2014 電腦圖學 Computer Graphics 授課教師: 葉正聖 銘傳大學資訊傳播工程系 每週主題: 程式環境、點線面顏色、移動/旋轉/縮放與矩陣(Matrix)、階層性關節轉動(T-R-T)、做出機器人、打光、貼圖、glu/glut函式、鍵盤、滑鼠、計時器(timer)、讀入3D模型、粒子系統、聲音、特效、投影矩陣、攝影機與運鏡、機器人2.0、期末作品
2014年6月12日 星期四
2014年6月6日 星期五
Week16 防破圖擴範圍
#include <GL/glut.h>
float eyeX=0.3, eyeY=0.2, eyeZ=0.3, objX=0, objY=0, objZ=0, upX=0, upY=1, upZ=0;
float angleX =0,angle2=0,angle3=0,angle4=0,angle5=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,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=='0'){
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2,2,-2,2,-10,10);//欲擴充之範圍以防止破圖
glMatrixMode(GL_MODELVIEW);
}
glutPostRedisplay();//請電腦重新畫一次畫面
}
float eyeX=0.3, eyeY=0.2, eyeZ=0.3, objX=0, objY=0, objZ=0, upX=0, upY=1, upZ=0;
float angleX =0,angle2=0,angle3=0,angle4=0,angle5=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,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=='0'){
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2,2,-2,2,-10,10);//欲擴充之範圍以防止破圖
glMatrixMode(GL_MODELVIEW);
}
glutPostRedisplay();//請電腦重新畫一次畫面
}
Week16 旋轉運鏡
#include <GL/glut.h>
float eyeX=0.3, eyeY=0.2, eyeZ=0.3, objX=0, objY=0, objZ=0, upX=0, upY=1, upZ=0;
float angleX =0,angle2=0,angle3=0,angle4=0,angle5=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,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; //欲旋轉ˋ之角度
}
glutPostRedisplay();//請電腦重新畫一次畫面
}
float eyeX=0.3, eyeY=0.2, eyeZ=0.3, objX=0, objY=0, objZ=0, upX=0, upY=1, upZ=0;
float angleX =0,angle2=0,angle3=0,angle4=0,angle5=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,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; //欲旋轉ˋ之角度
}
glutPostRedisplay();//請電腦重新畫一次畫面
}
Week16 一行運鏡
float eyeX=0.3, eyeY=0.2, eyeZ=0.3, objX=0, objY=0, objZ=0, upX=0, upY=1, upZ=0;
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);
glutSolidTeapot(0.3);
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);
glutSolidTeapot(0.3);
2014年5月30日 星期五
自動播放
#include <GL/glut.h>
float a = 0;
float angle[20] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20] = {0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20] = {90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0], 0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glPushMatrix();
glTranslatef(0.5, 0,0);
glRotatef(angle[1], 0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void readNext()
{
a += 0.3;
for( int i=0; i<=20; i++){
angle[i] = angleOld[i] * (1-a) + angleNew[i] * a;
}
}
void timer(int t)
{
glutTimerFunc(100, timer, 0);
readNext();
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if (key == 'r'){
readNext();
}
else if (key== 'p'){
glutTimerFunc(0, timer, 0);
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
旋轉茶壺 內插
#include<GL/glut.h>
float a=0;
float angle[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void timer(int t)
{
}
void keyboard(unsigned char key,int x,int y)
{
if(key=='s'){
}else if(key=='r'){
a+=0.1;
angle[0]=angleOld[0]*(1-a)+angleNew[0]*a;
glutPostRedisplay();
}else if(key=='p'){
}
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
float a=0;
float angle[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void timer(int t)
{
}
void keyboard(unsigned char key,int x,int y)
{
if(key=='s'){
}else if(key=='r'){
a+=0.1;
angle[0]=angleOld[0]*(1-a)+angleNew[0]*a;
glutPostRedisplay();
}else if(key=='p'){
}
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
2014年5月2日 星期五
機器人膝蓋
#include <GL/glut.h>
float angleX =0,angle2=0,angle3=0,angle4=0,angle5=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,angle4-=5;
if(key=='6') angle3-=5,angle4+=5;
if(key=='7') angle5+=5;
if(key=='8') angle5-=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);
glPushMatrix();//右肩
glTranslatef(0.4,0,0);
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(-0.4,0,0);
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(0.2,30,30);
glPushMatrix();//左大腿
glRotatef(angle3,1,0,0);
glTranslatef(0.1,-0.2,0);
glScalef(0.2,0.6,0.2);
glutSolidCube(0.5);
glPushMatrix();//左小腿
glRotatef(angle4,1,0,0);
glTranslatef(0,-0.6,0);
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(0.2,0.6,0.2);
glutSolidCube(0.5);
glPushMatrix();
glTranslatef(0,0.,0);
glRotatef(angle3,1,0,0);
glTranslatef(0,-0.6,0);
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("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
float angleX =0,angle2=0,angle3=0,angle4=0,angle5=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,angle4-=5;
if(key=='6') angle3-=5,angle4+=5;
if(key=='7') angle5+=5;
if(key=='8') angle5-=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);
glPushMatrix();//右肩
glTranslatef(0.4,0,0);
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(-0.4,0,0);
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(0.2,30,30);
glPushMatrix();//左大腿
glRotatef(angle3,1,0,0);
glTranslatef(0.1,-0.2,0);
glScalef(0.2,0.6,0.2);
glutSolidCube(0.5);
glPushMatrix();//左小腿
glRotatef(angle4,1,0,0);
glTranslatef(0,-0.6,0);
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(0.2,0.6,0.2);
glutSolidCube(0.5);
glPushMatrix();
glTranslatef(0,0.,0);
glRotatef(angle3,1,0,0);
glTranslatef(0,-0.6,0);
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("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
機器人手臂
#include <GL/glut.h>
float angleX =0,angle2=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;
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);
glPushMatrix();//右肩
glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();//右手臂
glRotatef(angle2,0,0,1);
glTranslatef(0,-0.5,0);
glScalef(0.2,1.5,0.2);
glutSolidCube(0.5);
glPopMatrix();
glPopMatrix();
glPushMatrix();//左肩
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();//左手臂
glRotatef(angle2,0,0,1);
glTranslatef(0,-0.5,0);
glScalef(0.2,1.5,0.2);
glutSolidCube(0.5);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
float angleX =0,angle2=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;
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);
glPushMatrix();//右肩
glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();//右手臂
glRotatef(angle2,0,0,1);
glTranslatef(0,-0.5,0);
glScalef(0.2,1.5,0.2);
glutSolidCube(0.5);
glPopMatrix();
glPopMatrix();
glPushMatrix();//左肩
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();//左手臂
glRotatef(angle2,0,0,1);
glTranslatef(0,-0.5,0);
glScalef(0.2,1.5,0.2);
glutSolidCube(0.5);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
加上階層式管理位置控制較簡單明確
#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);
glPushMatrix();
glTranslatef(0.5,0,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5,0,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(0.5,-0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
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);
glPushMatrix();
glTranslatef(0.5,0,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5,0,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(0.5,-0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
旋轉茶壺加上下左右圓球
#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(0.3,30,30);
glTranslatef(-1,0,0);
glutSolidSphere(0.3,30,30);
glTranslatef(0.5,0.5,0);
glutSolidSphere(0.3,30,30);
glTranslatef(0,-1,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
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(0.3,30,30);
glTranslatef(-1,0,0);
glutSolidSphere(0.3,30,30);
glTranslatef(0.5,0.5,0);
glutSolidSphere(0.3,30,30);
glTranslatef(0,-1,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
旋轉茶壺家左右的圓球
#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(0.3,30,30);
glTranslatef(-1,0,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
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(0.3,30,30);
glTranslatef(-1,0,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
week11可旋轉茶壺
#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();
}
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();
}
2014年4月25日 星期五
鍵盤控制旋轉
float angleX=0;
void keyboard(unsigned char key, int x, int y)
{
if(key=='a') angleX+=5;
if(key=='b') angleX-=5;
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();
}
2014年3月28日 星期五
2014年3月7日 星期五
2014年2月21日 星期五
訂閱:
文章 (Atom)















