茶壺打光、移動、轉動(複習)
#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(按下去)
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();///更新畫面
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslated( teapotX/250.0, -teapotY/250.0, 0);
glRotatef(teapotRotY, 0,-1,0);///加Rot為自主轉動
glRotatef(teapotX, 0,-1,0);///可上下移動
glutSolidTeapot( 0.3 );
glPopMatrix();///備份矩陣
glutSwapBuffers();
teapotRotY++;///每次多轉動1度
}
#include <stdio.h>
void keyboard(unsigned char key, int x, int y)
{///沒有正負號,全部都當正的來用
if(key=='e' || key=='E') type=1;///Maya轉動1
if(key=='w' || key=='W') type=2;///Maya轉動2
}
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);///Idle閒置的時候就重劃
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;
}

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