程式碼:
#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("TRT3D");
glutDisplayFunc(display);
glutMainLoop();
}
程式碼:
#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);
glPushMatrix();
glTranslatef(0.5,0,0);///version 2: teapot on the right
glutSolidTeapot(0.3);///version 1: A teapot
glPopMatrix();
glFlush();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutCreateWindow("TRT3D");
glutDisplayFunc(display);
glutMainLoop();
}
程式碼:
#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();
glRotatef(angle, 0, 0, 1);///versoin 3:rotating teapot on the handle
glTranslatef(0.5,0,0);///version 2: teapot on the right
glutSolidTeapot(0.3);///version 3: A teapot
glPopMatrix();
glFlush();
}
void timer(int t)
{
glutTimerFunc(20, timer, 0);
angle++;
glutPostRedisplay();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutCreateWindow("TRT3D");
glutDisplayFunc(display);
glutTimerFunc(20, timer, 0);
glutMainLoop();
}
程式碼:
#include <GL/glut.h>
float angle=0, oldX=0, oldY=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();
glRotatef(angle, 0, 0, 1);///versoin 3:rotating teapot on the handle
glTranslatef(0.5,0,0);///version 2: teapot on the right
glutSolidTeapot(0.3);///version 3: A teapot
glPopMatrix();
glFlush();
}
void timer(int t)
{
glutTimerFunc(20, timer, 0);
///angle++;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
if(state==GLUT_DOWN) { oldX=x; oldY=y; }
}
void motion(int x, int y)
{
angle += (x -oldX);
oldX = x;
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutCreateWindow("TRT3D");
glutDisplayFunc(display);
glutTimerFunc(20, timer, 0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
程式碼:
#include <GL/glut.h>
float angle=0, oldX=0, oldY=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(0.45, 0.14, 0);///version 4:把樓下的整個在轉....往右掛在某個地方
glRotatef(angle, 0, 0, 1);///versoin 3:rotating teapot on the handle
glTranslatef(0.45, -0.1, 0);///version 2: teapot on the right
glutSolidTeapot(0.3);///version 3: A teapot
glPopMatrix();
glutSolidTeapot(0.3);
glFlush();
}
void timer(int t)
{
glutTimerFunc(20, timer, 0);
///angle++;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
if(state==GLUT_DOWN) { oldX=x; oldY=y; }
}
void motion(int x, int y)
{
angle += (x -oldX);
oldX = x;
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutCreateWindow("TRT3D");
glutDisplayFunc(display);
glutTimerFunc(20, timer, 0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
程式碼:
#include <GL/glut.h>
float angle=0, oldX=0, oldY=0;
void drawArm()
{
glPushMatrix();
glScalef(0.5, 0.25, 0.25);
glutSolidCube(1);
glPopMatrix();
}
void drawBody()
{
glPushMatrix();
glTranslatef(0, -0.5, 0);
glRotatef(-90, 1, 0, 0);
glutSolidCone(0.3, 0.8, 30, 30);
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(0.15, 0, 0);///version 4:把樓下的整個在轉....往右掛在某個地方
glRotatef(angle, 0, 0, 1);///versoin 3:rotating teapot on the handle
glTranslatef(0.25, 0, 0);///version 2: teapot on the right
drawArm();///Right Upper-Arm
glPushMatrix();
glTranslatef(0.25, 0, 0);
glRotatef(angle, 0, 0, 1);
glTranslatef(0.25, 0, 0);
drawArm();///Right Lower-Arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.15, 0, 0);
glRotatef(-angle, 0, 0, 1);
glTranslatef(-0.25, 0, 0);
drawArm();///Left Upper-Arm
glPushMatrix();
glTranslatef(-0.25, 0, 0);
glRotatef(-angle, 0, 0, 1);
glTranslatef(-0.25, 0, 0);
drawArm();///Left Lower-Arm
glPopMatrix();
glPopMatrix();
drawBody();//glutSolidTeapot(0.3);
glFlush();
}
void timer(int t)
{
glutTimerFunc(20, timer, 0);
///angle++;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
if(state==GLUT_DOWN) { oldX=x; oldY=y; }
}
void motion(int x, int y)
{
angle += (x -oldX);
oldX = x;
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutCreateWindow("TRT3D");
glutDisplayFunc(display);
glutTimerFunc(20, timer, 0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
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