin(turn_a);
u.z = u.z * cos(turn_a) + n.z * sin(turn_a);
n.x = -u.x * sin(turn_a) + n.x * cos(turn_a);
n.y = -u.y * sin(turn_a) + n.y * cos(turn_a);
n.z = -u.z * sin(turn_a) + n.z * cos(turn_a);
}
void look_up(void) {
//Write your code here
v.x = v.x * cos(pitch_a) + n.x * sin(pitch_a);
v.y = v.y * cos(pitch_a) + n.y * sin(pitch_a);
v.z = v.z * cos(pitch_a) + n.z * sin(pitch_a);
n.x = -v.x * sin(pitch_a) + n.x * cos(pitch_a);
n.y = -v.y * sin(pitch_a) + n.y * cos(pitch_a);
n.z = -v.z * sin(pitch_a) + n.z * cos(pitch_a);
}
void look_down(void) {
//Write your code here
v.x = v.x * cos(pitch_a) - n.x * sin(pitch_a);
v.y = v.y * cos(pitch_a) - n.y * sin(pitch_a);
v.z = v.z * cos(pitch_a) - n.z * sin(pitch_a);
n.x = v.x * sin(pitch_a) + n.x * cos(pitch_a);
n.y = v.y * sin(pitch_a) + n.y * cos(pitch_a);
n.z = v.z * sin(pitch_a) + n.z * cos(pitch_a);
}
void roll_left(void) {
//Write your code here
u.x = u.x * cos(roll_a) + v.x * sin(roll_a);
u.y = u.y * cos(roll_a) + v.y * sin(roll_a);
u.z = u.z * cos(roll_a) + v.z * sin(roll_a);
v.x = -u.x * sin(roll_a) + v.x * cos(roll_a);
v.y = -u.y * sin(roll_a) + v.y * cos(roll_a);
v.z = -u.z * sin(roll_a) + v.z * cos(roll_a);
}
void roll_right(void) {
//Write your code here
u.x = u.x * cos(roll_a) - v.x * sin(roll_a);
u.y = u.y * cos(roll_a) - v.y * sin(roll_a);
u.z = u.z * cos(roll_a) - v.z * sin(roll_a);
v.x = u.x * sin(roll_a) + v.x * cos(roll_a);
v.y = u.y * sin(roll_a) + v.y * cos(roll_a);
v.z = u.z * sin(roll_a) + v.z * cos(roll_a);
}
};
CViewFrame view_frame;
// Initialization function
void init(void) {
static GLfloat light_ambient[] = { 0.01, 0.01, 0.01, 1.0 };
static GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH); // Set shading model
// Set light source properties for light source #0
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glEnable(GL_LIGHTING); // Enable lighting
glEnable(GL_LIGHT0); // Enable light source #0
glEnable(GL_DEPTH_TEST); // Enable depth buffer test
glEnable(GL_NORMALIZE); // Enable auto normalization
glEnable(GL_CULL_FACE); // Enable face culling
// Set initial properties for view reference frame
view_frame.P0 = CVector3D(700.0, 00.0, 100.0);
view_frame.u = CVector3D(0.0, 1.0, 0.0);
view_frame.v = CVector3D(0.0, 0.0, 1.0);
view_frame.n = CVector3D(1.0, 0.0, 0.0);
view_frame.step = 2;
view_frame.turn_a = PI / 18;
view_frame.pitch_a = PI / 18;
view_frame.roll_a = PI / 18;
}
// Function to draw chess board on xy plane
void draw_chess_board(float sx, float sy, float sz, int nx, int ny)
// sx, sy, sz: size of the chess board
// nx, ny: Number of chess grids in x and y direction
{
static GLfloat mat1_color[] = { 0.8, 0.8, 0.8, 1.0 };
static GLfloat mat2_color[] = { 0.2, 0.2, 0.2, 1.0 };
int i, j, iflag, jflag;
float x, y, dx, dy;
float* pcolor;
dx = sx / (float)nx;
dy = sy / (float)ny;
for (i = 0; i < nx; ++i) {
iflag = i % 2;
x = (i + 0.5) * dx - 0.5 * sx;
for (j = 0; j < ny; ++j) {
jflag = j % 2;
y = (j + 0.5) * dy - 0.5 * sy;
if (iflag == jflag)
pcolor = mat1_color;
else
pcolor = mat2_color;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, pcolor);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pcolor);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64.0);
glPushMatrix();
glTranslatef(x, y, 0.0);
glScalef(dx, dy, sz);
glutSolidCube(1.0);
glPopMatrix();
}
}
}
void keyboard(unsigned char key, int x, int y) {
switch (key) {
case 27:
exit(0);
break;
case 'w':
view_frame.move_forward();
glutPostRedisplay();
break;
case 's': //move backward
//Write your code here
view_frame.move_backward();
glutPostRedisplay();
break;
case 'a': //move left
//Write your code here
view_frame.move_left();
glutPostRedisplay();
break;
case 'd': //move right
//Write your code here
view_frame.move_right();
glutPostRedisplay();
break;
case 'q': //roll left
//Write your code here
view_frame.roll_left();
glutPostRedisplay();
break;
case 'e': //roll right
//Write your code here
view_frame.roll_right();
glutPostRedisplay();
break;
}
}
// Special key callback function
void special_key(int key, int x, int y) {
switch (key) {
case GLUT_KEY_LEFT:
view_frame.turn_left();
glutPostRedisplay();
break;
case GLUT_KEY_RIGHT: //turn right
//Write your code here
view_frame.turn_right();
glutPostRedisplay();
break;
case GLUT_KEY_UP: //look up
//Write your code here
view_frame.look_up();
glutPostRedisplay();
break;
case GLUT_KEY_DOWN: //look down
//Write your code here
view_frame.look_down();
glutPostRedisplay();
break;
case GLUT_KEY_PAGE_UP: //move up
//Write your code here
view_frame.move_up();
glutPostRedisplay();
break;
case GLUT_KEY_PAGE_DOWN: //move down
//Write your code here
view_frame.move_down();
glutPostRedisplay();
break;
}
}
全部代码
// ====== Computer Graphics Experiment #8 ======
// | 3D scene roaming |
// =============================================
//
// Requirement:
// (1) Implement translation and rotation of view reference frame
// (2) Change smooth shading to flat shading and observe the effects
// (3) Carefully read and understand the rest of the source code
#include
#include
#include
#define PI 3.14159265
// 3D vector class
class CVector3D {
public:
float x, y, z;
// Constructors
CVector3D(void) {
x = 0.0;
y = 0.0;
z = 0.0;
}
CVector3D(float x0, float y0, float z0) {
x = x0;
y = y0;
z = z0;
}
};
// View reference frame class
class CViewFrame {
public:
float step; // step size每次移动的步长
float turn_a; // turn angle旋转角
float pitch_a; // pitch angle仰角
float roll_a; // roll angle翻转角
CVector3D P0; // View reference point
CVector3D u; // unit vector in xv direction
CVector3D v; // unit vector in yv direction
CVector3D n; // unit vector in zv direction
void move_up(void) {
//Write your code here
P0.x = P0.x + step * v.x;
P0.y = P0.y + step * v.y;
P0.z = P0.z + step * v.z;
}
void move_down(void) {
//Write your code here
P0.x = P0.x - step * v.x;
P0.y = P0.y - step * v.y;
P0.z = P0.z - step * v.z;
}
void move_left(void) {
//Write your code here
P0.x = P0.x - step * u.x;
P0.y = P0.y - step * u.y;
P0.z = P0.z - step * u.z;
}
void move_right(void) {
//Write your code here
P0.x = P0.x + step * u.x;
P0.y = P0.y + step * u.y;
P0.z = P0.z + step * u.z;
}
void move_forward(void) {
//Write your code here
P0.x = P0.x - step * n.x;
P0.y = P0.y - step * n.y;
P0.z = P0.z - step * n.z;
}
void move_backward(void) {
//Write your code here
P0.x = P0.x + step * n.x;
P0.y = P0.y + step * n.y;
P0.z = P0.z + step * n.z;
}
void turn_left(void) {
//Write your code here
u.x = u.x * cos(turn_a) - n.x * sin(turn_a);
u.y = u.y * cos(turn_a) - n.y * sin(turn_a);
u.z = u.z * cos(turn_a) - n.z * sin(turn_a);
n.x = u.x * sin(turn_a) + n.x * cos(turn_a);
n.y = u.y * sin(turn_a) + n.y * cos(turn_a);
n.z = u.z * sin(turn_a) + n.z * cos(turn_a);
}
void turn_right(void) {
//Write your code here
u.x = u.x * cos(turn_a) + n.x * sin(turn_a);
u.y = u.y * cos(turn_a) + n.y * sin(turn_a);
u.z = u.z * cos(turn_a) + n.z * sin(turn_a);
n.x = -u.x * sin(turn_a) + n.x * cos(turn_a);
n.y = -u.y * sin(turn_a) + n.y * cos(turn_a);
n.z = -u.z * sin(turn_a) + n.z * cos(turn_a);
}
void look_up(void) {
//Write your code here
v.x = v.x * cos(pitch_a) + n.x * sin(pitch_a);
v.y = v.y * cos(pitch_a) + n.y * sin(pitch_a);
v.z = v.z * cos(pitch_a) + n.z * sin(pitch_a);
n.x = -v.x * sin(pitch_a) + n.x * cos(pitch_a);
n.y = -v.y * sin(pitch_a) + n.y * cos(pitch_a);
n.z = -v.z * sin(pitch_a) + n.z * cos(pitch_a);
}
void look_down(void) {
//Write your code here
v.x = v.x * cos(pitch_a) - n.x * sin(pitch_a);
v.y = v.y * cos(pitch_a) - n.y * sin(pitch_a);
v.z = v.z * cos(pitch_a) - n.z * sin(pitch_a);
n.x = v.x * sin(pitch_a) + n.x * cos(pitch_a);
n.y = v.y * sin(pitch_a) + n.y * cos(pitch_a);
n.z = v.z * sin(pitch_a) + n.z * cos(pitch_a);
}
void roll_left(void) {
//Write your code here
u.x = u.x * cos(roll_a) + v.x * sin(roll_a);
u.y = u.y * cos(roll_a) + v.y * sin(roll_a);
u.z = u.z * cos(roll_a) + v.z * sin(roll_a);
v.x = -u.x * sin(roll_a) + v.x * cos(roll_a);
v.y = -u.y * sin(roll_a) + v.y * cos(roll_a);
v.z = -u.z * sin(roll_a) + v.z * cos(roll_a);
}
void roll_right(void) {
//Write your code here
u.x = u.x * cos(roll_a) - v.x * sin(roll_a);
u.y = u.y * cos(roll_a) - v.y * sin(roll_a);
u.z = u.z * cos(roll_a) - v.z * sin(roll_a);
v.x = u.x * sin(roll_a) + v.x * cos(roll_a);
v.y = u.y * sin(roll_a) + v.y * cos(roll_a);
v.z = u.z * sin(roll_a) + v.z * cos(roll_a);
}
};
CViewFrame view_frame;
// Initialization function
void init(void) {
static GLfloat light_ambient[] = { 0.01, 0.01, 0.01, 1.0 };
static GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH); // Set shading model
// Set light source properties for light source #0
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glEnable(GL_LIGHTING); // Enable lighting
glEnable(GL_LIGHT0); // Enable light source #0
glEnable(GL_DEPTH_TEST); // Enable depth buffer test
glEnable(GL_NORMALIZE); // Enable auto normalization
glEnable(GL_CULL_FACE); // Enable face culling
// Set initial properties for view reference frame
view_frame.P0 = CVector3D(700.0, 00.0, 100.0);
view_frame.u = CVector3D(0.0, 1.0, 0.0);
view_frame.v = CVector3D(0.0, 0.0, 1.0);
view_frame.n = CVector3D(1.0, 0.0, 0.0);
view_frame.step = 2;
view_frame.turn_a = PI / 18;
view_frame.pitch_a = PI / 18;
view_frame.roll_a = PI / 18;
}
// Function to draw chess board on xy plane
void draw_chess_board(float sx, float sy, float sz, int nx, int ny)
// sx, sy, sz: size of the chess board
// nx, ny: Number of chess grids in x and y direction
{
static GLfloat mat1_color[] = { 0.8, 0.8, 0.8, 1.0 };
static GLfloat mat2_color[] = { 0.2, 0.2, 0.2, 1.0 };
int i, j, iflag, jflag;
float x, y, dx, dy;
float* pcolor;
dx = sx / (float)nx;
dy = sy / (float)ny;
for (i = 0; i < nx; ++i) {
iflag = i % 2;
x = (i + 0.5) * dx - 0.5 * sx;
for (j = 0; j < ny; ++j) {
jflag = j % 2;
y = (j + 0.5) * dy - 0.5 * sy;
if (iflag == jflag)
pcolor = mat1_color;
else
pcolor = mat2_color;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, pcolor);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pcolor);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64.0);
glPushMatrix();
glTranslatef(x, y, 0.0);
glScalef(dx, dy, sz);
glutSolidCube(1.0);
glPopMatrix();
}
}
}
// Function to draw chess pieces
void draw_chess_piece(float sx, float sy, float sz, int nx, int ny)
// sx, sy, sz: size of the chess board
// nx, ny: Number of chess grids in x and y direction
{
static GLfloat mat_color[4][4] = {
{ 1.0, 0.0, 0.0, 1.0 },
{ 0.0, 1.0, 0.0, 1.0 },
{ 0.0, 0.0, 1.0, 1.0 },
{ 1.0, 1.0, 0.0, 1.0 }
};
float x, y, dx, dy, size;
dx = sx / (float)nx;
dy = sy / (float)ny;
if (dx < dy)
size = dx;
else
size = dy;
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Draw a sphere
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_color[0]);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_color[0]);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64.0);
x = (0 + 0.5) * dx - 0.5 * sx;
y = (2 + 0.5) * dy - 0.5 * sy;
glPushMatrix();
glTranslatef(x, y, 0.5 * (sz + size));
glutSolidSphere(0.5 * size, 10, 10);
glPopMatrix();
// Draw a torus
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_color[1]);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_color[1]);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64.0);
x = (1 + 0.5) * dx - 0.5 * sx;
y = (0 + 0.5) * dy - 0.5 * sy;
glPushMatrix();
glTranslatef(x, y, 0.5 * (sz + size));
glRotatef(-90, 1.0, 0.0, 0.0);
glutSolidTorus(0.1 * size, 0.4 * size, 10, 20);
glPopMatrix();
// Draw a cone
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_color[2]);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_color[2]);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64.0);
x = (2 + 0.5) * dx - 0.5 * sx;
y = (1 + 0.5) * dy - 0.5 * sy;
glPushMatrix();
glTranslatef(x, y, 0.5 * sz);
glutSolidCone(0.4 * size, size, 10, 5);
glPopMatrix();
// Draw a rectangular solid
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_color[3]);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_color[3]);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64.0);
x = (3 + 0.5) * dx - 0.5 * sx;
y = (3 + 0.5) * dy - 0.5 * sy;
glPushMatrix();
glTranslatef(x, y, 0.5 * (sz + 0.9 * size));
glScalef(0.9 * dx, 0.9 * dy, 0.9 * size);
glutSolidCube(1.0);
glPopMatrix();
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Display callback function
void display(void) {
static GLfloat light_pos[4] = { 200.0, 200.0, 200.0, 1.0 };
// Clear frame buffer and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix(); //Save current ModelView matrix
// Set viewing transformation matrix
CVector3D look_at;
look_at.x = view_frame.P0.x - view_frame.n.x;
look_at.y = view_frame.P0.y - view_frame.n.y;
look_at.z = view_frame.P0.z - view_frame.n.z;
gluLookAt(view_frame.P0.x, view_frame.P0.y, view_frame.P0.z,
look_at.x, look_at.y, look_at.z,
view_frame.v.x, view_frame.v.y, view_frame.v.z);
// Set light source position
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
// Draw the scene
draw_chess_board(400.0, 400.0, 40.0, 4, 4);
draw_chess_piece(400.0, 400.0, 40.0, 4, 4);
glPopMatrix(); //Restore ModelView matrix
glutSwapBuffers(); // Swap front and back buffer
}
// Reshape callback function
void reshape(int w, int h) {
// float wsize = 500.0;
// Set viewport as the entire program window
glViewport(0, 0, w, h);
// Set symmetric perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (float)w / (float)h, 10.0, 100000.0);
// Reset modelview transformation matrix to identity
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// Keyboard callback function
void keyboard(unsigned char key, int x, int y) {
switch (key) {
case 27:
exit(0);
break;
case 'w':
view_frame.move_forward();
glutPostRedisplay();
break;
case 's': //move backward
//Write your code here
view_frame.move_backward();
glutPostRedisplay();
break;
case 'a': //move left
//Write your code here
view_frame.move_left();
glutPostRedisplay();
break;
case 'd': //move right
//Write your code here
view_frame.move_right();
glutPostRedisplay();
break;
case 'q': //roll left
//Write your code here
view_frame.roll_left();
glutPostRedisplay();
break;
case 'e': //roll right
//Write your code here
view_frame.roll_right();
glutPostRedisplay();
break;
}
}
// Special key callback function
void special_key(int key, int x, int y) {
switch (key) {
case GLUT_KEY_LEFT:
view_frame.turn_left();
glutPostRedisplay();
break;
case GLUT_KEY_RIGHT: //turn right
//Write your code here
view_frame.turn_right();
glutPostRedisplay();
break;
case GLUT_KEY_UP: //look up
//Write your code here
view_frame.look_up();
glutPostRedisplay();
break;
case GLUT_KEY_DOWN: //look down
//Write your code here
view_frame.look_down();
glutPostRedisplay();
break;
case GLUT_KEY_PAGE_UP: //move up
//Write your code here
view_frame.move_up();
glutPostRedisplay();
break;
case GLUT_KEY_PAGE_DOWN: //move down
//Write your code here
view_frame.move_down();
glutPostRedisplay();
break;
}
}
// Main program
int main(int argc, char* argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 800);
glutInitWindowPosition(120, 120);
glutCreateWindow("3D Scene Roaming");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(special_key);
glutMainLoop();
return 0;
}