(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 茶壺旋轉
#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); ///最後一步,把樓下的 "會對壺柄做旋轉的東西" 再移到右上 掛上去 ver4glRotatef(angle,0,0,1); ///把下面整團都對中間做旋轉 ver3
glTranslatef(0.3, 0, 0); ///把它往右移,壺柄在中間 ver2
glutSolidTeapot(0.3); ///這是個茶壺 ver1
glPopMatrix();
glutSolidTeapot(0.3); ///body
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)T-R-T 關節旋轉
#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); ///最後一步,把樓下的 "會對壺柄做旋轉的東西" 再移到右上 掛上去 ver4glRotatef(angle,0,0,1); ///把下面整團都對中間做旋轉 ver3
glTranslatef(0.3, 0, 0); ///把它往右移,壺柄在中間 ver2
drawArm(); ///這是個茶壺 ver1
glPopMatrix();
drawBody(); ///body
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
#include <GL/glut.h>
float angle=0,oldX=0,oldY=0;
void drawBody()
{
glPushMatrix();
glScalef(1,0.5,0.5);
glutSolidCube(1);
glPopMatrix();
}
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);
{
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);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.5, 0, 0); ///最後一步,把樓下的 "會對壺柄做旋轉的東西" 再移到右上 掛上去 ver4
glRotatef(angle,0,0,1); ///把下面整團都對中間做旋轉 ver3
glTranslatef(0.25, 0, 0); ///把它往右移,壺柄在中間 ver2
drawArm(); ///這是個茶壺 ver1
glTranslatef(0.5, 0, 0); ///最後一步,把樓下的 "會對壺柄做旋轉的東西" 再移到右上 掛上去 ver4
glRotatef(angle,0,0,1); ///把下面整團都對中間做旋轉 ver3
glTranslatef(0.25, 0, 0); ///把它往右移,壺柄在中間 ver2
drawArm(); ///這是個茶壺 ver1
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(); ///body
glFlush();
}
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(); ///body
glFlush();
}
void motion(int x,int y)
{
angle-=y-oldY;
oldY=y; oldX=x;
}
{
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);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutMainLoop();
}
{
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);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutMainLoop();
}
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