2014年5月1日 星期四

Week11 課堂作業_01161044劉毓潔


#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);
glutSolidTeapot(0.3);
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();
}

(兩顆球)

(4顆球)

(較好的4顆球寫法)
利用glPushMatrix();   glPopMatrix();包起來保護他

#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);
  
  glPushMatrix();
  glTranslatef(0.4,0,0);            //右邊球 
  glutSolidSphere(0.2,30,30);
  glPopMatrix();
   
  glPushMatrix();
  glTranslatef(-0.4,0,0);          //左邊球 
  glutSolidSphere(0.2,30,30);
  glPopMatrix();
   
  glPushMatrix();
  glTranslatef(0,0.4,0);         //上面球 
  glutSolidSphere(0.2,30,30);
  glPopMatrix();
  
  glPushMatrix();
  glTranslatef(0,-0.4,0);          //下面球
  glutSolidSphere(0.2,30,30);
  glPopMatrix();

 glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
     if(key=='a'||key=='A') angleX+=3;
     if(key=='b'||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);
 glutIdleFunc(display);
 myLight();
 glutMainLoop();
}
任務: 左右各畫個長方塊,像手臂一樣

旋轉長方塊

長方塊的腳,有大腿跟小腿
#include <GL/glut.h>
float angleX=0,angleY=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);  //茶壺
  
  glPushMatrix();           //右腳 
   glTranslatef(0.2,-0.2,0); 
   glRotatef(angleY, 0,0,1);
   glTranslatef(0,-0.36/2,0);    
   glPushMatrix(); 
      glScalef(0.2,0.36,0.2);
      glutSolidCube(1);
   glPopMatrix();         //大腿 
   glPushMatrix();        //小腿   
     glTranslatef(0,-0.18,0); 
     glRotatef(angleY, 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(angleY, 0,0,1);
   glTranslatef(0,-0.36/2,0);    
   glPushMatrix(); 
      glScalef(0.2,0.36,0.2);
      glutSolidCube(1);
   glPopMatrix();         //大腿 
   glPushMatrix();        //小腿   
     glTranslatef(0,-0.18,0); 
     glRotatef(angleY, 0,0,1);
     glTranslatef(0,-0.36/2,0);  
     glScalef(0.2,0.36,0.2);
     glutSolidCube(1);
   glPopMatrix(); 
   glPopMatrix(); 
  
  glPushMatrix();
  glTranslatef(0.4,0,0);            //右邊球 
  glutSolidSphere(0.2,30,30);
  glRotatef(angleY, 0,0,1);
  glTranslatef(0.3,0,0);    
  glScalef(1.5,1,1);
  glutSolidCube(0.3);
  glPopMatrix();
   
  glPushMatrix();
  glTranslatef(-0.4,0,0);          //左邊球 
  glutSolidSphere(0.2,30,30);
  glRotatef(angleY, 0,0,-1);
  glTranslatef(-0.3,0,0);    
  glScalef(1.5,1,1);
  glutSolidCube(0.3);
  glPopMatrix();
   
  glPushMatrix();
  glTranslatef(0,0.4,0);         //上面球 
  glutSolidSphere(0.2,30,30);
  glPopMatrix();
  
  glPopMatrix();
 glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
     if(key=='a'||key=='A') angleX+=3;
     if(key=='b'||key=='B') angleX-=3;
     
     if(key=='1') angleY+=3;
     if(key=='2') angleY-=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);
 glutIdleFunc(display);
 myLight();
 glutMainLoop();
}

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