2020年4月7日 星期二

<請各位保持社交距離1.5公尺 謝謝>


按W 移動茶壺
按E  旋轉茶壺


#include <GL/glut.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[] = {0.0f, 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.f };

int type=1;
float teapotX=0, teapotY=0;
float teapotRotY=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)
{
    if(type==1){
        teapotRotY += x-oldX;
    }else if(type==2){
        teapotX += x-oldX;
        teapotY += y-oldY;
    }
    oldX=x;
    oldY=y;
    glutPostRedisplay();
}
static void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glTranslatef(teapotX/250.0, -teapotY/250.0, 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(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);

    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;
}
自動旋轉

#include <GL/glut.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[] = {0.0f, 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.f };

int type=1;
float teapotX=0, teapotY=0;
float teapotRotY=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)
{
    if(type==1){
        teapotRotY += x-oldX;
    }else if(type==2){
        teapotX += x-oldX;
        teapotY += y-oldY;
    }
    oldX=x;
    oldY=y;
    glutPostRedisplay();
}
static void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glTranslatef(teapotX/250.0, -teapotY/250.0, 0);
        glRotatef(teapotRotY, 0,-1,0);
        glutSolidTeapot( 0.3 );
    glPopMatrix();
    glutSwapBuffers();
    teapotRotY+=180;       旋轉速度 
}
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(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);
    glutIdleFunc(display);    要加這ㄍ

    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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