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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