step01-1 下載上課檔案
下載 網站( https://jsyeh.org/3dcg10/ )
下載檔案及名稱:1. data.zip、2. win32.zip、3. glut32.dll
解壓縮
windows.zip => 獨立解出一個資料夾
data.zip => 將data解壓縮到window資料夾內
執行時可移動xyz的座標
本週上課內容為"旋轉 Rotation"
x軸旋轉時
y軸選轉時
很像右手安培定則,想像z軸面向我們而來,x軸即為水平線,y軸為垂直線
![]() |
| XY軸一起轉 |
#include <GL/glut.h>
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 };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
void mylight()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
}
float angle=0;
void display()
{
glClearColor(1,1,1,1);
glClear( GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);
glColor3f(1,1,0);
glutSolidTeapot( 0.3 );
glPopMatrix();
glutSwapBuffers();
angle++;
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week04");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}




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