電腦圖學
1.畫圓形*glutSolidSphere(1,slices,stacks);圓形
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidSphere(0.3,30,30);
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutMainLoop();
}
2.timer
void timer(int t)
{
glClearColor(1,0,0,0);///紅色;
display();
}
&&
glutTimerFunc(1000,timer,0);
///多久 叫誰 參數(幾秒後做timer
3-1.做動畫方式
#include <GL/glut.h>
int angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,0,1);
glutSolidCube(0.3);///glutWireSphere(0.3,12,12);
glPopMatrix();
glutSwapBuffers();
}
void timer(int t)
{
glutTimerFunc(30,timer,t+1);///設下個timer
angle++;
display();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutTimerFunc(4000,timer,0);
///多久 叫誰 參數(幾秒後做timer
glutMainLoop();
}
3-2.加變數
int diff=2;
void timer(int t)
{
glutTimerFunc(20,timer,t+1);///設下個timer
angle+=diff;
if(angle>180)diff=-diff;
if(angle<0)diff=-diff;
display();
}
4.揮手手
#include <GL/glut.h>
int angle=0;
void drawArml()
{
glPushMatrix();
glScalef(1,0.5,0.5);
glColor3f(1,0,0);glutSolidCube(0.3);
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f(1,1,1);glutSolidCube(0.4);
glPushMatrix();
glTranslatef(-0.2,+0.2,0);
glRotatef(angle,0,0,1);
glTranslatef(-0.15,0,0);
drawArml();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int diff=2;
void timer(int t)
{
glutTimerFunc(20,timer,t+1);///設下個timer
angle+=diff;
if(angle>90||angle<0)diff=-diff;
display();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutTimerFunc(0,timer,0);
///多久 叫誰 參數(幾秒後做timer
glutMainLoop();
}






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