第一節:做出按下鍵盤按鍵印出滑鼠所在的座標
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#include <GL/glut.h>
#include <stdio.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
printf("你按下了 %c 在 %d %d 座標\n", key, x, y);
}
int main(int argc, char**argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week05 keyboard");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
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第二節
第一次程式碼:
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#include <GL/glut.h>
#include <stdio.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
}
void mouse(int button, int state, int x, int y)
{
}
void motion(int x, int y)
{
}
int main(int argc, char**argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week05 keyboard");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion)
glutMainLoop();
}
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第二次程式碼:
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#include <GL/glut.h>
#include <stdio.h>
float x=0, y=0, z=0;
int oldX=0, oldY=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();///備份矩陣
glTranslatef( (x-150)/150.0 , -(y-150)/150.0, z);
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glPopMatrix();///還原矩陣
glutSwapBuffers();
}
void keyboard(unsigned char key, int mouseX, int mouseY)
{
}
void mouse(int button, int state, int mouseX, int mouseY)
{
}
void motion(int mouseX, int mouseY)
{
x += (mouseX-oldX); y += (mouseY - oldY);
oldX = mouseX; oldY = mouseY;
display();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week05 keyboard");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion)
glutMainLoop();
}
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第三次程式碼:
因為第二次程式碼茶壺會瞬間移動,所以為了解決這件事,加了一條程式碼
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#include <GL/glut.h>
#include <stdio.h>
float x=150, y=150, z=0;
int oldX=0, oldY=0;
void display()
{
glClearColor(0.5, 0.5, 0.5, 1);///R, G, B, A其中A半透明功能,目前沒開
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();///備份矩陣
glTranslatef( (x-150)/150.0 , -(y-150)/150.0, z);
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glPopMatrix();///還原矩陣
glutSwapBuffers();
}
void keyboard(unsigned char key, int mouseX, int mouseY)
{
}
void mouse(int button, int state, int mouseX, int mouseY)
{///為了修飾瞬間移動的錯誤,改加了這條程式碼
oldX =mouseX; oldY =mouseY;
}
void motion(int mouseX, int mouseY)
{
x += (mouseX-oldX); y += (mouseY - oldY);
oldX = mouseX; oldY = mouseY;
display();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week05 keyboard");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion)
glutMainLoop();
}
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第三節
第一次程式碼:
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#include <GL/glut.h>
#include <stdio.h>
float x=150, y=150, z=0, scale=1.0;
int oldX=0, oldY=0;
void display()
{
glClearColor(0.5, 0.5, 0.5, 1);///R, G, B, A其中A半透明功能,目前沒開
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();///備份矩陣
glTranslatef( (x-150)/150.0 , -(y-150)/150.0, z);
glScalef(scale, scale, scale);
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glPopMatrix();///還原矩陣
glutSwapBuffers();
}
void keyboard(unsigned char key, int mouseX, int mouseY)
{
}
void mouse(int button, int state, int mouseX, int mouseY)
{///為了修飾瞬間移動的錯誤,改加了這條程式碼
oldX =mouseX; oldY =mouseY;
}
void motion(int mouseX, int mouseY)
{
if(mouseX - oldX > 0) scale *=1.01;
if(mouseX - oldX < 0) scale *=0.99;
///x += (mouseX-oldX); y += (mouseY - oldY);
oldX = mouseX; oldY = mouseY;
display();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week05 keyboard");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
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