#include <cstdio>
#include <GL/glut.h>
float X=0,Y=0;
int x=0,y=0;
float R=0,RC=0;
int tpye=0;
int OX=0;
float big=0.3;
void b(int a,int b,int c,int d )
{
if(a==2)
{
tpye=1;
printf("%d\n",tpye);
}
else{
tpye=0;
x=c;
y=d;}
if(a==3&&big>0.05){printf("%g\n",big);
big-=0.05;
glutPostRedisplay();}
if(a==4&&big<0.95){big+=0.05;glutPostRedisplay();}
printf("%d %d %d %d \n",a,b,c,d);
}
void c(int a,int b)
{
if(tpye==1)
{
R+=a-x;
x=a;
glutPostRedisplay();
}
else
{
X+=a-x;
Y-=b-y;
x=a;
y=b;
OX+=a-x;
printf("%d %d %d\n",x,y,OX);
glutPostRedisplay();
}
}
void a()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(X/250.0,Y/250.0,0);
glRotated(R,RC,-1,0);
glutSolidTeapot(big);///由上往下
glPopMatrix();
glutSwapBuffers();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(500,500);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(a);
glutMotionFunc(c);
glutMouseFunc(b);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
return EXIT_SUCCESS;
}
看得懂算你厲害
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