2020年4月7日 星期二

Week06

GLUT:移動 旋轉 茶壺

輸入w使茶壺移動
輸入e使茶壺旋轉
#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;/// 1:rotate 2:translate
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)
{///mouse要可移動teapot
    oldX=x;
    oldY=y;
}
void motion(int x,int y)///motion動
{
    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(void)
{
    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);///x方向的動 vs Y軸
        glutSolidTeapot(0.3);
    glPopMatrix();///備份矩陣
    glutSwapBuffers();
}
#include <stdio.h>
void keyboard(unsigned char key, int x, int y)
{///沒有正負號,全部都當政的來用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(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    glutDisplayFunc(display);
    glutMouseFunc(mouse);///輸入上面的函式
    glutMotionFunc(motion);///輸入上面的函式
    glutKeyboardFunc(keyboard);///輸入上面的函式

    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;
}

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