#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[] = { 5.0f, 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){///轉動
teapotRotY += x-oldX;
}
else if(type==2){///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();///備份矩陣
///我去移動它(一個在轉動中的茶壺)
glTranslatef( teapotX/250.0, -teapotY/250.0, 0);
glRotatef(teapotRotY, 0,-1,0);///X方向的動 VS. Y軸
glutWireTeapot(0.5);
glPopMatrix();///備份矩陣
glutSwapBuffers();
teapotRotY+=5;///每次多轉動X度
}
void keyboard(unsigned char key, int x ,int y)
{///沒有正負號,全部都當正的來用 0 ... 255
if(key=='e' || key=='E') type=1;///MAYA:轉動 1
if(key=='w' || key=='W') type=2;///MAYA:移動 2
printf("Now : %c\n", key);
}
int main(int argc,char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(500,500);
glutInitWindowPosition(750,250);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutIdleFunc(display);///Idle閒閒的時候,就重畫
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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