1.自製3D模型
2.利用Mouse旋轉
3.回家作業
(1)
今天接續上禮拜的程式,剛開始還只有讓甜甜圈轉,
最後目標是能用滑鼠控制 讓它選轉 自由視角
(2)
畫出一個正方形
glutIdleFunc(display);
讓它沿著Y軸重複執行
(3)
複製另一個 畫出實心正方形
↓↓↓ 畫出兩個正方形
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);
glBegin(GL_LINE_LOOP);
glVertex3f( 0.2, 0.2,0.8);
glVertex3f( 0.2,-0.2,0.8);
glVertex3f(-0.2,-0.2,0.8);
glVertex3f(-0.2, 0.2,0.8);
glEnd();
glPopMatrix();
glPushMatrix();
glRotatef(angle,0,1,0);
glBegin(GL_POLYGON);
glVertex3f( 0.2, 0.2,-0.8);
glVertex3f( 0.2,-0.2,-0.8);
glVertex3f(-0.2,-0.2,-0.8);
glVertex3f(-0.2, 0.2,-0.8);
glEnd();
glPopMatrix();
glFlush();
angle +=0.05;
}
畫完可以產生兩個正方體無限轉的感覺
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(1)
畫出黃色長方體
(2)
加上畫黑線程式碼
看起來比較有立體感
///這區是畫黃色部分
glBegin(GL_POLYGON);
glVertex3f( 0.2, 0.2,0.8);
glVertex3f( 0.2,-0.2,0.8);
glVertex3f(-0.2,-0.2,0.8);
glVertex3f(-0.2, 0.2,0.8);
glEnd();
glBegin(GL_POLYGON);
glVertex3f( 0.2, 0.2,-0.8);
glVertex3f( 0.2,-0.2,-0.8);
glVertex3f(-0.2,-0.2,-0.8);
glVertex3f(-0.2, 0.2,-0.8);
glEnd();
glBegin(GL_QUAD_STRIP);
glVertex3f( 0.2, 0.2,0.8);
glVertex3f( 0.2, 0.2,-0.8);
glVertex3f( 0.2,-0.2,0.8);
glVertex3f( 0.2,-0.2,-0.8);
glVertex3f(-0.2,-0.2,0.8);
glVertex3f(-0.2,-0.2,-0.8);
glVertex3f(-0.2, 0.2,0.8);
glVertex3f(-0.2, 0.2,-0.8);
glEnd();
接著畫出黑線
/// 下面部分是畫出黑線glColor3f(0,0,0);
glBegin(GL_LINE_LOOP);
glVertex3f( 0.2, 0.2,-0.8);
glVertex3f( 0.2,-0.2,-0.8);
glVertex3f(-0.2,-0.2,-0.8);
glVertex3f(-0.2, 0.2,-0.8);
glEnd();
glBegin(GL_LINE_LOOP);
glVertex3f( 0.2, 0.2,0.8);
glVertex3f( 0.2,-0.2,0.8);
glVertex3f(-0.2,-0.2,0.8);
glVertex3f(-0.2, 0.2,0.8);
glEnd();
glBegin(GL_LINES);
glVertex3f( 0.2, 0.2,0.8);
glVertex3f( 0.2, 0.2,-0.8);
glVertex3f( 0.2,-0.2,0.8);
glVertex3f( 0.2,-0.2,-0.8);
glVertex3f(-0.2,-0.2,0.8);
glVertex3f(-0.2,-0.2,-0.8);
glVertex3f(-0.2, 0.2,0.8);
glVertex3f(-0.2, 0.2,-0.8);
glEnd();
新增讓滑鼠可以移動物件
void motion (int x, int y)
{
printf("%d %d\n",x,y);
angle =x;
angle2 =y;
}
main裡面新增
glutMotionFunc(motion);
讓物件看起來有立體感
在Main裡面新增
glutInitDisplayMode(GLUT_DEPTH);
///讓顯示的WINODE有3D深度的功能
在display函式中新增
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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