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();
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<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 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);
}