(2)利用mouse旋轉
(3)回家作業
1.兩個陰陽旋轉的3d方塊
利用 glVertex3f(x,y,z);
code如下:
#include<GL/glut.h>
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glRotated(angle,0,1,0);
glBegin(GL_LINE_LOOP);
glVertex3f(0.2,0.2,0.8); ///三個值
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();
glPopMatrix();
glFlush();
angle+=0.1;
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutCreateWindow("02160845徐梓修");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
2.一個有邊線且會旋轉的長方體
將第一步驟的兩面連起來
先做面 在做邊
code 如下
#include<GL/glut.h>
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0,0,1);
glPushMatrix();
glRotated(angle,1,1,0);
glBegin(GL_POLYGON); ///前面是面
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();
glColor3f(1,1,1);
glBegin(GL_LINE_LOOP); ///後面是線
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();
glPopMatrix();
glFlush();
angle+=0.1;
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutCreateWindow("02160845徐梓修");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
3.可以用滑鼠移動來旋轉的長方體
#include<GL/glut.h>
#include<stdio.h>
float angle=0,angle2=0; ///多設定一個角度值
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0,0,1);
glPushMatrix();
glRotated(angle,0,1,0);
glRotated(angle2,1,0,0);
glBegin(GL_POLYGON); ///前面是面
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();
glColor3f(1,1,1);
glBegin(GL_LINE_LOOP); ///後面是線
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();
glPopMatrix();
glFlush();
// angle+=0.1;
}
void motion(int x, int y)
{
printf("%d %d\n",x,y);
angle=x;
angle2=y; ///顯示滑鼠位置
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutCreateWindow("02160845徐梓修");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
4.有前後(前面線條蓋住後面)的長方體
#include<GL/glut.h>
#include<stdio.h>
float angle=0,angle2=0;
void display()
{
glEnable(GL_DEPTH_TEST); ///DEPTH_TEST 深度測試功能 近的擋住遠的
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glColor3f(0,0,1);
glPushMatrix();
glRotated(angle,0,1,0);
glRotated(angle2,1,0,0);
glBegin(GL_POLYGON); ///前面是面
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();
glColor3f(1,1,1);
glBegin(GL_LINE_LOOP); ///後面是線
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();
glPopMatrix();
glFlush();
// angle+=0.1;
}
void motion(int x, int y)
{
printf("%d %d\n",x,y);
angle=x;
angle2=y;
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DEPTH); ///讓顯示的視窗是3D深度功能
glutCreateWindow("02160845徐梓修");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
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