#include <GLUT/glut.h>
#include <GL/glut.h>
#include <stdlib.h>
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 };
float teapotX=0;float teapotY=0;
int oldX=0,oldY=0;
void mouse(int button,int state,int x,int y)
{
oldX=x;
oldY=y;
}
void motion(int x,int y)
{
teapotX +=x-oldX;
teapotY +=y-oldY;
oldX=x;
oldY=y;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);///清畫面
glPushMatrix();///備份數值
glTranslatef(teapotX/250.0,teapotY/250.0,0);
glutSolidTeapot(0.3);
glPopMatrix();///還原,防止數值疊加
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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();
}
再來是加上用鍵盤來控制
#include <GLUT/glut.h>
#include <GL/glut.h>
#include <stdlib.h>
#include<stdio.h>
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 type=1;///1:rotate,2:translate
float teapotX=0;float teapotY=0;
float teapotRotY=0;///轉動的變數
int oldX=0,oldY=0;
void mouse(int button,int state,int x,int y)
{
oldX=x;
oldY=y;
}
void motion(int x,int y)
{
if(type==1)
{
teapotRotY +=x-oldX;
}
else if(type==2)
{
teapotX +=x-oldX;
teapotY +=y-oldY;
}
oldX=x;
oldY=y;
glutPostRedisplay();///更新畫面
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);///清畫面
glPushMatrix();///備份數值
glTranslatef(teapotX/250.0,-teapotY/250.0,0);
glRotatef(teapotRotY,0,-1,0);///x方向的動 vs. Y軸
glutSolidTeapot(0.3);
glPopMatrix();///還原,防止數值疊加
glutSwapBuffers();
}
void keyboard(unsigned char key,int x,int y)
{///沒有正負號,所以全部當正數0~255
if(key=='e'||key=='E') type=1;///MAYA:轉動 1
if(key=='w'||key=='W') type=2;///MAYA:轉動 2
printf("now: %c\n",key);
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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();
}


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