Lighting 打光
GLfloat pos[] = { 0.0, 0.0, -1.0, 0.0 }; [設定打光的位置]
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week05");
glutDisplayFunc(display);
glEnable(GL_LIGHT0); [設定開始打光]
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_DEPTH_TEST); [設定深度測試]
glutMainLoop();
}
void keyboard(unsigned char key ,int x, int y) [unsigned=>沒有負號]
{
printf("now: %c (%d,%d)\n",key,x,y);
}
void mouse(int button ,int stste,int x,int y){ }
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week05");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
使用鍵盤旋轉
void keyboard(unsigned char key ,int x, int y){
printf("now: %c (%d,%d)\n",key,x,y);
if(key=='1')rotateX ++; [X軸旋轉]
else if (key=='2')rotateY ++; [Y軸旋轉]
else if (key=='3')rotateZ ++; [Z軸旋轉]
glutPostRedisplay(); [馬上更新畫面]
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix(); [開始畫]
glRotatef(rotateX, 1,0,0); [X軸旋轉]
glRotatef(rotateY, 0,1,0); [Y軸旋轉]
glRotatef(rotateZ, 0,0,1); [Z軸旋轉]
drawmodel();
glPopMatrix(); [結束畫]
glutSwapBuffers();
}
使用滑鼠旋轉
void mouse(int button ,int state,int x,int y){
printf("button: %d state: %d (%d,%d)\n",button,state,x,y);
if(state==GLUT_DOWN) [滑鼠按下去開始記錄]
{
oldX=x; [滑鼠位置記成oldX.oldY]
oldY=y;
}
}
void motion(int x,int y)
{
rotateY += -(x-oldX); [對Y軸旋轉"X位移量"]
rotateX += -(y-oldY); [對X軸旋轉"Y位移量"]
oldX=x; [更新oldX]
oldY=y; [更新oldY]
glutPostRedisplay(); [馬上更新畫面]
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week05");
glutDisplayFunc(display);
glutMotionFunc(motion); [使用滑鼠旋轉]
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
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