1.加入Teams
2.複習打光&移動&旋轉
①key進老師給的程式碼
(①茶壺上有光了!)
(②可以根據滑鼠移動來移動光源&&茶壺的光源移動到下面了!)
3.茶壺移動+轉動
(按w茶壺會跟著滑鼠移動&&按e茶會會跟著滑鼠旋轉)
PS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 };
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){
teapotRotY += x-oldX;
}else 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();
glTranslatef(teapotX/250.0,-teapotY/250.0,0);
glRotatef(teapotRotY,0,-1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
#include <stdio.h>
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);
}
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);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
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;
}
***移動和轉動的程式碼位置不同造成的結果不同***
3-1.茶壺奇怪的旋轉
(茶壺會旋轉了!)
PS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 };
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){
teapotRotY += x-oldX;
}else 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();
glTranslatef(teapotX/250.0,-teapotY/250.0,0);
glRotatef(teapotRotY,0,-1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
teapotRotY+=3;
}
#include <stdio.h>
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);
}
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);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutIdleFunc(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;
}




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