光源绕一个物体旋转,按下鼠标左键时,光源位置旋转。
#include <GL/glut.h>
static int spin = 0;
static GLdouble x_1 = 0.0;
static GLdouble y_1 = 0.0;
static GLdouble z_1 = 0.0;
void init(void)
{
glClearColor(0.0,0.0,0.0,0.0);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
GLfloat position[] = {0.0,0.0,1.5,1.0};
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.0,0.0,-5.0);
glPushMatrix();
glRotated((GLdouble)spin,x_1,y_1,z_1);
glLightfv(GL_LIGHT0,GL_POSITION,position);
glTranslated(0.0,0.0,1.5);
glDisable(GL_LIGHTING);
glColor3f(0.0,1.0,1.0);
glutWireCube(1);
glEnable(GL_LIGHTING);
glPopMatrix();
glutSolidTorus(0.275,0.85,8,15);
glPopMatrix();
glFlush();
}
void reshape(int w, int h)
{
glViewport(0,0,(GLsizei)w,(GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40.0,(GLfloat)w/(GLfloat)h,1.0,20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void mouse(int button, int state, int x, int y)
{
switch (button)
{
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN)
{
x_1 = 1.0;
y_1 = 0.0;
z_1 = 0.0;
spin = (spin + 30) % 360;
glutPostRedisplay();
}
break;
case GLUT_RIGHT_BUTTON:
if (state == GLUT_DOWN)
{
x_1 = 0.0;
y_1 = 1.0;
z_1 = 0.0;
spin = (spin - 20) % 360;
glutPostRedisplay();
}
break;
default:
break;
}
}
int main(int argc,char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(500,500);
glutInitWindowPosition(100,100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
glutMainLoop();
return 0;
}
原文地址:https://www.cnblogs.com/herd/p/8541842.html