顯示具有 HW08 標籤的文章。 顯示所有文章
顯示具有 HW08 標籤的文章。 顯示所有文章

2014年6月12日 星期四


const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f }; //宣告顏色
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);
  glutMainLoop(); 
void eye()
{
glPushMatrix();
glColor3f(1,1,1);
glutSolidSphere(0.1,20,20);
glTranslatef(0,0.03,0.08);
glColor3f(0,0,0);
glutSolidSphere(0.04,10,10);
glPopMatrix();
}
void head()
{
glPushMatrix();
glTranslatef(0,0.3,0);
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);
glColor3f(1,1,1);
glTranslatef(0,-0.01,0.1);
glutSolidSphere(0.25,30,30);
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
//glutSolidSphere(0.2,30,30);
glPopMatrix();
}

week08

 記得要加glutSwapBuffers();不然會出錯
加入打光程式碼
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 };
int main()
{
glutInitDisplayMode(GLUT_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();
}
加入眼睛程式碼
慢慢調整參數
void eye()
{
glPushMatrix();
glColor3f(1,1,1);
glTranslatef(0.075,0.35,0.225);
glutSolidSphere(0.1,20,20);

glColor3f(0,0,0);
glTranslatef(0.03,0.02,0.075);
glutSolidSphere(0.03,10,10);
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
glTranslatef(-0.075,0.35,0.225);
glutSolidSphere(0.1,20,20);

glColor3f(0,0,0);
glTranslatef(-0.03,0.02,0.075);
glutSolidSphere(0.03,10,10);
glPopMatrix();
}

2014年5月30日 星期五

const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f }; //宣告顏色
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);
  glutMainLoop(); 
void eye()
{
glPushMatrix();
glColor3f(1,1,1);
glutSolidSphere(0.1,20,20);
glTranslatef(0,0.03,0.08);
glColor3f(0,0,0);
glutSolidSphere(0.04,10,10);
glPopMatrix();
}
void head()
{
glPushMatrix();
glTranslatef(0,0.3,0);
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);
glColor3f(1,1,1);
glTranslatef(0,-0.01,0.1);
glutSolidSphere(0.25,30,30);
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
//glutSolidSphere(0.2,30,30);
glPopMatrix();
}


2014年4月11日 星期五

13


01160661 Week08 , Doreamon


#include <GL/glut.h>
//#include "glm.h"
//GLMmodle *modle;
float angle=0;
void eye()
{
 glPushMatrix();
  glTranslatef(-0.1, 0.4, 0.2);
  glColor3f(1, 1, 1);
  glutSolidSphere(0.1, 20, 20);
 
  glColor3f(0,0,0);
  glTranslatef(-0.02, 0.05 , 0.07);
  glutSolidSphere(0.03, 10, 10);
 glPopMatrix();
 glPushMatrix();
  glTranslatef(0.1, 0.4, 0.2);
  glColor3f(1, 1, 1);
  glutSolidSphere(0.1, 20, 20);
 
  glColor3f(0,0,0);
  glTranslatef(-0.02, 0.05 , 0.07);
  glutSolidSphere(0.03, 10, 10);
 glPopMatrix();
}
void head()
{
 glPushMatrix();
  glTranslatef(0, 0.3, 0);
  glColor3f(0, 0, 1);
  glutSolidSphere(0.3, 30, 30);
 
  glColor3f(1,1,1);
  glTranslatef(0, -0.05 , 0.1);
  glutSolidSphere(0.24, 30, 30);
 glPopMatrix();
}
void display()
{
 glEnable(GL_DEPTH_TEST);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 glPushMatrix();
  glRotatef(angle, 0, 1 ,0);
  head();
  eye();
 glPopMatrix();
 glutSwapBuffers();
}
void timer(int t)
{
 glutTimerFunc(20,timer,1);
 angle++;
 glutPostRedisplay();
}
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };//打光
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };//打光
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };//打光
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };//打光//-5.0f把光打到前面

int main()
{
 glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
 glutCreateWindow("week08");
 glutDisplayFunc(display);

    glEnable(GL_LIGHT0);//打光
    glEnable(GL_NORMALIZE);//打光
    glEnable(GL_COLOR_MATERIAL);//打光
    glEnable(GL_LIGHTING);//打光
 
    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);//打光
    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);//打光
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);//打光
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);//打光
// model=glmReadOBJ("檔名");
// glmUnitize(model);
 glutTimerFunc(2000,timer,1);
 glutMainLoop();
}

week08


1.先畫出哆啦A夢的頭與臉












2.將頭與臉做旋轉













3.做打光功能













4.畫出眼睛













程式碼:
#include <GL/glut.h>
float angle=0;
void eye()
{
glPushMatrix();
glColor3f(1, 1, 1);
glutSolidSphere(0.1, 20, 20);//眼球 
glTranslatef(0, 0.025, 0.09);
glColor3f(0, 0, 0);
glutSolidSphere(0.03, 10, 10);//眼珠 
glPopMatrix();
}
void head()
{
glPushMatrix();//頭 
glColor3f(0, 0, 1);
glTranslatef(0, 0.3, 0);
glutSolidSphere(0.3, 30, 30);
glPopMatrix();
glPushMatrix();//臉 
glColor3f(1, 1, 1);
glTranslatef(0, 0.26, 0.07);
glutSolidSphere(0.25, 30, 30);
glPopMatrix();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, 0, 1, 0);
head();
glTranslatef(-0.05, 0.4, 0.2);
eye();
glTranslatef(0.1, 0, 0);
eye();
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, 5.0f, -5.0f, 0.0f };
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week 08");
glutDisplayFunc(display);
glutIdleFunc(idle);
glEnable(GL_LIGHT0);//打開"光"的功能 
        glEnable(GL_NORMALIZE);
        glEnable(GL_COLOR_MATERIAL);
        glEnable(GL_LIGHTING);
        glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);//使用設定光的陣列 
        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);

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();
}

圈圈點點點

#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();
glPushMatrix();
glTranslatef(0,0.3,0);
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);

glColor3f(1,1,1);
glTranslatef(0,-0.1,0.1);
glutSolidSphere(0.25,30,30);
glPopMatrix();


glPushMatrix();
glColor3f(1,1,1);
//glutSolidSphere(0.2,30,30);
   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);
eye();
glPushMatrix();
glColor3f(1,1,1);
//glutSolidSphere(0.2,30,30);
   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, 5.0f, -5.0f, 0.0f };
int main()
{
glutInitDisplayMode(GLUT_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();

}

01160581 Week08 脫窗之多拉B夢


#include <GL/glut.h>
//#include "glm.h"
//GLMmodle *modle;
float angle=0;
void eye()
{
glPushMatrix();
glTranslatef(-0.1, 0.4, 0.2);
glColor3f(1, 1, 1);
glutSolidSphere(0.1, 20, 20);

glColor3f(0,0,0);
glTranslatef(-0.02, 0.05 , 0.07);
glutSolidSphere(0.03, 10, 10);
glPopMatrix();
glPushMatrix();
glTranslatef(0.1, 0.4, 0.2);
glColor3f(1, 1, 1);
glutSolidSphere(0.1, 20, 20);

glColor3f(0,0,0);
glTranslatef(-0.02, 0.05 , 0.07);
glutSolidSphere(0.03, 10, 10);
glPopMatrix();
}
void head()
{
glPushMatrix();
glTranslatef(0, 0.3, 0);
glColor3f(0, 0, 1);
glutSolidSphere(0.3, 30, 30);

glColor3f(1,1,1);
glTranslatef(0, -0.05 , 0.1);
glutSolidSphere(0.24, 30, 30);
glPopMatrix();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, 0, 1 ,0);
head();
eye();
glPopMatrix();
glutSwapBuffers();
}
void timer(int t)
{
glutTimerFunc(20,timer,1);
angle++;
glutPostRedisplay();
}
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };//打光
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };//打光
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };//打光
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };//打光//-5.0f把光打到前面

int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);

    glEnable(GL_LIGHT0);//打光
    glEnable(GL_NORMALIZE);//打光
    glEnable(GL_COLOR_MATERIAL);//打光
    glEnable(GL_LIGHTING);//打光
   
    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);//打光
    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);//打光
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);//打光
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);//打光
// model=glmReadOBJ("檔名");
// glmUnitize(model);
glutTimerFunc(2000,timer,1);
glutMainLoop();
}
成功做出有點脫窗的多拉A夢! 可是我怎麼覺得他比較像青蛙
加上TIMER會比較跩

Doraemon hahaha

#include<GL/glut.h>
#include "glm.h"
GLMmodel * model;
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();
glTranslatef(0,0.3,0);
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);

glColor3f(1,1,1);
glTranslatef(0,-0.1,0.1);
glutSolidSphere(0.25,30,30);
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
// glutSolidSphere(0.2,30,30);
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();

glutSwapBuffers();
}

void timer (int t)
{
glutTimerFunc(100,timer,t+1);
angle+=5;
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, 5.0f, -5.0f, 0.0f };
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);

glutTimerFunc(2000,timer,1);

  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();
}

A夢


#include <GL/glut.h>
float angle=0;

void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);

glPushMatrix();
glTranslatef(0,0.3,0);
glColor3f(0,0,1);
glutSolidSphere(0.3,30,30);

glTranslatef(0,-0.1,0.1);
glColor3f(1,1,1);
glutSolidSphere(0.25,30,30);
glPopMatrix();

glPushMatrix();
glColor3f(1,1,1);
glPopMatrix();
glPopMatrix();

glutSwapBuffers();
}
void idle()
{
angle++;
glutPostRedisplay();
}
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f }; //宣告顏色
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);


    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();  


glutMainLoop();
}

timer 哆啦



#include <GL/glut.h>
#include "glm.h"
float angle=0;

void head()
{
glPushMatrix();
    glTranslatef(0,0.3,0);
    glColor3f(0,0,1);
    glutSolidSphere(0.3,30,30);
   
    glColor3f(1,1,1);
    glTranslatef(0,-0.1,0.1);
    glutSolidSphere(0.25,30,30);
    glPopMatrix();
}
void reye()
{
glPushMatrix();
    glTranslatef(0,0.3,0);
    glColor3f(1,1,1);
    glutSolidSphere(0.1,20,20);
   
    glColor3f(0,0,0);
    glTranslatef(0,0,0.1);
    glutSolidSphere(0.03,30,30);
   
    glPopMatrix();
 
}
void leye()
{
glPushMatrix();
    glTranslatef(0,0.3,0);
    glColor3f(1,1,1);
    glutSolidSphere(0.1,20,20);
   
    glColor3f(0,0,0);
    glTranslatef(0,0,0.1);
    glutSolidSphere(0.03,30,30);
   
    glPopMatrix();
 
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
     glPushMatrix();
      glRotatef(angle,0,1,0);
   
      head();
     
      glTranslatef(0.14,0,0.25);
      reye();
     
      glTranslatef(-0.25,0,0.03);
      leye();
     
      glPushMatrix();
    glTranslatef(0,-0.3,0);
    glColor3f(1,1,1);
    // glutSolidSphere(0.2,30,30);
      glPopMatrix();
     
     glPopMatrix();
   
     glutSwapBuffers();
     }
void timer(int t)
{
glutTimerFunc(20,timer,t+1);//停兩秒再開始
angle+=1;
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, 5.0f, -5.0f, 0.0f };
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
//glutIdleFunc(idle);
/*timer*/
glutTimerFunc(2000,timer,1);
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();
}

Week08

記得要加glutSwapBuffers();不然會出錯
加入打光程式碼
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 };
int main()
{
glutInitDisplayMode(GLUT_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();
}
加入眼睛程式碼
慢慢調整參數
void eye()
{
glPushMatrix();
glColor3f(1,1,1);
glTranslatef(0.075,0.35,0.225);
glutSolidSphere(0.1,20,20);

glColor3f(0,0,0);
glTranslatef(0.03,0.02,0.075);
glutSolidSphere(0.03,10,10);
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
glTranslatef(-0.075,0.35,0.225);
glutSolidSphere(0.1,20,20);

glColor3f(0,0,0);
glTranslatef(-0.03,0.02,0.075);
glutSolidSphere(0.03,10,10);
glPopMatrix();
}