2014年5月1日 星期四

第十一周課堂作業

#include <GL/glut.h>
float angleX=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutWireTeapot(0.3);

glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);

glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
     if(key=='a') angleX+=3;
     if(key=='b') angleX-=3;
     glutPostRedisplay();
     
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}




#include <GL/glut.h>
float angleX=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutWireTeapot(0.3);
glPopMatrix();
glPushMatrix();
glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
     if(key=='a') angleX+=3;
     if(key=='b') angleX-=3;
     glutPostRedisplay();
        
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);  
glLightfv(GL_LIGHT0, GL_POSITION, light_position); 
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}





#include <GL/glut.h>
float angleX=0,angle1=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutWireTeapot(0.3);
glPushMatrix();
glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);
glRotatef(angle1, 0,0,1);
glPushMatrix();
glTranslatef(0.3,0,0);
glScalef(1.4,0.7,0.3);
glutSolidCube(0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glRotatef(angle1, 0,0,1);
glPushMatrix();
glTranslatef(-0.3,0,0);
glScalef(1.4,0.7,0.3);
glutSolidCube(0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.1,-0.4,0);
glScalef(0.5,1.5,0.5);
glutSolidCube(0.3);
glPopMatrix();
glPushMatrix();
glTranslatef(0.1,-0.4,0);
glScalef(0.5,1.5,0.5);
glutSolidCube(0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
     if(key=='a') angleX+=3;
     if(key=='b') angleX-=3;
     if(key=='1') angle1+=3;
     if(key=='2') angle1-=3;
     glutPostRedisplay();
        
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);  
glLightfv(GL_LIGHT0, GL_POSITION, light_position); 
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}


#include <GL/glut.h>
float angleX=0,angle1=0,angle2=0,angle3=0,angle4=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutWireTeapot(0.3);
glPushMatrix();//右手 
glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);
glRotatef(angle1, 0,0,1);
glPushMatrix();
glTranslatef(0.3,0,0);
glScalef(1.4,0.7,0.3);
glutSolidCube(0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix(); //左手 
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glRotatef(angle2, 0,0,1);
glPushMatrix();
glTranslatef(-0.3,0,0);
glScalef(1.4,0.7,0.3);
glutSolidCube(0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix(); //頭 
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix(); //左腳 
glTranslatef(-0.15,-0.3,0);
glutSolidSphere(0.15,30,30);
glPushMatrix();
glRotatef(angle3, 1,0,0);
glTranslatef(-0.01,-0.2,0);
glScalef(0.5,1.5,0.5);
glutSolidCube(0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.15,-0.3,0);
glutSolidSphere(0.15,30,30);
glPushMatrix(); //右腳 
glRotatef(angle4, 1,0,0);
glTranslatef(0.01,-0.2,0);
glScalef(0.5,1.5,0.5);
glutSolidCube(0.3);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
     if(key=='a') angleX+=3;
     if(key=='b') angleX-=3;
     if(key=='1') 
{
angle1+=3;
angle2-=3;
}
     if(key=='2') 
{
angle1-=3;
angle2+=3;
}
if(key=='3') 
{
angle3+=3;
angle4-=3;
}
     if(key=='4') 
{
angle3-=3;
angle4+=3;
}
     glutPostRedisplay();
        
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);  
glLightfv(GL_LIGHT0, GL_POSITION, light_position); 
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}




#include <GL/glut.h>
float angleX=0,angle1=0,angle2=0,angle3=0,angle4=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutWireTeapot(0.3);
glPushMatrix();//右手 
glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);
glRotatef(angle1, 0,0,1);
glPushMatrix();
glTranslatef(0.3,0,0);
glScalef(1.4,0.7,0.3);
glutSolidCube(0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix(); //左手 
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glRotatef(angle2, 0,0,1);
glPushMatrix();
glTranslatef(-0.3,0,0);
glScalef(1.4,0.7,0.3);
glutSolidCube(0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix(); //頭 
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix(); //右腳 
glTranslatef(0.2,-0.2,0);
glRotatef(angle3, 0,0,1);
glTranslatef(0,-0.36/2,0);
//glutSolidSphere(0.15,30,30);
glPushMatrix();
glScalef(0.2,0.36,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-0.18,0);
glRotatef(angle3, 0,0,1);
glTranslatef(0,-0.36/2,0);
glScalef(0.2,0.36,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix(); //左腳 
glTranslatef(-0.2,-0.2,0);
glRotatef(angle3, 0,0,1);
glTranslatef(0,-0.36/2,0);
//glutSolidSphere(0.15,30,30);
glPushMatrix();
glScalef(0.2,0.36,0.2);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-0.18,0);
glRotatef(angle3, 0,0,1);
glTranslatef(0,-0.36/2,0);
glScalef(0.2,0.36,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
     if(key=='a') angleX+=3;
     if(key=='b') angleX-=3;
     if(key=='1') 
{
angle1+=3;
angle2-=3;
}
     if(key=='2') 
{
angle1-=3;
angle2+=3;
}
if(key=='3') 
{
angle3+=3;
angle4-=3;
}
     if(key=='4') 
{
angle3-=3;
angle4+=3;
}
     glutPostRedisplay();
        
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);  
glLightfv(GL_LIGHT0, GL_POSITION, light_position); 
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}



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