2020年4月7日 星期二

weeeeeek06

目的 : 用滑鼠移動茶壺
#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[] = { 1.0f, 1.0f, 1.0f, 1.0f };

const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };  ///決定燈光從哪裡來


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,teapotY=0;
int oldX=0,oldY=0;
void mouse(int button,int state,int x,int y)  //滑鼠控制
{
    oldX=x;
    oldY=y;
}

void motion(int x,int y)  //移動
{
    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);
    glPushMatrix();
        glTranslatef(teapotX/250.0,-teapotY/250.0,0);  //teapot前面要加-
        glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
}

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);


    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;

}

目的 : 使用鍵盤W跟E,可以選擇移動跟旋轉
#include <GL/glut.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 };  ///決定燈光從哪裡來


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;  //選擇模式
float teapotX=0,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)  //不同條件的動作 1是轉動 2是移動
{
    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();
}

void keyboard(unsigned char key,int x,int y)  //利用鍵盤的按鍵控制模式,W是1 E是2
{
    if(key=='e' || key=='E') type=1;
    if(key=='w' || key=='W') type=2;
    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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