2023年3月8日 星期三

week0404040404


 1. 安裝windows.zip和data.zip

2.Z軸就是旋轉軸
3.可以調各種軸變形 旋轉 放大
4.做出旋轉茶壺
#include <GL/glut.h>
float angle = 0;
void display()
{
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
    glPushMatrix();
        glRotatef(angle, 0, 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("week03");
    glutDisplayFunc(display);
    glutIdleFunc(display);
    glutMainLoop();
}

#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()
{
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
    glPushMatrix();
        glRotatef(angle, 0, 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();
}

#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();
}

#include <GL/glut.h>
float angle = 0;
void display()
{
    glEnable(GL_DEPTH_TEST);
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
    glPushMatrix();
    glTranslatef(0.6, 0, 0);
    glRotatef(angle, 0, 1, 0);
    glColor3f(1,1,0);
    glutSolidTeapot( 0.3 );
    glPopMatrix();
    glPushMatrix();
        glRotatef(angle, 0, 1, 0);
        glTranslatef(0.6, 0, 0);
        glColor3f(1,0,0);
        glutSolidTeapot( 0.3 );
    glPopMatrix();
    glutSwapBuffers();
    angle++;
}

int main(int argc, char* argv[] )
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week03");
    glutDisplayFunc(display);
    glutIdleFunc(display);
    glutMainLoop();
}












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