2020年4月7日 星期二

week06

複習光的程式碼
#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 };

/* Program entry point */

void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glutSolidTeapot(0.3);
    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);

    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;
}
增加滑鼠可拖曳
float teapotx=0, teapoty=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)
{
    teapotx+=x-oldx;
    teapotx+=y-oldy;
    oldx=x;
    oldy=y;
    glutPostRedisplay();

}
 glPushMatrix();
    glTranslatef(teapotx/250.0,teapoty/250.0,0);
   glPopMatrix();
 glutMouseFunc(mouse);
    glutMotionFunc(motion);
鍵盤控制要平移或是轉動
#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 };
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; /// type1轉動 type2移動
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);
    }
    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();///備份矩陣
        glTranslatef(teapotX/250.0, teapotY/250.0,0);
        glRotatef(teapotRotY , 0,-1,0);
        glutSolidTeapot(0.3);
    glPopMatrix();///備份矩陣
    glutSwapBuffers();
}
void keyboard(unsigned char key, int x , int y)
{
    if(key=='e' || key=='E') type=1 ;
    if(key=='w' || key=='W') type=2 ;
    printf("now: %c\n", key); ///印出現在的字母確定沒錯
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard); ///註冊Keyboard函式
    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;
}
自轉的茶壺
#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 };
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; /// type1轉動 type2移動
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);
    }
    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();///備份矩陣
        glTranslatef(teapotX/250.0, teapotY/250.0,0);
        glRotatef(teapotRotY , 0,-1,0);
        glutSolidTeapot(0.3);
    glPopMatrix();///備份矩陣
    glutSwapBuffers();
    teapotRotY++;///每次多轉動1度
}
void keyboard(unsigned char key, int x , int y)
{
    if(key=='e' || key=='E') type=1 ;
    if(key=='w' || key=='W') type=2 ;
    printf("now: %c\n", key); ///印出現在的字母確定
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard); ///註冊Keyboard函式
    glutIdleFunc(display);///重劃
    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;
}
老師示範轉動移動


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