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C语言大作业动画旋转与人工控制是实心茶壶旋转使用说明:1. 茶壶静止在窗口中2. 通过按上下左右键对茶壶进行旋转控制3. 按回车键茶壶会自动旋转4. 按Esc键退出程序#include #include #include float red=0.7,green=0.2,blue=0.2;static GLfloat xRot = 0.0f;static GLfloat yRot = 0.0f;static float angle=0.0;void SetupLights()/设置光源GLfloat ambient= 0.0f, 0.0f, 0.0f, 1.0f ;/环境光GLfloat diffuse=1.0f,1.0f,1.0f,1.0f;/漫反射GLfloat position=0.0f, 3.0f, 2.0f, 0.0f ;/光源位置GLfloat lmodel_ambient= 1.0f, 0.0f, 1.0f, 1.0f ;/光源模型参数GLfloat local_view=0.0f;/反射方向参数glClearColor(0.0f, 0.1f, 0.1f, 0.0f);glEnable(GL_DEPTH_TEST);glShadeModel(GL_SMOOTH);glLightfv(GL_LIGHT0,GL_AMBIENT,ambient);glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuse);glLightfv(GL_LIGHT0,GL_POSITION,position);glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);/使用whiteLight所指定的环境光glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,local_view);glEnable(GL_LIGHTING);glEnable(GL_LIGHT0);void ChangeSize(int w,int h)GLfloat fAspect;fAspect=(h=0)?1.0f:(GLfloat)w/h;glViewport(0,0,w,h);glMatrixMode(GL_PROJECTION);glLoadIdentity();/在进行变换前把当前矩阵设置为单位矩阵gluPerspective(45,fAspect,1,1000);/定义透视模型矩阵glMatrixMode(GL_MODELVIEW);/指定模型视图矩阵glLoadIdentity();/加载单位矩阵gluLookAt(0.0,0.0,5.0,0.0,0.0,-1.0,0.0f,1.0f,0.0f);/视图变换void SpecialKeys(int key, int x, int y)if(key = GLUT_KEY_UP)xRot-= 5.0f;if(key = GLUT_KEY_DOWN)xRot += 5.0f;if(key = GLUT_KEY_LEFT)yRot -= 5.0f;if(key = GLUT_KEY_RIGHT)yRot += 5.0f; xRot = (GLfloat)(const int)xRot % 360); yRot = (GLfloat)(const int)yRot % 360);glutPostRedisplay();void RenderScene(void)GLfloat no_mat=0.0f,0.0f,0.0f,1.0f;GLfloat mat_ambient=0.7f,0.7f,0.7f,1.0f;GLfloat mat_ambient_color=0.8f,0.8f,0.2f,1.0f;GLfloat mat_diffuse=0.1f,0.5f,0.8f,1.0f;GLfloat mat_specular=1.0f,1.0f,1.0f,1.0f;GLfloat no_shininess=0.0f;GLfloat low_shininess=5.0f;GLfloat high_shininess=100.0f;GLfloat mat_emission=0.7f,0.2f,0.2f,0.0f;glClearColor(1.0,1.0,1.0,0.0);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/用当前的清除颜色清除窗口glPushMatrix();glRotatef(angle,0.0,1.0,0.0);glColor3f(red,green,blue);glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);/设置环境光glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);/设置散射光glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);/设置镜面光glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);/设置高反光glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);glPushMatrix();glRotatef(xRot,1.0f,0.0f,0.0f); glRotatef(yRot,0.0f,1.0f,0.0f);glutSolidTeapot(1.5f);glPopMatrix();glPopMatrix();glutSwapBuffers();void RenderScene2(void)/自动旋转GLfloat no_mat=0.0f,0.0f,0.0f,1.0f;GLfloat mat_ambient=0.7f,0.7f,0.7f,1.0f;GLfloat mat_ambient_color=0.8f,0.8f,0.2f,1.0f;GLfloat mat_diffuse=0.1f,0.5f,0.8f,1.0f;GLfloat mat_specular=1.0f,1.0f,1.0f,1.0f;GLfloat no_shininess=0.0f;GLfloat low_shininess=5.0f;GLfloat high_shininess=100.0f;GLfloat mat_emission=0.3f,0.2f,0.2f,0.0f;static float angle=0.0;glClearColor(1.0,1.0,1.0,0.0);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/用当前的清除颜色清除窗口glPushMatrix();glRotatef(angle,0.0,1.0,0.0);glColor3f(red,green,blue);glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);/设置环境光glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);/设置散射光glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);/设置镜面光glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);/设置高反光glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);glutSolidTeapot(1.5f);glPopMatrix();glutSwapBuffers();angle=angle+0.1;void NormalKeysProc(unsigned char key,int x,int y)if (key=27)exit(0);if (key=13)glutDisplayFunc(RenderScene2);/当窗口被绘制时,调用RenderScene函数glutIdleFunc(RenderScene2);glutReshapeFunc(ChangeSize);/当窗口大小改变时,重新设置坐标系统glutKeyboardFunc(NormalKeysProc);glutSpecialFunc(SpecialKeys); /设置上下左右键对图形旋转的控制SetupLights();/执行渲染之前应完成的所有OpenGL初始化工作glutIdleFunc(RenderScene2);glutMainLoop();int main(int argc, char* *argv)printf (动画旋转与人工控制实心茶壶旋转图n);glutInit(&argc,argv);/对GLUT函数库进行初始化glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGBA);glutInitWindowPosition(100,100);glutInitWindowSize(1000,500);glutCreateWindow(动画旋转与人工控制实心茶壶旋转图);/创建glut窗口glutDisplayFunc(RenderScene);/当窗口被绘制时,调用RenderScene函数glutIdleFunc(Render

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