WEEK04
week04-0
按照上禮拜的步驟,開啟這張圖
先了解旋轉軸為y軸時怎麼轉,再了解旋轉軸為x軸時怎麼轉,最後了解Z軸怎麼轉
在右手座標系統裡,z軸是「用右手4指,本來向著x軸,掃向y軸後, 決定z軸的方向」
week04-1 rotate
用codeblocks開啟茶壺,原先程式碼備分放記事本
配合原先程式碼改成如下 (茶壺會旋轉)
#include <GL/glut.h>
float angle = 0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);
glutSolidTeapot( 0.3 );
glPopMatrix();
glutSwapBuffers( );
angle++;
}
int main(int argc, char *argv[ ])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week04");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop( );
}
week04-2 rotate_light
先複製貼上week04-1的程式碼
去記事本上原先177程式碼按ctrl+f找light找到2大段,貼上來,其他沒變
#include <GL/glut.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
void myLight()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);
glutSolidTeapot( 0.3 );
glPopMatrix();
glutSwapBuffers( );
angle++;
}
int main(int argc, char *argv[ ])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week04");
myLight();
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop( );
}
week04-3 rotate translate
複製week04-1的程式,貼上到week04-3
打幾行程式碼上去
#include <GL/glut.h>
float angle = 0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.5,0,0); ///移動到右邊
glRotatef(angle,0,1,0); ///旋轉的
glColor3f(0,0,1); ///藍色的
glutSolidTeapot( 0.3 );
glPopMatrix();
glutSwapBuffers( );
angle++;
}
int main(int argc, char *argv[ ])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week04");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop( );
}
複製程式碼
glPushMatrix();
glTranslatef(0.5,0,0);
glRotatef(angle,0,1,0);
glColor3f(0,0,1);
glutSolidTeapot( 0.3 );
glPopMatrix();
#include <GL/glut.h>
float angle = 0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.5,0,0);
glRotatef(angle,0,1,0);
glColor3f(0,0,1);
glutSolidTeapot( 0.3 );
glPopMatrix();
glPushMatrix();
glRotatef(angle,0,1,0);
glTranslatef(0.5,0,0);
glColor3f(1,1,0); ///黃色
glTranslatef(0,0.5,0); ///往上移
glutSolidTeapot( 0.3 );
glPopMatrix();
glutSwapBuffers( );
angle++;
}
int main(int argc, char *argv[ ])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week04");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop( );
}





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