
#include <GL/glut.h>
const GLfloat light_ambient[] = { 0.4f, 0.7f, 0.8f, 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[] = { -5.0f, 4.0f, -5.0f, 1.0f };
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 type=1; ///TODO TYPE 1.轉動 TYPE 2.移動
float teapotX=0,teapotY=0 ;
float teapotRotY=0; ///TODO2 轉動的變數
int oldX, oldY =0;
void mouse (int button, int state, int x,int y)
{
oldX=x;
oldY=y;
glutPostRedisplay();
}
void motion(int x, int y)
{
if(type==1){ ///TODO2 轉動
teapotRotY += x-oldX;
}
else if(type==2){ ///TODO2 移動
teapotX += x-oldX;
teapotY += y-oldY;
}
oldX=x;
oldY=y;
glutPostRedisplay();
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix(); ///TODO2 備份矩陣
glTranslatef(teapotX/150.0, -teapotY/150.0, 0);
glRotatef(teapotRotY, 0 ,-1,0);///X方向的動VS. 軸
glutSolidTeapot(0.3);
glPopMatrix(); ///TODO 2備份矩陣
glutSwapBuffers();
teapotRotY++;///todo3 Idle 閒置時 就重畫
}
void keyboard(unsigned char key, int x, int y)
{ ///沒有正負號,全部都當正的來用0...255
if(key=='e' || key=='E') type=1; ///轉動 1
if(key=='w'|| key=='W') type=2; ///移動 2
}
int main(int argc,char *argv[])
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT_shapes");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutIdleFunc(display); ///TODO3
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
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();
}
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