2020年4月7日 星期二

week06

跟滑鼠轉動的茶壺

#include <GL/glut.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 };
int type=1; ///TODO:type1轉動 type2移動
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);
 }
 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();///TODO:備份矩陣
 glTranslatef(teapotX/250.0, teapotY/250.0,0);
 glRotatef(teapotRotY , 0,-1,0);
 glutSolidTeapot(0.3);
 glPopMatrix();///TODO:備份矩陣
 glutSwapBuffers();
}
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); ///TODO:印出現在的字⺟確定沒錯
}
int main(int argc, char *argv[])
{
 glutInit(&argc, argv);
 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
 glutCreateWindow("GLUT Shapes");
 glutDisplayFunc(display);
 glutMouseFunc(mouse);
 glutMotionFunc(motion);
 glutKeyboardFunc(keyboard); ///TODO:註冊Keyboard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;
}

光線跟著移動的茶壺
#include<GL/glut.h>
///打光第0步,宣告陣列,裡⾯有光的屬性值
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 };///燈光打的位置(不背光)
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 };
/* Program entry point */
void display()
{
 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
 glutSolidTeapot(0.3);
 glutSwapBuffers();
}
void motion(int x,int y)///讓光源移動
{
 GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f};
 light_position[0]=(x-150)/150.0*10;
 light_position[1]=-(y-150)/150.0*10;
 glLightfv(GL_LIGHT0, GL_POSITION, light_position);
 glutPostRedisplay();
}
int main(int argc, char *argv[])
{
 glutInit(&argc, argv);
 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
 glutCreateWindow("GLUT Shapes");
 glutDisplayFunc(display);
 glutMotionFunc(motion);
 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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