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
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();
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
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();
}
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();
}
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();
}
#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();
}
#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();
}
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();
}
訂閱:
文章 (Atom)



















