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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