Step 1 : Using CodeBlocks to make Rectangle
1-2. Build & Run
Code:
#include <GL/glut.h>
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);
glRectf(0.5, 0.5, -0.5, -0.5);
glutSwapBuffers();
}
int main(int ac,char**av,char**ev){
glutInit(&ac,av);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week13 Rect");
glutDisplayFunc(display);
glutMainLoop();
}
1-3. Coding
Code:
#include <GL/glut.h>
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///white
glRectf(0.5, 0.5, -0.5, -0.5);///body
glPushMatrix();
// glTranslatef(0.5,0.5,0);
// glRotatef(angle,0,0,1);
// glTranslatef(-0.5,-0.4,0);
glColor3f(1,0,0);///red arms
glRectf(0.5,0.5,1.0,0.3);///arms
glPopMatrix();
glutSwapBuffers();
}
int main(int ac,char**av,char**ev){
glutInit(&ac,av);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week13 Rect");
glutDisplayFunc(display);
glutMainLoop();
}
1-5. Coding
1-6. Build & Run
1-8. Coordinate
Code:
#include <GL/glut.h>
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///white
glRectf(0.5, 0.5, -0.5, -0.5);///body
glPushMatrix();
// glTranslatef(0.5,0.5,0);
// glRotatef(angle,0,0,1);
glTranslatef(-0.5,-0.4,0);///Translate Rotating point to O(0,0)
glColor3f(1,0,0);///red arms
glRectf(0.5,0.5,1.0,0.3);///arms
glPopMatrix();
glutSwapBuffers();
}
int main(int ac,char**av,char**ev){
glutInit(&ac,av);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week13 Rect");
glutDisplayFunc(display);
glutMainLoop();
}
1-9. Coding
1-10. Build & Run
1-11. Coordinate
Code:
#include <GL/glut.h>
float angle=45;
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///white
glRectf(0.5, 0.5, -0.5, -0.5);///body
glPushMatrix();
glTranslatef(0.5,0.5,0);///hanging on (0.5,0.5)
glRotatef(angle,0,0,1);///Rotate
glTranslatef(-0.5,-0.4,0);///Translate Rotating point to O(0,0)
glColor3f(1,0,0);///red arms
glRectf(0.5,0.5,1.0,0.3);///arms
glPopMatrix();
glutSwapBuffers();
}
int main(int ac,char**av,char**ev){
glutInit(&ac,av);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week13 Rect");
glutDisplayFunc(display);
glutMainLoop();
}
1-12. Coding
1-13. Build & Run and Coordinate
Code:
#include <GL/glut.h>
float angle=45;
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///white
glRectf(0.5, 0.5, -0.5, -0.5);///body
glPushMatrix();
glTranslatef(0.5,0.5,0);///hanging on (0.5,0.5)
glRotatef(angle,0,0,1);///Rotate
glTranslatef(-0.5,-0.4,0);///Translate Rotating point to O(0,0)
glColor3f(1,0,0);///red arms
glRectf(0.5,0.5,1.0,0.3);///arms
glPopMatrix();
glutSwapBuffers();
}
int main(int ac,char**av,char**ev){
glutInit(&ac,av);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week13 Rect");
glutDisplayFunc(display);
glutMainLoop();
}
1-14. Coding
Code:
#include <GL/glut.h>
float angle=45,oldX=0;
void mouse(int button,int state, int x, int y){
oldX=x;
}
void motion(int x,int y){
angle+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///white
glRectf(0.3, 0.5, -0.3, -0.2);///body
glPushMatrix();
glTranslatef(0.3,0.5,0);///hanging on (0.5,0.5)
glRotatef(angle,0,0,1);///Rotate
glTranslatef(-0.3,-0.4,0);///Translate Rotating point to O(0,0)
glColor3f(1,0,0);///red arms
glRectf(0.3,0.5,0.8,0.3);///arms
glPopMatrix();
glutSwapBuffers();
}
int main(int ac,char**av,char**ev){
glutInit(&ac,av);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week13 Rect");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
2-3. Coding
2-4. Build & Run
#include <GL/glut.h>
float angle=0,oldX=0;
void mouse(int button,int state, int x, int y){
oldX=x;
}
void motion(int x,int y){
angle+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///white
glRectf(0.3, 0.5, -0.3, -0.2);///body
glPushMatrix();
glTranslatef(0.3,0.5,0);///hanging on (0.5,0.5)
// glRotatef(angle,0,0,1);///Rotate
glTranslatef(-0.3,-0.4,0);///Translate Rotating point to O(0,0)
glColor3f(1,0,0);///red arms
glRectf(0.3,0.5,0.8,0.3);///arms
glPushMatrix();
glColor3f(0,1,0);///green
glRectf(0.8,0.5,1.1,0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int ac,char**av,char**ev){
glutInit(&ac,av);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week13 Rect");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
2-5. Coding
2-6. Build & Run
Code:#include <GL/glut.h>float angle=0,oldX=0;
void mouse(int button,int state, int x, int y){ oldX=x;}void motion(int x,int y){ angle+=(x-oldX); oldX=x; glutPostRedisplay();}void display(){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f(1,1,1);///white glRectf(0.3, 0.5, -0.3, -0.2);///body glPushMatrix(); glTranslatef(0.3,0.5,0);///hanging on (0.5,0.5) // glRotatef(angle,0,0,1);///Rotate glTranslatef(-0.3,-0.4,0);///Translate Rotating point to O(0,0) glColor3f(1,0,0);///red arms glRectf(0.3,0.5,0.8,0.3);///arms glPushMatrix(); glTranslatef(0.8,0.4,0); glRotatef(angle,0,0,1); glTranslatef(-0.8,-0.4,0); glColor3f(0,1,0);///green glRectf(0.8,0.5,1.1,0.3); glPopMatrix(); glPopMatrix();
glutSwapBuffers();}int main(int ac,char**av,char**ev){ glutInit(&ac,av); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(600,600); glutCreateWindow("Week13 Rect"); glutMouseFunc(mouse); glutMotionFunc(motion); glutDisplayFunc(display); glutMainLoop();}
Code:
#include <GL/glut.h>
float angle=0,oldX=0;
void mouse(int button,int state, int x, int y){
oldX=x;
}
void motion(int x,int y){
angle+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///white
glRectf(0.3, 0.5, -0.3, -0.2);///body
glPushMatrix();
glTranslatef(0.3,0.5,0);///hanging on (0.5,0.5)
// glRotatef(angle,0,0,1);///Rotate
glTranslatef(-0.3,-0.4,0);///Translate Rotating point to O(0,0)
glColor3f(1,0,0);///red arms
glRectf(0.3,0.5,0.8,0.3);///arms
glPushMatrix();
glTranslatef(0.8,0.4,0);
glRotatef(angle,0,0,1);
glTranslatef(-0.8,-0.4,0);
glColor3f(0,1,0);///green
glRectf(0.8,0.5,1.1,0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int ac,char**av,char**ev){
glutInit(&ac,av);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week13 Rect");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
2-7. Coding
2-8. Build & Run
Final Code:
#include <GL/glut.h>
float angle=0,oldX=0;
void mouse(int button,int state, int x, int y){
oldX=x;
}
void motion(int x,int y){
angle+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///white
glRectf(0.3, 0.5, -0.3, -0.2);///body
glPushMatrix();
glTranslatef(0.3,0.5,0);///hanging on (0.5,0.5)
glRotatef(angle,0,0,1);///Rotate
glTranslatef(-0.3,-0.4,0);///Translate Rotating point to O(0,0)
glColor3f(1,0,0);///red arms
glRectf(0.3,0.5,0.8,0.3);///arms
glPushMatrix();
glTranslatef(0.8,0.4,0);
glRotatef(angle,0,0,1);
glTranslatef(-0.8,-0.4,0);
glColor3f(0,1,0);///green
glRectf(0.8,0.5,1.1,0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int ac,char**av,char**ev){
glutInit(&ac,av);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week13 Rect");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
Step 3 : Using CodeBlocks to make Rectangle
3-1. Coding
3-2. Build & Run
Code:
#include <GL/glut.h>
float angle=0,oldX=0;
void mouse(int button,int state, int x, int y){
oldX=x;
}
void motion(int x,int y){
angle+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///white
glRectf(0.3, 0.5, -0.3, -0.2);///body
glPushMatrix();
glTranslatef(0.3,0.5,0);///hanging on (0.5,0.5)
glRotatef(angle,0,0,1);///Rotate
glTranslatef(-0.3,-0.4,0);///Translate Rotating point to O(0,0)
glColor3f(1,0,0);///red arms
glRectf(0.3,0.5,0.8,0.3);///arms
glPushMatrix();
glTranslatef(0.8,0.4,0);
glRotatef(angle,0,0,1);
glTranslatef(-0.8,-0.4,0);
glColor3f(0,1,0);///green
glRectf(0.8,0.5,1.1,0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3,0.5,0);///hanging on (0.5,0.5)
glRotatef(angle,0,0,1);///Rotate
glTranslatef(0.3,-0.4,0);///Translate Rotating point to O(0,0)
glColor3f(1,0,0);///red arms
glRectf(-0.3,0.5,-0.8,0.3);///arms
glPushMatrix();
glTranslatef(-0.8,0.4,0);
glRotatef(angle,0,0,1);
glTranslatef(0.8,-0.4,0);
glColor3f(0,1,0);///green
glRectf(-0.8,0.5,-1.1,0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int ac,char**av,char**ev){
glutInit(&ac,av);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week13 Rect");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
3-4. Build & Run
Final Code:
#include <GL/glut.h>
float angle[20],oldX=0;
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;
}
void mouse(int button,int state, int x, int y){
oldX=x;
}
void motion(int x,int y){
angle[angleID]+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///white
glRectf(0.3, 0.5, -0.3, -0.2);///body
glPushMatrix();
glTranslatef(0.3,0.5,0);///hanging on (0.5,0.5)
glRotatef(angle[0],0,0,1);///Rotate
glTranslatef(-0.3,-0.4,0);///Translate Rotating point to O(0,0)
glColor3f(1,0,0);///red arms
glRectf(0.3,0.5,0.8,0.3);///arms
glPushMatrix();
glTranslatef(0.8,0.4,0);
glRotatef(angle[1],0,0,1);
glTranslatef(-0.8,-0.4,0);
glColor3f(0,1,0);///green
glRectf(0.8,0.5,1.1,0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3,0.5,0);///hanging on (0.5,0.5)
glRotatef(angle[2],0,0,1);///Rotate
glTranslatef(0.3,-0.4,0);///Translate Rotating point to O(0,0)
glColor3f(1,0,0);///red arms
glRectf(-0.3,0.5,-0.8,0.3);///arms
glPushMatrix();
glTranslatef(-0.8,0.4,0);
glRotatef(angle[3],0,0,1);
glTranslatef(0.8,-0.4,0);
glColor3f(0,1,0);///green
glRectf(-0.8,0.5,-1.1,0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int ac,char**av,char**ev){
glutInit(&ac,av);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week13 Rect");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
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