茶壺移動+打光
#include <GL/glut.h>
///打光的第0步,宣告陣列,裡面有光的屬性值
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 };
float teapotX=0,teapotY=0; ///TODO1
int oldX=0,oldY=0; ///TODO1
void mouse(int button,int state,int x,int y)
{ ///TODO1: mouse要可移動teapot Step1: 按下去
oldX=x; ///TODO1
oldY=y; ///TODO1
}
void motion (int x,int y)
{
teapotX += x-oldX;
teapotY += y-oldY;
oldX=x;
oldY=y;
glutPostRedisplay();
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///TODO2 備份矩陣
glTranslatef( teapotX/250.0, teapotY/250.0,0);
glutSolidTeapot(0.3); ///TODO2
glPopMatrix();///TODO2: 備份矩陣
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutMouseFunc(mouse); ///TODO
glutMotionFunc(motion); ///TODO1
///打光3D
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
///打光1:要開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2:要設定光light的設定值 (前面陣列)
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);
///打光2.2: 物體也設定 material
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;
}
==============================================================
用鍵盤切換移動、轉動
#include <GL/glut.h>
///打光的第0步,宣告陣列,裡面有光的屬性值
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; ///TODO2: 1:rotate , 2:translate
float teapotX=0,teapotY=0; ///TODO1
float teapotRotY=0; ///TODO2:轉動的變數
int oldX=0,oldY=0; ///TODO1
void mouse(int button,int state,int x,int y)
{ ///TODO1: mouse要可移動teapot Step1: 按下去
oldX=x; ///TODO1
oldY=y; ///TODO1
}
void motion (int x,int y) ///TODO1: Step2: motion動
{
if(type==1){ ///TODO2: 轉動
teapotRotY += x-oldX;
}else if(type==2){ ///TODO2: 移動
teapotX += x-oldX; ///TODO1:
teapotY += y-oldY; ///TODO1:
}
oldX=x; ///TODO1
oldY=y; ///TODO1
glutPostRedisplay(); ///TODO1:更新畫面
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///TODO1
glTranslatef( teapotX/250.0, -teapotY/250.0,0);
glRotatef(teapotRotY,0,-1,0); /// x方向的動vs Y軸
glutSolidTeapot(0.3); ///TODO2
glPopMatrix(); ///TODO2 備份矩陣
glutSwapBuffers();
}
#include <stdio.h>
void keyboard(unsigned char key, int x,int y) ///TODO2
{ ///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:轉動2
printf("now: %c\n", key);
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutMouseFunc(mouse); ///TODO
glutMotionFunc(motion); ///TODO1
glutKeyboardFunc(keyboard); ///TODO2
///打光3D
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
///打光1:要開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2:要設定光light的設定值 (前面陣列)
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);
///打光2.2: 物體也設定 material
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;
}
==============================================================
移動轉動
在int main中 glutKeyboardFunc後新增
glutIdleFunc(display); ///TODO3: Idle閒閒的時候,就重畫
在void display 中 最後一行新增
teapotRotY++; ///TODO3:每次多轉動1度
#include <GL/glut.h>
///打光的第0步,宣告陣列,裡面有光的屬性值
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; ///TODO2: 1:rotate , 2:translate
float teapotX=0,teapotY=0; ///TODO1
float teapotRotY=0; ///TODO2:轉動的變數
int oldX=0,oldY=0; ///TODO1
void mouse(int button,int state,int x,int y)
{ ///TODO1: mouse要可移動teapot Step1: 按下去
oldX=x; ///TODO1
oldY=y; ///TODO1
}
void motion (int x,int y) ///TODO1: Step2: motion動
{
if(type==1){ ///TODO2: 轉動
teapotRotY += x-oldX;
}else if(type==2){ ///TODO2: 移動
teapotX += x-oldX; ///TODO1:
teapotY += y-oldY; ///TODO1:
}
oldX=x; ///TODO1
oldY=y; ///TODO1
glutPostRedisplay(); ///TODO1:更新畫面
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///TODO1
glTranslatef( teapotX/250.0, -teapotY/250.0,0);
glRotatef(teapotRotY,0,-1,0); /// x方向的動vs Y軸
glutSolidTeapot(0.3); ///TODO2
glPopMatrix();///TODO2 備份矩陣
glutSwapBuffers();
teapotRotY++; ///TODO3:每次多轉動1度
}
#include <stdio.h>
void keyboard(unsigned char key, int x,int y) ///TODO2
{ ///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:轉動2
printf("now: %c\n", key);
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutMouseFunc(mouse); ///TODO
glutMotionFunc(motion); ///TODO1
glutKeyboardFunc(keyboard);///TODO2
glutIdleFunc(display); ///TODO3: Idle閒閒的時候,就重畫
///打光3D
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
///打光1:要開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2:要設定光light的設定值 (前面陣列)
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);
///打光2.2: 物體也設定 material
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;
}
==============================================================
解釋移動、轉動


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