#include <stdio.h>
///打光0 : 宣告陣列,裡面是光的屬性值
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[] = { 1.0f, 3.0f, 5.0f, 3.0f };
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 };
void arm()
{
glPushMatrix(); ///備份
glScalef(1, 0.3 , 0.3); ///y,z變1/3
glutSolidCube(0.5);
glPopMatrix(); ///還原
}
float CubeX=0, CubeY=0;
float CubeRotY=0;
float angle=0;
int oldX=0, oldY=0;
int type=2; /// type1轉動 type2移動
void mouse(int button, int state, int x , int y)
{
oldX=x;
oldY=y;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(((CubeX/150)+0.2), CubeY/150, 0);
glTranslatef(((CubeX/150)+0.25), (CubeY)/150, 0);
glTranslatef(-((CubeX/150)+0.2), (CubeY)/150, 0);
glTranslatef(-((CubeX/150)+0.25), (CubeY)/150, 0);
glPopMatrix();
glPushMatrix(); ///右手
glTranslatef(((CubeX/150)+0.2), CubeY/150, 0);
glRotatef(CubeRotY, 0, 0, 1);
glTranslatef(((CubeX/150)+0.25),(CubeY)/150,0);
glColor3f(1,0,0);
arm();
glPushMatrix(); ///備份
glTranslatef(((CubeX/150)+0.25), (CubeY)/150, 0);
glRotatef(CubeRotY, 0, 0, 1);
glTranslatef(((CubeX/150)+0.25),(CubeY)/150,0);
glColor3f(1,1,0);
arm();
glPopMatrix();
glPopMatrix(); ///還原
glPushMatrix(); ///左手
glTranslatef(-((CubeX/150)+0.2), (CubeY)/150, 0);
glRotatef(-CubeRotY, 0, 0, 1);
glTranslatef(-((CubeX/150)+0.25),(CubeY)/150,0);
glColor3f(1,0,0);
arm();
glPushMatrix(); ///備份
glTranslatef(-((CubeX/150)+0.25), (CubeY)/150, 0);
glRotatef(-CubeRotY, 0, 0, 1);
glTranslatef(-((CubeX/150)+0.25),(CubeY)/150,0);
glColor3f(1,1,0);
arm();
glPopMatrix();
glPopMatrix(); ///還原
glutSwapBuffers();
}
void keyboard(unsigned char key, int x , int y)
{
if(key=='e' || key=='E') type=1 ;
if(key=='w' || key=='W') type=2 ;
printf("now: %c\n", key); ///印出現在的字母確定沒錯
}
void motion(int x, int y)
{
if(type==1)
{
CubeRotY += (x-oldX);
}
if(type==2)
{
CubeX += x-oldX;
CubeY += -(y-oldY);
}
oldX=x;
oldY=y;
glutPostRedisplay();
}
static void resize(int width, int height)///可改視窗大小
{///保持物體的aspect ratio長寬比,要是正確的
const float ar=(float) width/(float)height;
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-ar,ar,-1,+1,-1,+1);///保持物體的aspect ratio長寬比,要是正確的
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
glutMotionFunc(motion);///加motion函式
glutMouseFunc(mouse);///記得增加mouse函式
glutReshapeFunc(resize);///記得在main函式增加
glutKeyboardFunc(keyboard); ///註冊Keyboard函式
glutIdleFunc(display);
glutDisplayFunc(display);
///打光需要的3D depth test
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
///打光1:開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2:設定light的設定值
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);
///打光2.2:要把物體也設定好她的material
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();
}
沒有留言:
張貼留言