一、講解期中考的程式碼
glPushMatrix(); //備份矩陣
glTranslatef(x,y,z); //移動
glRotatef(角度,x,y,z); //旋轉
glScalef(x,y,z); //縮放
glBegin(GL_POLYGON); //開始畫
glNormal3f(nx,ny,nz); //打光法向量
glTexCoord2f(tx,ty); //貼圖座標
glColor3f(r,g,b); //顏色
glVertex3f(x,y,z); //頂點
glEnd(); //結束畫
glPopMatrix(); //還原矩陣
二、利用程式碼,
讓我們的圖形更加生動,
讓我們的圖形更加生動,
為茶壺打光。

程式碼如下:
程式碼如下:
#include <GL/glut.h>
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*90.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
glPushMatrix( );
// glTranslated(-2.4,1.2,-6);
// glRotated(60,1,0,0);
// glRotated(a,0,0,1);
glutSolidTeapot(0.3);
glPopMatrix( );
glutSwapBuffers( );
}
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 };
int main(int argc, char *argv[ ])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
//glutReshapeFunc(resize);
glutDisplayFunc(display);
//glutKeyboardFunc(key);
//glutIdleFunc(idle);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
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);
glutMainLoop( );
return EXIT_SUCCESS;
}
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*90.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
glPushMatrix( );
// glTranslated(-2.4,1.2,-6);
// glRotated(60,1,0,0);
// glRotated(a,0,0,1);
glutSolidTeapot(0.3);
glPopMatrix( );
glutSwapBuffers( );
}
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 };
int main(int argc, char *argv[ ])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
//glutReshapeFunc(resize);
glutDisplayFunc(display);
//glutKeyboardFunc(key);
//glutIdleFunc(idle);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
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);
glutMainLoop( );
return EXIT_SUCCESS;
}
三、利用程式碼將圖形切成不同的形狀。

程式碼如下:
程式碼如下:
#include <GL/glut.h>
float angle=0;
static void display(void)
{
angle++;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
glPushMatrix();
///glTranslatef(x,y,z);
glRotatef(angle,0,1,0);
// glutSolidTeapot(0.3);
// glutSolidCone(0.8,1,30,30);
//glutSolidDodecahedron();
glScalef(0.5,0.5,0.5);
glutSolidDodecahedron();
glPopMatrix();
glutSwapBuffers();
}
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 };
/* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
// glutReshapeFunc(resize);
glutDisplayFunc(display);
// glutKeyboardFunc(key);
glutIdleFunc(display);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
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);
glutMainLoop();
return EXIT_SUCCESS;
}
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