#include <math.h>
#include <stdlib.h>
float angleX =0,angle2=0,angle3=0,angle4=0,angle5=0;
float eyeX=0.3,eyeY=0.2,eyeZ=0.4,objX=0,objY=0,objZ=0,upX=0,upY=1,upZ=0;
void timerRotateShow(int t);
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleX+=5;
if(key=='2') angleX-=5;
if(key=='3') angle2+=5;
if(key=='4') angle2-=5;
if(key=='5') angle3+=5,angle4-=5;
if(key=='6') angle3-=5,angle4+=5;
if(key=='7') angle5+=5;
if(key=='8') angle5-=5;
if(key==' ')
{
eyeX-=0.02; eyeY-=0.02;
}else if (key=='o'){
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2,2, -2,2, -10,10);
glMatrixMode(GL_MODELVIEW);
}else if(key=='t'){
glutTimerFunc(0,timerRotateShow, 0);
}
glutPostRedisplay();//請電腦重新畫一次畫面
}
float color=0;
void timerRotateShow(int t)
{
if(t%2==0) glClearColor( 100+(rand()%255)/255.0, (rand()%255)/255.0, 100+(rand()%255)/255.0,(rand()%255)/255.0);
glutTimerFunc(30, timerRotateShow, t+1);
eyeX=cos(t/100.0*3.1415); eyeZ=sin(t/100.0*3.1415); eyeY-=0.005;
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();
gluLookAt(eyeX,eyeY,eyeZ,objX,objY,objZ,upX,upY,upZ);
glRotatef(angleX, 0,1,0);
glutSolidSphere(0.3,20,20);
glPushMatrix();//右肩
glTranslatef(0.3,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();//右手臂
glRotatef(angle4,1,0,0);
glTranslatef(0,-0.3,0);
glScalef(0.2,0.8,0.2);
glutSolidCube(0.5);
glPopMatrix();
glPopMatrix();
glPushMatrix();//左肩
glTranslatef(-0.3,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();//左手臂
glRotatef(angle3,1,0,0);
glTranslatef(0,-0.3,0);
glScalef(0.2,0.8, 0.2);
glutSolidCube(0.5);
glPopMatrix();
glPopMatrix();
glPushMatrix();//頭
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();//屁屁
glTranslatef(0,-0.2,0);
glutSolidSphere(0.2,20,20);
glPushMatrix();//左大腿
glRotatef(angle3,1,0,0);
glTranslatef(0.1,-0.2,0);
glScalef(0.2,0.4,0.2);
glutSolidCube(0.5);
glPushMatrix();//左小腿
glRotatef(angle4,1,0,0);
glTranslatef(0,-0.4,0);
glScalef(1,1.2,1);
glutSolidCube(0.5);
glPopMatrix();
glPopMatrix();
glPushMatrix();//右大腿
glRotatef(angle4,1,0,0);
glTranslatef(-0.1,-0.2,0);
glScalef(0.2,0.4,0.2);
glutSolidCube(0.5);
glPushMatrix();
glTranslatef(0,0.,0);
glRotatef(angle3,1,0,0);
glTranslatef(0,-0.4,0);
glPushMatrix();//右小腿
glScalef(1,1.2,1);
glutSolidCube(0.5);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("01160625");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
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