2020年4月7日 星期二

Week06

先一個基本程式碼

#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.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 };

void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(300,300);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("Week06");

    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;
}


移動茶壺

宣告:
float teapotX=0, teapotY=0;
int oldX=0, oldY=0;

新增函式:
void mouse(int button, int state,int x,int y)
{
    oldX=x;
    oldY=y;
}

void motion(int x,int y)
{
    teapotX+= x-oldX;
    teapotY+= y-oldY;
    oldX=x;
    oldY=y;
    glutPostRedisplay();
}
在display函式增加  glTranslatef(teapotX/150.0,-teapotY/150.0,0);
主函式呼叫   glutMouseFunc(mouse);    glutMotionFunc(motion);


加入鍵盤控制移動OR轉動茶壺


#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.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 };

float teapotX=0, teapotY=0;///移動
int oldX=0, oldY=0;///移動
float teapotRotY=0;///轉動
int type=1;///轉動

void mouse(int button, int state,int x,int y)
{
    oldX=x;
    oldY=y;
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glTranslatef(teapotX/150.0,-teapotY/150.0,0);///移動
        glRotatef(teapotRotY,0,-1,0);///轉動
        glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
    teapotRotY++;///茶壺角度自轉

}
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);
}
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();

}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(300,300);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");

    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);
    glutIdleFunc(display);///讓茶壺自轉,Idle沒事就呼叫一下

    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;
}
注意:自動旋轉,不需要的話//掉就好了。

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