GLfloat pos[] = { 0.0, 0.0, -1.0, 0.0 };
createwindow之後
放入
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);
mainloop之前

mouse:
button哪個鍵 state 0按下1起來
motion:
滑鼠按下任何一個鍵
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#include <GL/glut.h>
#include "glm.h"
#include <stdio.h>
GLMmodel* pmodel = NULL;
int rotatex=0, rotatey=0, rotatez=0;
int oldX = 0, oldY = 0;
void keyboard(unsigned char key, int x, int y)
{
printf("now: %c (%d %d)\n", key, x, y);
if (key == 'z') { rotatex++; }
if (key == 'x') { rotatey++; }
if (key == 'c') { rotatez++; }
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
printf("button:%d state:%d (%d %d)\n", button, state, x, y);
if (state == 0)
{
oldX=x;
oldY=y;
}
}
void motion(int x, int y)
{
rotatey += -(x-oldX);
rotatex += -(y-oldY);
oldX=x; oldY=y;
glutPostRedisplay();
}
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(rotatex, 1, 0, 0);
glRotatef(rotatey, 0, 1, 0);
glRotatef(rotatez, 0, 0, 1);
drawmodel();
glPopMatrix();
glutSwapBuffers();
}
GLfloat pos[] = { 0.0, 0.0, -1.0, 0.0 };
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week05");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
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