2020年4月7日 星期二

week06_LSD'sHW

1. 複習打光
  1.先開啟glut
  2.在程式碼中搜尋light
  3.修飾過後,輸出茶壺

2. 複習mouse移動茶壺
3. 階層移動+轉動

#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;

}

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