(1) 換model Al.Capone
(2) 旋轉軸(角度,0,0,1)
(3) reset swap
老師操作
實際操作
茶壺打光
#include <GL/glut.h>
void display()
{
GLfloat pos[]={0,0,-1,0};
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glFlush();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutMainLoop();
}
茶壺柄沿著茶壺嘴做旋轉
#include <GL/glut.h>
float angle=0;
void display()
{
GLfloat pos[]={0,0,-1,0};
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.6,0.2,0);
glRotatef(angle,0,0,1);
glTranslatef(0.3,0,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSolidTeapot(0.3);
glFlush();
}
void timer(int t)
{
glutTimerFunc(20, timer,t+1);
angle++;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutTimerFunc(20, timer, 0);
glutMainLoop();
}
#include <GL/glut.h>
float angle=0;
void drawBody()
{
glPushMatrix();
glScalef(1, 0.5, 0.5);
glutSolidCube(1);
glPopMatrix();
}
void drawArm()
{
glPushMatrix();
glScalef(0.6, 0.3, 0.3);
glutSolidCube(1);
glPopMatrix();
}
void display()
{
GLfloat pos[]={0,0,-1,0};
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.5,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.3,0,0);
drawArm();
glPopMatrix();
drawBody();
glFlush();
}
void timer(int t)
{
glutTimerFunc(20, timer,t+1);
angle++;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutTimerFunc(20, timer, 0);
glutMainLoop();
}
兩隻手臂上下轉動
#include <GL/glut.h>
float angle=0 , oldX=0 , oldY=0;
void drawBody()
{
glPushMatrix();
glScalef(1, 0.5, 0.5);
glutSolidCube(1);
glPopMatrix();
}
void drawArm()
{
glPushMatrix();
glScalef(0.6, 0.3, 0.3);
glutSolidCube(1);
glPopMatrix();
}
void display()
{
GLfloat pos[]={0,0,-1,0};
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.5,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
drawArm();
glPushMatrix();
glTranslatef(0.25, 0, 0);
glRotatef(angle, 0, 0, 1);
glTranslatef(0.25, 0, 0);
drawArm();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5,0,0);
glRotatef(-angle,0,0,1);
glTranslatef(-0.25,0,0);
drawArm();
glPushMatrix();
glTranslatef(-0.25, 0, 0);
glRotatef(-angle, 0, 0, 1);
glTranslatef(-0.25,0,0);
drawArm();
glPopMatrix();
glPopMatrix();
drawBody();
glFlush();
}
void motion(int x,int y)
{
angle -= y - oldY;
oldY=y; oldX=x;
}
void mouse(int button, int state, int x,int y)
{
if(state==GLUT_DOWN) {oldX=x; oldY=y;}
}
void timer(int t)
{
glutTimerFunc(20, timer,t+1);
angle++;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutTimerFunc(20, timer, 0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
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