1.開專案
2.剪貼程式碼
3.加茶壺,留display() 找light留8行
4.留main() 找light留8行 找light留8行
5.執行
6.加入角度變數及Rotate函式
6.加入glutIdleFunc(display)
7.執行各種形狀
1.glutWireTeapot(0.3)
3.glutWireSphere(半徑,柳切,堆疊)
4.glutSolidCone(0.4,0.8,20,30)
5.glutWireCone(0.4,0.8,8,4)
6.glutWireTorus(0.2,0.4,8,20)
7.應用(一個轉動一個移動)
#include <GL/glut.h>
#include <stdlib.h>
float angle=0;
static void display(void)
{
angle++;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(0,1,0);
glPushMatrix();
///glTranslatef(-2.4,1.2,-6);
glRotatef(angle,0,1,0);
///glutSolidTeapot(0.3);
///glutWireTeapot(0.3);
///glutSolidSphere(0.4,30,30);
///glutWireSphere(0.4,6,20);
///glutSolidCone(0.4,0.8,20,30);
///glutWireCone(0.4,0.8,20,30);
glutWireTorus(0.2,0.4,8,20);
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);///閒閒沒事幹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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