opengl旋转的正方体

通过鼠标控制正方体绕x,y,z轴旋转

#include <GL/glut.h>
GLint b;
float theta[3];
void display()
{
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	//gluLookAt(0,0.5,1,0,0,0,0,1,0);
	//glRotatef(b,0,1,0);
	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);
//	glutIdleFunc(cube);
	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<gl/glut.h>
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 ()
{
	glLightfv(GL_LIGHT0, GL_POSITION, light_position);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_DEPTH_TEST);
}*/
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);
//	glutIdleFunc(cube);
	glutTimerFunc(20,time,1);
    init();
    glutMainLoop();
    return(true);
}

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