2014年5月2日 星期五

第11周

鍵盤"1"&"2"控制水平方向旋轉角度
#include <GL/glut.h>

float angleX =0;
void keyboard(unsigned char key, int x, int y)
{
 if(key=='1') angleX+=5;
 if(key=='2') angleX-=5;
 glutPostRedisplay();//請電腦重新畫一次畫面
}

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("week11");

 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);

 myLight();
 glutMainLoop();
}
增加球,讓球跟著茶壺轉~
#include <GL/glut.h>

float angleX =0;
void keyboard(unsigned char key, int x, int y)
{
  if(key=='1') angleX+=5;
  if(key=='2') angleX-=5;
  glutPostRedisplay();//請電腦重新畫一次畫面
}

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);
 
  glTranslatef(0.5, 0, 0);
  glutSolidSphere(0.2, 30, 30);
  glPopMatrix();
  glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glTranslatef(-0.5, 0, 0);
  glutSolidSphere(0.2, 30, 30);
  glPopMatrix();
  glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glTranslatef(0, 0.5, 0);
  glutSolidSphere(0.2, 30, 30);
  glPopMatrix();
  glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glTranslatef(0, -0.5, 0);
  glutSolidSphere(0.2, 30, 30);
  glPopMatrix();
  glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glTranslatef(0.5, -0.5, 0);
  glutSolidSphere(0.2, 30, 30);
  glPopMatrix();
  glutSwapBuffers();
}

int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
 
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
 
myLight();
glutMainLoop();
}
根目錄子目錄概念,階層式管理。
#include <GL/glut.h>

float angleX =0;
void keyboard(unsigned char key, int x, int y)
{
  if(key=='1') angleX+=5;
  if(key=='2') angleX-=5;
  glutPostRedisplay();//請電腦重新畫一次畫面
}

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();//最外層再用一組Push& PopMatrix包起來做保護 
glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glutSolidTeapot(0.3);
 
  glTranslatef(0.5, 0, 0);
  glutSolidSphere(0.2, 30, 30);
  glPopMatrix();
  glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glTranslatef(-0.5, 0, 0);
  glutSolidSphere(0.2, 30, 30);
  glPopMatrix();
  glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glTranslatef(0, 0.5, 0);
  glutSolidSphere(0.2, 30, 30);
  glPopMatrix();
  glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glTranslatef(0, -0.5, 0);
  glutSolidSphere(0.2, 30, 30);
  glPopMatrix();
  glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glTranslatef(0.5, -0.5, 0);
  glutSolidSphere(0.2, 30, 30);
  glPopMatrix();
glPopMatrix();//階層式管理 
  glutSwapBuffers();
}

int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
 
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
 
myLight();
glutMainLoop();
}
================================================================
#include <GL/glut.h>

float angleX =0, angle2=0, angle3=0;
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;
  if(key=='6') angle3-=5;
  glutPostRedisplay();//請電腦重新畫一次畫面
}

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();//最外層再用一組Push& PopMatrix包起來做保護 
  glRotatef(angleX, 0,1,0);
  glutSolidTeapot(0.3);
  glPushMatrix();//右邊肩膀  
  glTranslatef(0.5, 0, 0);
  glutSolidSphere(0.2, 30, 30);
  glPushMatrix();//右手臂
  glRotatef(angle2, 0,0,1);
  glTranslatef(0.2, 0, 0);
  glScalef(0.4, 0.2, 0.2);
glutSolidCube(1);
glPopMatrix();  
  glPopMatrix();
 
  glPushMatrix();//左邊肩膀 
 
  glTranslatef(-0.5, 0, 0);
  glutSolidSphere(0.2, 30, 30);
  glPushMatrix();//右手臂
  glRotatef(angle2, 0,0,1);
  glTranslatef(-0.2, 0, 0);
  glScalef(0.4, 0.2, 0.2);
glutSolidCube(1);
  glPopMatrix();
  glPopMatrix();
  glPushMatrix();//頭 
  glTranslatef(0, 0.4, 0);
  glutSolidSphere(0.25, 30, 30);
  glPopMatrix();
   
  glPushMatrix();//下面  
  glTranslatef(0, -0.25, 0);
  glutSolidSphere(0.25, 30, 30);
  glPushMatrix();//左大腿 
  glRotatef(angle3, 1,0,0);
  glTranslatef(-0.1, -0.2, 0);
  glScalef(0.15, 0.3, 0.2);
  glutSolidCube(1);
  glPushMatrix();//左膝蓋 
  glRotatef(angle3, 1,0,0);
  glTranslatef(-0.1, -0.38, 0);
  glutSolidSphere(0.09,30,30);
  glPopMatrix();
  glPopMatrix();
  glPushMatrix();//右大腿 
  glRotatef(angle3, 1,0,0);
  glTranslatef(0.1, -0.2, 0);
  glScalef(0.15, 0.3, 0.2);
  glutSolidCube(1);
  glPopMatrix();
 
  glPushMatrix();//右膝蓋 
  glRotatef(angle2, 0,0,1);
  glTranslatef(0.1, -0.38, 0);
  glutSolidSphere(0.09,30,30);
  glPopMatrix();
  glPopMatrix();  
glPopMatrix();//階層式管理 
  glutSwapBuffers();
}

int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
 
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
 
myLight();
glutMainLoop();
}




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