做出有顏色的茶壺
一開始先做出平凡無色的茶壺
#include <GL/glut.h>void display(){ glClearColor( 0,1,1,0); ///用來ClearColor (紅,綠,藍,黑)設定BACKGROUND glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //(等等要幫茶壺增添色彩!!!) glutSolidTeapot( 0.3 ); glutSwapBuffers();}int main( int argc, char ** argv ){ glutInit( &argc, argv); glutInitWindowSize(400,400); //將視窗放大 glutInitWindowPosition(600,200); //視窗的位置 glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH); glutCreateWindow("08160465");
glutDisplayFunc(display);
glutMainLoop();}
#include <GL/glut.h>
void display(){
glClearColor( 0,1,1,0); ///用來ClearColor (紅,綠,藍,黑)設定BACKGROUND
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//(等等要幫茶壺增添色彩!!!)
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main( int argc, char ** argv )
{
glutInit( &argc, argv);
glutInitWindowSize(400,400); //將視窗放大
glutInitWindowPosition(600,200); //視窗的位置
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("08160465");
glutDisplayFunc(display);
glutMainLoop();
}
增加glColor3f( 1,0,1 ); 幫茶壺上色
#include <GL/glut.h>void display(){ glClearColor( 0,1,1,0); ///用來ClearColor (紅,綠,藍,黑)設定BACKGROUND glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f( 1,0,1 ); //茶壺上色
#include <GL/glut.h>
void display(){
glClearColor( 0,1,1,0); ///用來ClearColor (紅,綠,藍,黑)設定BACKGROUND
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f( 1,0,1 ); //茶壺上色
glutSolidTeapot( 0.3 ); glutSwapBuffers();}int main( int argc, char ** argv ){ glutInit( &argc, argv); glutInitWindowSize(400,400); //將視窗放大 glutInitWindowPosition(600,200); //視窗的位置 glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH); glutCreateWindow("08160465");
glutDisplayFunc(display);
glutMainLoop();}
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main( int argc, char ** argv )
{
glutInit( &argc, argv);
glutInitWindowSize(400,400); //將視窗放大
glutInitWindowPosition(600,200); //視窗的位置
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("08160465");
glutDisplayFunc(display);
glutMainLoop();
}
加入光影程式
#include <GL/glut.h>
void display(){
glClearColor( 0,1,0,0); ///用來ClearColor (紅,綠,藍,黑)設定BACKGROUND
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f( 1,1,0 ); //茶壺上色 換個鮮豔的黃色!!!
glutSolidTeapot( 0.3 );
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(400,400); //將視窗放大
glutInitWindowPosition(600,200); //視窗的位置
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("08160465");
glutDisplayFunc(display);
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();
}
#include <GL/glut.h>
#include <stdio.h>
float angle[20]={};
int angleID=0;
void keyboard(unsigned char key, int x, int y){
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
}//如果關節較多, 改用迴圈來讓程式只要2行 for(int i=0; i<10; i++)
//可能也要用到英文字母
float oldX=0;
void mouse(int button, int state, int x, int y){
oldX = x;
}
void motion(int x,int y)
{
angle[angleID] += x-oldX;//0: angle[0], 1: angle[1]..
oldX = x;//小心,不要漏掉了
glutPostRedisplay();//重畫畫面
}
void display(){
glClearColor( 0,1,0,0); //用來ClearColor (紅,綠,藍,黑)設定BACKGROUND
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 ); //茶壺上色 換個鮮豔的黃色!!!
glutSolidTeapot( 0.3 );//註解掉身體,只看手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);//(3)再把轉動中的手臂,掛到肩上 (黃金三步驟)
glRotatef(angle[0], 0,0,1);//(2)再轉動它
glTranslatef(-.3, .1, 0);//(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);//左手臂
glPushMatrix();
glTranslatef(-.3, 0, 0);//(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[1], 0,0,1);//(2)再轉動它
glTranslatef(-.3, 0, 0);//(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);//左手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();//右半邊
glTranslatef(+.3, 0, 0);//(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[2], 0,0,1);//(2)再轉動它
glTranslatef(+.3, .1, 0);//(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);//右手臂
glPushMatrix();
glTranslatef(+.3, 0, 0);//(3)再把轉動中的手臂,掛到肩上
glRotatef(angle[3], 0,0,1);//(2)再轉動它
glTranslatef(+.3, 0, 0);//(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);//右手肘
glPopMatrix();
glPopMatrix();
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(400,400); //將視窗放大
glutInitWindowPosition(600,200); //視窗的位置
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("08160465 Week17");
glutKeyboardFunc(keyboard);//要有這行, 註冊 keyboard()
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
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);
glutDisplayFunc(display);
glutMainLoop();
}




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