📄 project.cpp
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#include <stdlib.h>
#include <stdarg.h>
#include <stdio.h>
#include <GL/glut.h>
#define TORUS 0
#define TEAPOT 1
#define DOD 2
#define TET 3
#define ISO 4
#define QUIT 5
static int spin = 0;
static int obj = TORUS;
static int begin;
void
output(GLfloat x, GLfloat y, char *format,...)
{
va_list args;
char buffer[200], *p;
va_start(args, format);
vsprintf(buffer, format, args);
va_end(args);
glPushMatrix();
glTranslatef(x, y, 0);
for (p = buffer; *p; p++)
glutStrokeCharacter(GLUT_STROKE_ROMAN, *p);
glPopMatrix();
}
void
menu_select(int item)
{
if (item == QUIT)
exit(0);
obj = item;
glutPostRedisplay();
}
/* ARGSUSED2 */
void
movelight(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
begin = x;
}
}
/* ARGSUSED1 */
void
motion(int x, int y)
{
spin = (spin + (x - begin)) % 360;
begin = x;
glutPostRedisplay();
}
void
myinit(void)
{
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
/* Here is where the light position is reset after the modeling
* transformation (glRotated) is called. This places the
* light at a new position in world coordinates. The cube
* represents the position of the light.
*/
void
display(void)
{
GLfloat position[] =
{0.0, 0.0, 1.5, 1.0};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(0.0, 0.0, -5.0);
glPushMatrix();
glRotated((GLdouble) spin, 0.0, 1.0, 0.0);
glRotated(0.0, 1.0, 0.0, 0.0);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glTranslated(0.0, 0.0, 1.5);
glDisable(GL_LIGHTING);
glColor3f(0.0, 1.0, 1.0);
glutWireCube(0.1);
glEnable(GL_LIGHTING);
glPopMatrix();
switch (obj) {
case TORUS:
glutSolidTorus(0.275, 0.85, 20, 20);
break;
case TEAPOT:
glutSolidTeapot(1.0);
break;
case DOD:
glPushMatrix();
glScalef(.5, .5, .5);
glutSolidDodecahedron();
glPopMatrix();
break;
case TET:
glutSolidTetrahedron();
break;
case ISO:
glutSolidIcosahedron();
break;
}
glPopMatrix();
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, 3000, 0, 3000);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
output(80, 2800, "Welcome to movelight.");
output(80, 2650, "Right mouse button for menu.");
output(80, 400, "Hold down the left mouse button");
output(80, 250, "and move the mouse horizontally");
output(80, 100, "to change the light position.");
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glutSwapBuffers();
}
void
myReshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40.0, (GLfloat) w / (GLfloat) h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
}
void
tmotion(int x, int y)
{
printf("Tablet motion x = %d, y = %d\n", x, y);
}
void
tbutton(int b, int s, int x, int y)
{
printf("b = %d, s = %d, x = %d, y = %d\n", b, s, x, y);
}
void
smotion(int x, int y, int z)
{
fprintf(stderr, "Spaceball motion %d %d %d\n", x, y, z);
}
void
rmotion(int x, int y, int z)
{
fprintf(stderr, "Spaceball rotate %d %d %d\n", x, y, z);
}
void
sbutton(int button, int state)
{
fprintf(stderr, "Spaceball button %d is %s\n",
button, state == GLUT_UP ? "up" : "down");
}
void
dials(int dial, int value)
{
fprintf(stderr, "Dial %d is %d\n", dial, value);
spin = value % 360;
glutPostRedisplay();
}
void
buttons(int button, int state)
{
fprintf(stderr, "Button %d is %s\n", button,
state == GLUT_UP ? "up" : "down");
}
/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, and handle input events.
*/
int
main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutCreateWindow(argv[0]);
myinit();
glutMouseFunc(movelight);
glutMotionFunc(motion);
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
glutTabletMotionFunc(tmotion);
glutTabletButtonFunc(tbutton);
glutSpaceballMotionFunc(smotion);
glutSpaceballRotateFunc(rmotion);
glutSpaceballButtonFunc(sbutton);
glutDialsFunc(dials);
glutButtonBoxFunc(buttons);
glutCreateMenu(menu_select);
glutAddMenuEntry("Torus", TORUS);
glutAddMenuEntry("Teapot", TEAPOT);
glutAddMenuEntry("Dodecahedron", DOD);
glutAddMenuEntry("Tetrahedron", TET);
glutAddMenuEntry("Icosahedron", ISO);
glutAddMenuEntry("Quit", QUIT);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
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