1.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();
}
2.T-R-T
#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();
}
3.關節轉動
#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();
}
4.滑鼠控制關節移動
#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();///Right Upper Arm
glPushMatrix();
glTranslatef(0.25,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
drawArm();///Right Lower Arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5,0,0);
glRotatef(angle,0,0,1);
glTranslatef(-0.25,0,0);
drawArm();///Left Upper Arm
glPushMatrix();
glTranslatef(-0.25,0,0);
glRotatef(angle,0,0,1);
glTranslatef(-0.25,0,0);
drawArm();///Left Lower Arm
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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