2013年3月29日 星期五

第六周上課內容

1. 複習上週的Doraemon的圓球
#include<GL/glut.h>
#include<stdio.h>
float rot=0;
float rotX=0,rotY=0;
float oldx=0,oldy=0;
void display();
void mouse();
void motion();
void lighting();
void display()
{    
     glEnable(GL_DEPTH_TEST);
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  
     glPushMatrix();
                    //glRotatef(rot,0,1,0);
                    glRotatef(rotX,0,1,0);
                    glRotatef(rotY,1,0,0);
                    glColor3ub(8,3,253);
                    glutSolidSphere(0.3,40,40);
                    glTranslatef(0,-0.4,0);
                    glutSolidSphere(0.3,40,40);
                    glPopMatrix();
                    glutSwapBuffers();

}
void mouse (int button, int event, int x, int y)
{
     printf("%d %d %d %d\n", button, event, x, y);
     if(button==GLUT_LEFT_BUTTON && event==GLUT_DOWN)
     {
     oldx=x; oldy=y;                            
     } 
}
void motion(int x, int y)
{
     printf("%d %d\n",x ,y);
     rot=y;
     rotX=x; rotY=y;
     rotX +=(x-oldx);
     rotY +=(y-oldy);
     display();
}
void lighting()
{
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 };
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);
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("00161045_Shape");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
lighting();
glutMainLoop();
return 0;
}

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