#include <stdio.h>
float angleX=0;
void keyboard(unsigned char key, int x, int y)
{
printf("%c %d %d\n", key, x, y);
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
#include <GL/glut.h>
#include <stdio.h>
float angleX=0;
void keyboard(unsigned char key, int x, int y)
{
printf("%c %d %d\n", key, x, y);
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = {2.0f, 5.0f, -5.0f, 0.0f};
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
#include <stdio.h>
float angleX=0;
void keyboard(unsigned char key, int x, int y)
{
printf("%c %d %d\n", key, x, y);
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = {2.0f, 5.0f, -5.0f, 0.0f};
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
#include <GL/glut.h>
#include <stdio.h>
float angleX=0, startX=0;
void mouse(int button, int state, int x, int y)
{
printf("%d %d %d %d\n",button, state, x, y);
startX=x;
}
void motion(int x,int y)
{
printf("%d %d\n", x, y);
angleX= x - startX;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = {2.0f, 5.0f, -5.0f, 0.0f};
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myLight();
glutMainLoop();
}
#include <stdio.h>
float angleX=0, startX=0;
void mouse(int button, int state, int x, int y)
{
printf("%d %d %d %d\n",button, state, x, y);
startX=x;
}
void motion(int x,int y)
{
printf("%d %d\n", x, y);
angleX= x - startX;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = {2.0f, 5.0f, -5.0f, 0.0f};
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myLight();
glutMainLoop();
}
#include <GL/glut.h>
#include <stdio.h>
#include <math.h>
float angleX=0, startX=0;
float angleY=0, startY=0;
float m[16] = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
void mouse(int button, int state, int x, int y)
{
printf("%d %d %d %d\n",button, state, x, y);
startX=x;
startY=y;
}
void motion(int x,int y)
{
printf("%d %d\n", x, y);
angleX = x - startX; startX = x;
angleY = y - startY; startY = y;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = {2.0f, 5.0f, -5.0f, 0.0f};
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
float dist = sqrt( angleX*angleX + angleY*angleY);
glRotatef(dist, -angleY, -angleX, 0);
glMultMatrixf(m);
glGetFloatv(GL_MODELVIEW_MATRIX ,m);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myLight();
glutMainLoop();
}
#include <stdio.h>
#include <math.h>
float angleX=0, startX=0;
float angleY=0, startY=0;
float m[16] = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
void mouse(int button, int state, int x, int y)
{
printf("%d %d %d %d\n",button, state, x, y);
startX=x;
startY=y;
}
void motion(int x,int y)
{
printf("%d %d\n", x, y);
angleX = x - startX; startX = x;
angleY = y - startY; startY = y;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = {2.0f, 5.0f, -5.0f, 0.0f};
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
float dist = sqrt( angleX*angleX + angleY*angleY);
glRotatef(dist, -angleY, -angleX, 0);
glMultMatrixf(m);
glGetFloatv(GL_MODELVIEW_MATRIX ,m);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myLight();
glutMainLoop();
}
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