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
2014年5月30日 星期五
week15課堂作業
內插法的使用
#include <GL/glut.h>
float a=0; //a is the alpha weight內差的比重
float angle=0;
float angleOld=0;
float angleNew=90;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x,int y)
{
if(key=='r')
{
a+=0.1;
angle =angleOld*(1-a)+angleNew*a;//內差法
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
=========加入timer來控制茶壺轉動=========
#include <GL/glut.h>
float a=0; //a is the alpha weight內差的比重
float angle[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
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();
glTranslatef(angle[3],angle[4],angle[5]);
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();
glPopMatrix();
glutSwapBuffers();
}
void readNext()
{
a+=0.1;
for(int i=0;i<20;i++)
{
angle[i] = angleOld[i] * (1-a) + angleNew[i] * a;
}
}
void timer(int t)
{
glutTimerFunc(10,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);//0的話就是立即開始播放,若為2000的話就是2秒後開始播放
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
#include <GL/glut.h>
float a=0; //a is the alpha weight內差的比重
float angle=0;
float angleOld=0;
float angleNew=90;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x,int y)
{
if(key=='r')
{
a+=0.1;
angle =angleOld*(1-a)+angleNew*a;//內差法
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
=========加入timer來控制茶壺轉動=========
#include <GL/glut.h>
float a=0; //a is the alpha weight內差的比重
float angle[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
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();
glTranslatef(angle[3],angle[4],angle[5]);
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();
glPopMatrix();
glutSwapBuffers();
}
void readNext()
{
a+=0.1;
for(int i=0;i<20;i++)
{
angle[i] = angleOld[i] * (1-a) + angleNew[i] * a;
}
}
void timer(int t)
{
glutTimerFunc(10,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);//0的話就是立即開始播放,若為2000的話就是2秒後開始播放
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
2014年5月23日 星期五
sing a song + save file
#include <windows.h>
#include <mmsystem.h> //Multi Media system
int main()
{
PlaySound("people.wav",NULL,SND_SYNC);//SND_SYNC 會等同步,SND_ASYNC 不等同步
}
=========以下為播mp3音檔的程式==========
#include <stdio.h>
#include <windows.h>
#include <mmsystem.h> //Multi Media system
#include "CMP3_MCI.h"
CMP3_MCI myMP3;
int main()
{
//PlaySound("people.wav",NULL,SND_SYNC);//SND_SYNC 會等同步,SND_ASYNC 不等同步,這是播放wav檔的程式
myMP3.Load("cry.mp3");
myMP3.Play();
printf("please input n:\n");
int n;
scanf("%d",&n);
}
==========下為加入讀檔的動畫==========
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <stdio.h>
//float angleX =0, angle0=0, angle1=0, angle2=0, angle3=0;
float angle[8]={0,0,0,0,0,0,0,0};
int angleID=0;
GLuint id[4];//技巧2: 使用陣列, 讓變數 變 簡單 simple
IplImage * img[4];
char filename[4][100]={"imgBody.png", "imgHand0.png", "imgLeg0.png", "imgLeg1.png"};
void myTexture()
{
glEnable(GL_TEXTURE_2D);
for(int i=0; i<4; i++)
{//技巧3: 迴圈, 可以讓程式碼, 做重覆的事可以很爽 清爽
img[i] = cvLoadImage( filename[i] );
cvCvtColor(img[i], img[i], CV_BGR2RGB);
glGenTextures(1, &id[i]);
glBindTexture(GL_TEXTURE_2D, id[i]);//head
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img[i]->width, img[i]->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img[i]->imageData);
}
}
void myRect()//技巧1: 重覆的程式碼, 用函式拉出來, 就不用一直copy啦
{//函式就是 黑盒子 幫你做事情!
glPushMatrix();
glScalef(0.2, 0.5, 0.5);
glBegin(GL_POLYGON);
glTexCoord2f(0,0); glVertex3f(-0.5, 0.5,0);
glTexCoord2f(0,1); glVertex3f(-0.5,-0.5,0);
glTexCoord2f(1,1); glVertex3f( 0.5,-0.5,0);
glTexCoord2f(1,0); glVertex3f( 0.5, 0.5,0);
glEnd();
glPopMatrix();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, id[0]);
myRect();//body//技巧1: 用函式, 哥就是帥!
glPushMatrix();//left hand
glTranslatef(-0.1, 0.15, 0);
glRotatef(angle[0], 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPushMatrix(); //技巧2:小手
glTranslatef(0, -0.25, 0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0, -0.25, 0); //改變重心
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//right hand
glTranslatef(0.1, 0.15, 0);
glRotatef(-angle[2], 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPushMatrix(); //技巧2:小手
glTranslatef(0, -0.25, 0);
glRotatef(-angle[3], 0,0,1);
glTranslatef(0, -0.25, 0); //改變重心
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//left leg
glTranslatef( -0.05, -0.25, 0);
glRotatef(180-angle[4], 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//left foot
glTranslatef( 0, 0.25, 0);
glRotatef(angle[5], 0,0,1);
glTranslatef(0, 0.15, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//right leg
glTranslatef( 0.05, -0.25, 0);
glRotatef(-(180-angle[6]), 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//right foot
glTranslatef( 0, 0.25, 0);
glRotatef(-angle[7], 0,0,1);
glTranslatef(0, 0.15, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
FILE *fout=NULL, *fin=NULL;
void timer (int t)
{
glutTimerFunc(1000,timer,0);
if(fin==NULL) fin = fopen("hae.txt","r");
fscanf(fin,"%f %f %f %f %f %f %f %f\n",&angle[0],&angle[1],&angle[2],&angle[3],&angle[4],&angle[5],&angle[6],&angle[7]);
printf("%f %f %f %f %f %f %f %f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='7') angleID=7;
if(key=='s') //先設定每個關節動作的位置
{
if(fout==NULL) fout =fopen("hae.txt","w+");
fprintf(fout,"%f %f %f %f %f %f %f %f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
printf("%f %f %f %f %f %f %f %f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
}
if(key=='r') //讀取每個關節位置
{
if(fin==NULL) fin = fopen("hae.txt","r");
fscanf(fin,"%f %f %f %f %f %f %f %f\n",&angle[0],&angle[1],&angle[2],&angle[3],&angle[4],&angle[5],&angle[6],&angle[7]);
printf("%f %f %f %f %f %f %f %f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
}
if(key=='p')
{
glutTimerFunc(1000,timer,0);
}
glutPostRedisplay();//請電腦重新畫一次畫面
}
int oldX=0,oldY=0;
void motion(int x,int y)
{
angle[angleID]+=x-oldX;
oldX=x;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myTexture();
glutMainLoop();
}
2014年5月16日 星期五
week13作業
*神奇密碼*-lcv -lcxcore -lhighgui
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
//float angleX =0, angle0=0, angle1=0, angle2=0, angle3=0;
float angle[8]={0,0,0,0,0,0,0,0};
int angleID=0;
GLuint id[4];//技巧2: 使用陣列, 讓變數 變 簡單 simple
IplImage * img[4];
char filename[4][100]={"imgBody.png", "imgHand0.png", "imgLeg0.png", "imgLeg1.png"};
void myTexture()
{
glEnable(GL_TEXTURE_2D);
for(int i=0; i<4; i++)
{//技巧3: 迴圈, 可以讓程式碼, 做重覆的事可以很爽 清爽
img[i] = cvLoadImage( filename[i] );
cvCvtColor(img[i], img[i], CV_BGR2RGB);
glGenTextures(1, &id[i]);
glBindTexture(GL_TEXTURE_2D, id[i]);//head
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img[i]->width, img[i]->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img[i]->imageData);
}
}
void myRect()//技巧1: 重覆的程式碼, 用函式拉出來, 就不用一直copy啦
{//函式就是 黑盒子 幫你做事情!
glPushMatrix();
glScalef(0.2, 0.5, 0.5);
glBegin(GL_POLYGON);
glTexCoord2f(0,0); glVertex3f(-0.5, 0.5,0);
glTexCoord2f(0,1); glVertex3f(-0.5,-0.5,0);
glTexCoord2f(1,1); glVertex3f( 0.5,-0.5,0);
glTexCoord2f(1,0); glVertex3f( 0.5, 0.5,0);
glEnd();
glPopMatrix();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, id[0]);
myRect();//body//技巧1: 用函式, 哥就是帥!
glPushMatrix();//left hand
glTranslatef(-0.1, 0.15, 0);
glRotatef(angle[0], 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPushMatrix(); //技巧2:小手
glTranslatef(0, -0.25, 0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0, -0.25, 0); //改變重心
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//right hand
glTranslatef(0.1, 0.15, 0);
glRotatef(-angle[2], 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPushMatrix(); //技巧2:小手
glTranslatef(0, -0.25, 0);
glRotatef(-angle[3], 0,0,1);
glTranslatef(0, -0.25, 0); //改變重心
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//left leg
glTranslatef( -0.05, -0.25, 0);
glRotatef(180-angle[4], 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//left foot
glTranslatef( 0, 0.25, 0);
glRotatef(angle[5], 0,0,1);
glTranslatef(0, 0.15, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//right leg
glTranslatef( 0.05, -0.25, 0);
glRotatef(-(180-angle[6]), 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//right foot
glTranslatef( 0, 0.25, 0);
glRotatef(-angle[7], 0,0,1);
glTranslatef(0, 0.15, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='7') angleID=7;
glutPostRedisplay();//請電腦重新畫一次畫面
}
int oldX=0,oldY=0;
void motion(int x,int y)
{
angle[angleID]+=x-oldX;
oldX=x;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myTexture();
glutMainLoop();
}
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
//float angleX =0, angle0=0, angle1=0, angle2=0, angle3=0;
float angle[8]={0,0,0,0,0,0,0,0};
int angleID=0;
GLuint id[4];//技巧2: 使用陣列, 讓變數 變 簡單 simple
IplImage * img[4];
char filename[4][100]={"imgBody.png", "imgHand0.png", "imgLeg0.png", "imgLeg1.png"};
void myTexture()
{
glEnable(GL_TEXTURE_2D);
for(int i=0; i<4; i++)
{//技巧3: 迴圈, 可以讓程式碼, 做重覆的事可以很爽 清爽
img[i] = cvLoadImage( filename[i] );
cvCvtColor(img[i], img[i], CV_BGR2RGB);
glGenTextures(1, &id[i]);
glBindTexture(GL_TEXTURE_2D, id[i]);//head
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img[i]->width, img[i]->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img[i]->imageData);
}
}
void myRect()//技巧1: 重覆的程式碼, 用函式拉出來, 就不用一直copy啦
{//函式就是 黑盒子 幫你做事情!
glPushMatrix();
glScalef(0.2, 0.5, 0.5);
glBegin(GL_POLYGON);
glTexCoord2f(0,0); glVertex3f(-0.5, 0.5,0);
glTexCoord2f(0,1); glVertex3f(-0.5,-0.5,0);
glTexCoord2f(1,1); glVertex3f( 0.5,-0.5,0);
glTexCoord2f(1,0); glVertex3f( 0.5, 0.5,0);
glEnd();
glPopMatrix();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, id[0]);
myRect();//body//技巧1: 用函式, 哥就是帥!
glPushMatrix();//left hand
glTranslatef(-0.1, 0.15, 0);
glRotatef(angle[0], 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPushMatrix(); //技巧2:小手
glTranslatef(0, -0.25, 0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0, -0.25, 0); //改變重心
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//right hand
glTranslatef(0.1, 0.15, 0);
glRotatef(-angle[2], 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPushMatrix(); //技巧2:小手
glTranslatef(0, -0.25, 0);
glRotatef(-angle[3], 0,0,1);
glTranslatef(0, -0.25, 0); //改變重心
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//left leg
glTranslatef( -0.05, -0.25, 0);
glRotatef(180-angle[4], 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//left foot
glTranslatef( 0, 0.25, 0);
glRotatef(angle[5], 0,0,1);
glTranslatef(0, 0.15, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//right leg
glTranslatef( 0.05, -0.25, 0);
glRotatef(-(180-angle[6]), 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//right foot
glTranslatef( 0, 0.25, 0);
glRotatef(-angle[7], 0,0,1);
glTranslatef(0, 0.15, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='7') angleID=7;
glutPostRedisplay();//請電腦重新畫一次畫面
}
int oldX=0,oldY=0;
void motion(int x,int y)
{
angle[angleID]+=x-oldX;
oldX=x;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myTexture();
glutMainLoop();
}
2014年5月9日 星期五
week12
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angleX =0;
void texture()
{
GLuint id;
IplImage * img = cvLoadImage("body.png");
cvCvtColor(img, img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
}
void display()
{
glEnable(GL_DEPTH_TEST);//深度測試
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//清畫面
glPushMatrix();
glPushMatrix();
glScalef( 0.2, 0.5, 0.5);
glBegin(GL_POLYGON);
glTexCoord2f(0,0); glVertex3f(-0.5, 0.5,0);
glTexCoord2f(0,1); glVertex3f(-0.5,-0.5,0);
glTexCoord2f(1,1); glVertex3f( 0.5,-0.5,0);
glTexCoord2f(1,0); glVertex3f( 0.5,0.5, 0);
glEnd();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
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
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
texture();
glutMainLoop();
}
#include <opencv/highgui.h>
#include <opencv/cv.h>
float angleX =0;
void texture()
{
GLuint id;
IplImage * img = cvLoadImage("body.png");
cvCvtColor(img, img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
}
void display()
{
glEnable(GL_DEPTH_TEST);//深度測試
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//清畫面
glPushMatrix();
glPushMatrix();
glScalef( 0.2, 0.5, 0.5);
glBegin(GL_POLYGON);
glTexCoord2f(0,0); glVertex3f(-0.5, 0.5,0);
glTexCoord2f(0,1); glVertex3f(-0.5,-0.5,0);
glTexCoord2f(1,1); glVertex3f( 0.5,-0.5,0);
glTexCoord2f(1,0); glVertex3f( 0.5,0.5, 0);
glEnd();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
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
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
texture();
glutMainLoop();
}
2014年5月2日 星期五
week11上課題目
#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, 4.0f, -6.0f, 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);//深度測試
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//清畫面
glPushMatrix();
glRotatef(angleX, 0,1,0);//旋轉
glutWireTeapot(0.3);//茶壺
glTranslatef( 0.5, 0, 0);
glutSolidSphere( 0.3, 30, 30);//右邊圓
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);//旋轉
glTranslatef(-0.5, 0, 0);
glutSolidSphere( 0.3, 30, 30);//左邊圓
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);//旋轉
glTranslatef( 0, 0.35, 0);
glutSolidSphere( 0.2, 30, 30);//中間圓
glPopMatrix();
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, 3.0f, -6.0f, 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);//深度測試
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//清畫面
glPushMatrix();
glRotatef(angleX, 0,1,0);//旋轉
glutSolidTeapot(0.3);//茶壺
glPushMatrix();//右邊圓(關節)
glTranslatef( 0.4, 0, 0);
glutSolidSphere( 0.2, 30, 30);
glPushMatrix(); //右邊手臂
glRotatef(angle2, 0,0,1);//旋轉
glTranslatef( 0.2, 0, 0);//移動手臂位置 (x,y,z)
glScalef(0.4,0.2,0.2);//放大倍率 (x,y,z)
glutSolidCube(1);//大小為1倍
glPopMatrix();
glPopMatrix();
glPushMatrix(); //左邊圓(關節)
glTranslatef(-0.4, 0, 0);
glutSolidSphere( 0.2, 30, 30);
glPushMatrix(); //左邊手臂
glRotatef(angle2, 0,0,1);//旋轉
glTranslatef( -0.2, 0, 0);//移動手臂位置 (x,y,z)
glScalef(0.4,0.2,0.2);//放大倍率 (x,y,z)
glutSolidCube(1);//大小為1倍
glPopMatrix();
glPopMatrix();
glPushMatrix();//中間身體
glTranslatef( 0, 0.35, 0);
glutSolidSphere( 0.2, 30, 30);
glPopMatrix();
glPushMatrix(); // 右大腿
glTranslatef(0.05, -0.1, 0);//移動右腿位置 (x,y,z)
glRotatef(angle3, 1, 0, 0);//有旋轉
glTranslatef( 0.1, -0.3, 0); //移動旋轉位置
glPushMatrix();
glScalef(0.2,0.4,0.2);//放大倍率 (x,y,z)
glutSolidCube(1);//大小為1倍
glPopMatrix();
glPopMatrix();
glPushMatrix(); // 左大腿
glTranslatef(-0.25, -0.1, 0);//移動左腿位置 (x,y,z)
glRotatef(angle3, 1, 0, 0);//有旋轉
glTranslatef( 0.1, -0.3, 0); //移動旋轉位置
glPushMatrix();
glScalef(0.2,0.4,0.2);//放大倍率 (x,y,z)
glutSolidCube(1);//大小為1倍
glPopMatrix();
glPopMatrix();
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
week10 按鍵,滑鼠,移動旋轉縮放
#include <GL/glut.h>
float angleX=0;
void keyboard(unsigned char key,int x, int y)
{
if(key=='a') angleX+=3; //每按一下,增加3度
if(key=='b') angleX-=3;
glutPostRedisplay();//改變角度,重新re-display顯示
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX,0,1,0);
glutSolidTeapot(0.3); //畫出茶壺
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
#include <stdio.h>
printf("%c %d %d\n",key,x,y);
增加了打光的部分程式碼
#include <GL/glut.h>
#include <stdio.h>
float angleX=0;
void keyboard(unsigned char key,int x, int y)
{
printf("%c %d %d\n",key,x,y);
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
glutPostRedisplay();//改變角度,重新re-display顯示
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 2.0f, -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("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();//畫出來
glutMainLoop();
}
float angleX=0;
void keyboard(unsigned char key,int x, int y)
{
if(key=='a') angleX+=3; //每按一下,增加3度
if(key=='b') angleX-=3;
glutPostRedisplay();//改變角度,重新re-display顯示
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX,0,1,0);
glutSolidTeapot(0.3); //畫出茶壺
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
#include <stdio.h>
printf("%c %d %d\n",key,x,y);
增加了打光的部分程式碼
#include <GL/glut.h>
#include <stdio.h>
float angleX=0;
void keyboard(unsigned char key,int x, int y)
{
printf("%c %d %d\n",key,x,y);
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
glutPostRedisplay();//改變角度,重新re-display顯示
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 2.0f, -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("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();//畫出來
glutMainLoop();
}
#include <GL/glut.h>
#include <stdio.h>
#include <math.h>
float angleY=0, startY=0;
float angleX=0, startX=0;
float m[16]={1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
void mouse(int button, int state, int x, int y)
{
printf("%d %d %d %d\n",button,state,x,y);
startX=x;
startY=y;
}
void motion(int x,int y)
{
printf("%d %d\n", x, y);
angleX = x - startX; startX = x; //再把+=改成=,因為下面已經轉動累積起來了
angleY = y - startY; startY = y;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 2.0f, -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();
float dist= sqrt(angleX*angleX+angleY*angleY);
glRotatef(dist,-angleY,-angleX,0);
glMultMatrixf(m);
glGetFloatv(GL_MODELVIEW_MATRIX,m);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myLight();//畫出來
glutMainLoop();
}
2014年4月11日 星期五
多拉A夢
#include <GL/glut.h>
float angle=0;
void display()
{
glEnable(GL_DEPTH_TEST);//要3D的深度測試
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //清空畫面
glPushMatrix();
glRotatef(angle,0,1,0);//對整個多拉A夢做旋轉
glPushMatrix();
glTranslatef(0,0.3,0);//往上移動
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);//頭
glColor3f(1,1,1);//白色
glTranslatef(0,-0.1,0.1);
glutSolidSphere(0.25,30,30);//臉
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
//glutSolidSphere(0.2,30,30);//身體
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void idle()
{
angle++;
glutPostRedisplay(); //要去Re-Display重新顯示
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE| GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutIdleFunc(idle);//執行某個函式
glutMainLoop();
}
float angle=0;
void display()
{
glEnable(GL_DEPTH_TEST);//要3D的深度測試
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //清空畫面
glPushMatrix();
glRotatef(angle,0,1,0);//對整個多拉A夢做旋轉
glPushMatrix();
glTranslatef(0,0.3,0);//往上移動
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);//頭
glColor3f(1,1,1);//白色
glTranslatef(0,-0.1,0.1);
glutSolidSphere(0.25,30,30);//臉
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
//glutSolidSphere(0.2,30,30);//身體
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void idle()
{
angle++;
glutPostRedisplay(); //要去Re-Display重新顯示
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE| GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutIdleFunc(idle);//執行某個函式
glutMainLoop();
}
加入打光片段程式碼
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, 5.0f, -5.0f, 0.0f };
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);
#include <GL/glut.h>
float angle=0;
void eye()
{
glPushMatrix();
glColor3f(1,1,1);
glutSolidSphere(0.1,20,20);//先畫白色的眼球
glTranslatef(0,0,0.1);// 動一點點試試看
glColor3f(0,0,0);//再畫瞳孔(黑)
glutSolidSphere(0.02,10,10);
glPopMatrix();
}
void head()
{
glPushMatrix();
glTranslatef(0,0.3,0);//往上移動
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);//頭
glColor3f(1,1,1);
glTranslatef(0,-0.1,0.1);
glutSolidSphere(0.25,30,30);//臉
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
//glutSolidSphere(0.2,30,30);身體
glPopMatrix();
}
void display()
{
glEnable(GL_DEPTH_TEST);//要3D的深度測試
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //清空畫面
glPushMatrix();
glRotatef(angle,0,1,0);//對整個多拉A夢做旋轉
head();
glTranslatef(0,0,0.6);//往外慢慢移
eye();
/*ushMatrix();
glTranslatef(0,0.3,0);//往上移動
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);//頭
glColor3f(1,1,1);//白色
glTranslatef(0,-0.1,0.1);
glutSolidSphere(0.25,30,30);//臉*/
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
//glutSolidSphere(0.2,30,30);//身體
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void idle()
{
angle++;
glutPostRedisplay(); //要去Re-Display重新顯示
}
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, 5.0f, -5.0f, 0.0f };
int main()
{
glutInitDisplayMode(GLUT_DOUBLE| GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutIdleFunc(idle);//執行某個函式
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();
}
#include <GL/glut.h>
float angle=0;
void eye()
{
glPushMatrix();
glColor3f(1,1,1);
glutSolidSphere(0.1,20,20);//先畫白色的眼球
glTranslatef(0,0,0.1);// 動一點點試試看
glColor3f(0,0,0);//再畫瞳孔(黑)
glutSolidSphere(0.02,10,10);
glPopMatrix();
}
void head()
{
glPushMatrix();
glTranslatef(0,0.3,0);//往上移動
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);//頭
glColor3f(1,1,1);
glTranslatef(0,-0.1,0.1);
glutSolidSphere(0.25,30,30);//臉
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
//glutSolidSphere(0.2,30,30);身體
glPopMatrix();
}
void display()
{
glEnable(GL_DEPTH_TEST);//要3D的深度測試
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //清空畫面
glPushMatrix();
glRotatef(angle,0,1,0);//對整個多拉A夢做旋轉
head();
glTranslatef(0,0,0.6);//往外慢慢移
eye();
/*ushMatrix();
glTranslatef(0,0.3,0);//往上移動
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);//頭
glColor3f(1,1,1);//白色
glTranslatef(0,-0.1,0.1);
glutSolidSphere(0.25,30,30);//臉*/
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
//glutSolidSphere(0.2,30,30);//身體
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void idle()
{
angle++;
glutPostRedisplay(); //要去Re-Display重新顯示
}
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, 5.0f, -5.0f, 0.0f };
int main()
{
glutInitDisplayMode(GLUT_DOUBLE| GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutIdleFunc(idle);//執行某個函式
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();
}
2014年3月28日 星期五
2014年3月21日 星期五
2014年3月14日 星期五
2014年3月7日 星期五
2014年2月21日 星期五
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