2020年4月7日 星期二

兩百一6

🌗🌘🌚第6週🌙🌛🌜
🔻以下是簡易步驟教學🔻


1 首先先將codeblocks->glut開好,刪去不必要的程式碼
2 打上以下display程式碼片段
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glutSolidTeapot(0.3);
    glutSwapBuffers();
}
剛開好的茶壺會是昏暗的,將(黃色框框處)z的部分加一個負號就會變明亮了

3 打上以下mousemotion程式碼(黃色框框處)
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();
}

4 打程式碼的過程中有一行程式碼錯誤  ->glPushMatrix();
茶壺變成上下亂竄
經由小葉老師指導後更改成  ->glPopMatrix();

5 最後~~ 😛😛
程式碼(黃色框框處)
只要按w鍵就能上下移動茶壺
e鍵就能左右移動茶壺


以下是完整版程式碼:

#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[] = { 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;
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();
}
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();
}
#include<stdio.h>
void keyboard(unsigned char key,int x,int y)///unsigned沒有正負號0~255
{
    if(key=='e' || key=='E')type=1;///按e 左右轉動
    if(key=='w' || key=='W')type=2;///按W 上下移動
    printf("now: %c\n",key);
}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(500,500);
    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;
}

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