第七周 旋轉跳躍我閉著眼
滑鼠移動茶壺
滑鼠移動轉茶壺
按w按e切換移動或旋轉
#include <GL/glut.h>
const GLfloat light_ambient[] = { 1.5f, 0.5f, 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 };
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-ar,ar,-1,+1,+1,-1);
//glFrustum(-ar, ar, -1.0, 1.0, 0.2, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
float teapotX=0,teapotY=0,teapotRotY=0;
int oldX=0,oldY=0,type=1;
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();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslated(teapotX/360.0,teapotY/360.0,0);
glRotatef(teapotRotY,0,-1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key,int x, int y)
{
if(key=='e' || key=='E') type=1;
if(key=='w' || key=='W') type=2;
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(1280,720);
//glutInitWindowPosition(1920,1080);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
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;
}


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