2014年4月11日 星期五

#include <GL/glut.h>
float angle=0;
void eye()
{
glPushMatrix();

glColor3f(1,1,1);
glutSolidSphere(0.1,20,20);

glTranslatef(0,0,0.1);
glColor3f(0,0,0);
glutSolidSphere(0.02,10,10);
glPopMatrix();
}
void head()
{
glPushMatrix();

glColor3f(0,0,1);
glTranslatef(0,0.3,0);
glutSolidSphere(0.3,30,30);//頭

glColor3f(1,1,1);
glTranslatef(0,-0.1,0.1);
glutSolidSphere(0.25,30,30);//臉
glPopMatrix();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glPushMatrix();

glRotatef(angle,0,1,0);

head();
glTranslatef(0,0,0.6);
eye();

glPopMatrix();
glPopMatrix();

glutSwapBuffers();
}
void idle()
{
angle++;
glutPostRedisplay();
}
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 2.0f, -5.0f, 0.0f };
int main()
{
glutInitDisplayMode(GL_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutIdleFunc(idle);
glEnable(GL_LIGHT0);
   glEnable(GL_NORMALIZE);
   glEnable(GL_COLOR_MATERIAL);
   glEnable(GL_LIGHTING);

   glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);
   glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);
   glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
   glLightfv(GL_LIGHT0, GL_POSITION, light_position);

glutMainLoop();
}

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