立體旋轉
今天要來學3D物件的旋轉,首先我們一樣先複習上周的內容,上周是把2D圖形打光,讓他看起來是3D物件。
我們去尋找有關light的程式碼把他留下
之後就進入今天的重點,轉動。他有分成兩種一種是自體旋轉,另ㄧ個是沿著圓周旋轉,
今天我們來做自體旋轉。
其中我們可以以看今天的主角還是茶壺,而且他還是旋轉的只是照片看不出來。
程式碼如下
#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 };
這邊是打燈的地方
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,tearY=0;
int oldX=0,oldY=0;
void mouse(int button,int state,int x,int y) 滑鼠的控制
{
oldX=x;
oldY=y;
}
void motion(int x,int y) 移動控制
{
if(type==1)
{
tearY += x-oldX;
}
else if(type==2)
{
teapotX += x-oldX;
teapotY += y-oldY;
}
oldX=x;
oldY=y;
glutPostRedisplay();
}
void display() 創造茶壺
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(teapotX/250.0,teapotY/250.0,0);
glRotatef(tearY,0,-1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
tearY+=3; 自體旋轉的速度
}
void keyboard(unsigned char key,int x,int y) 設定鍵盤
{
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[]) main函式主要用來呼叫上面小的函式
{
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);
glutIdleFunc(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;
}


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