旋转的正方体
- 通过鼠标控制正方体绕x,y,z轴旋转
- 通过鼠标控制绕正方体上某一点运动
通过鼠标控制正方体绕x,y,z轴旋转
#include
GLint b;
float theta[3];
void display()
{glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glEnable(GL_DEPTH_TEST);glMatrixMode(GL_MODELVIEW);glLoadIdentity();glRotatef(theta[0],1,0,0);glRotatef(theta[1],0,1,0);glRotatef(theta[2],0,0,1);glColor3f(1,0,0); glutWireCube(3); glutSwapBuffers();}
void mouse(int btn, int state, int x, int y)
{if(btn == GLUT_LEFT_BUTTON && state == GLUT_DOWN)b=0;if(btn == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN)b=1;if(btn == GLUT_RIGHT_BUTTON && state == GLUT_DOWN)b=2;
}
void cube()
{theta[b]+=2;if(theta[b]>=360)theta[b]-=360;glutPostRedisplay();
}
void time(int value)
{theta[b]+=2;if(theta[b]>=360)theta[b]-=360;glutPostRedisplay();glutTimerFunc(20,time,1);
}
void reshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-10.0,10.0,-10.0,10.0,-10.0,10.0);
}
void init()
{ glClearColor(1.0,1.0,1.0,1.0);GLfloat light0_ambient[]= { 0.2, 0.2, 0.2, 1.0 };
GLfloat light0_diffuse[]= { 1.0, 1.0, 1.0, 1.0};
GLfloat light0_specular[] = { 1.0, 0, 0, 1.0 };
GLfloat light0_position[] = { 1.0, 1.0, 1.0, 0.0 };glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR,light0_specular);
glLightfv(GL_LIGHT0, GL_POSITION,light0_position);glEnable(GL_LIGHTING);glEnable(GL_COLOR_MATERIAL);glEnable(GL_LIGHT0);
}
int main(int argc,char** argv)
{glutInit(&argc,argv);glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB); glutCreateWindow("simple");glutReshapeFunc(reshape);glutDisplayFunc(display);
glutMouseFunc(mouse);glutTimerFunc(20,time,1);init();glutMainLoop();return(true);
}
通过鼠标控制绕正方体上某一点运动
#include
GLint aa[3];
GLint b;
GLint u;void display()
{glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glEnable(GL_DEPTH_TEST);glMatrixMode(GL_MODELVIEW);glLoadIdentity();glRotatef(aa[0],1,0,0);glRotatef(aa[1],0,1,0);glRotatef(aa[2],0,0,1);gluLookAt(1,1,1,0,0,0,0,1,1);glColor3f(1,0,0);glutSolidCube(3);glutSwapBuffers();}void mouse(int button,int state,int x,int y)
{if(button==GLUT_LEFT_BUTTON && state==GLUT_DOWN)u=0;if(button==GLUT_MIDDLE_BUTTON && state==GLUT_DOWN)u=1;if(button==GLUT_RIGHT_BUTTON && state==GLUT_DOWN)u=2;
}void cube()
{aa[u]+=2;if(aa[u]>=360)aa[u]-=360;glutPostRedisplay();}void time(int value)
{aa[u]+=2;if(aa[u]>=360)aa[u]-=360;glutPostRedisplay();glutTimerFunc(20,time,1);
}void reshape(int w,int h)
{glViewport(0,0,w,h);glMatrixMode(GL_PROJECTION);glLoadIdentity();glOrtho(-10.0,10.0,-10.0,10.0,-10.0,10.0);
}
void init()
{ glClearColor(1.0,1.0,1.0,1.0);GLfloat light0_ambient[]= { 0.2, 0.2, 0.2, 1.0 };GLfloat light0_diffuse[]= { 1.0, 1.0, 1.0, 1.0};GLfloat light0_specular[] = { 1.0, 0, 0, 1.0 };GLfloat light0_position[] = { 1.0, 1.0, 1.0, 0.0 };glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);glLightfv(GL_LIGHT0, GL_SPECULAR,light0_specular);glLightfv(GL_LIGHT0, GL_POSITION,light0_position);glEnable(GL_LIGHTING);glEnable(GL_COLOR_MATERIAL);glEnable(GL_LIGHT0);
}
int main(int argc,char** argv)
{glutInit(&argc,argv);glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB); glutCreateWindow("simple");glutReshapeFunc(reshape);glutDisplayFunc(display);glutMouseFunc(mouse);
glutTimerFunc(20,time,1);init();glutMainLoop();return(true);
}
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