第四周三個程式碼
第一個:使普通茶杯 旋轉
#include <GL/glut.h>
float angle = 0;
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotated(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();
}
第二個:幫上一個茶杯上燈光
#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();
glRotated(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);
myLight();
glutMainLoop();
}
第三個:兩個杯子 選轉移動交換順序 觀察變化(公轉跟自轉)
#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);
glRotated(angle, 0, 1, 0);
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glPushMatrix();
glRotated(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("week04");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
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