2020年4月7日 星期二

移動與轉動茶壺








#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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