2020年4月7日 星期二

week6-加強統整 一次複習全部

上課先操作teams 預防疫情停課
1.先使用原本那一套叫出GLUT

2.一步一步叫出功能  mouse,motion,keyboard

#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)  //mouse的函式
{
    oldx=x;
    oldy=y;
}
void motion(int x,int y) //motion的函式
{
    if(type==1) teapotroty+= x-oldx;
    else if(type==2){
    teapotx+=x-oldx;
    teapoty+=y-oldy;}
    oldx=x;
    oldy=y;
    glutPostOverlayRedisplay();
}
void display() //display的函式
{
    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++;
}
#include <stdio.h>
void keyboard(unsigned char key,int x,int y) //keyboard的函式
{
    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(640,480);
    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);
    glDepthFunc(GL_LESS);

    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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