1.畫四邊形
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glRectf(0.5, 0.5, -0.5, -0.5);///四邊形
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600, 600);
glutCreateWindow("Week13_rect_TRT");
glutDisplayFunc(display);
glutMainLoop();
}
2.長出紅色手臂
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 1);///白色
glRectf(0.5, 0.5, -0.5, -0.5);///身體
glPushMatrix();
///glTranslatef(x, y, z);
///glRotatef(angle, 0, 0, 1);///z軸
///glTranslatef(x2, y2, z2);
glColor3f(1, 0, 0);
glRectf(0.5, 0.5, 1.0, 0.3);///手臂
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
///glutInitWindowSize(600, 600);
glutCreateWindow("Week13_rect_TRT");
glutDisplayFunc(display);
glutMainLoop();
}
3.將紅色方塊的重心旋轉移動到正中心
#include <GL/glut.h>
float angle=45;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 1);///白色
glRectf(0.5, 0.5, -0.5, -0.5);///身體
glPushMatrix();
///glTranslatef(x, y, z);
glRotatef(angle, 0, 0, 1);///旋轉
glTranslatef(-0.5, -0.4, 0);///旋轉中心放在正中心
glColor3f(1, 0, 0);///紅色
glRectf(0.5, 0.5, 1.0, 0.3);///手臂
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
///glutInitWindowSize(600, 600);
glutCreateWindow("Week13_rect_TRT");
glutDisplayFunc(display);
glutMainLoop();
}
4.用滑鼠控制揮舞"手臂"
#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();///重畫畫面
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 1);///白色
glRectf(0.5, 0.5, -0.5, -0.5);///身體
glPushMatrix();
glTranslatef(0.5, 0.5, 0);
glRotatef(angle, 0, 0, 1);///旋轉
glTranslatef(-0.5, -0.4, 0);///旋轉中心放在正中心
glColor3f(1, 0, 0);///紅色
glRectf(0.5, 0.5, 1.0, 0.3);///手臂
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
///glutInitWindowSize(600, 600);
glutCreateWindow("Week13_rect_TRT");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
5."瘦身", 手臂要調
#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();///重畫畫面
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 1);///白色
glRectf(0.3, 0.5, -0.3, -0.2);///身體
glPushMatrix();
glTranslatef(0.3, 0.5, 0);
glRotatef(angle, 0, 0, 1);///旋轉
glTranslatef(-0.5, -0.4, 0);///旋轉中心放在正中心
glColor3f(1, 0, 0);///紅色
glRectf(0.5, 0.5, 1.0, 0.3);///手臂
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
///glutInitWindowSize(600, 600);
glutCreateWindow("Week13_rect_TRT");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
6.加下手臂
#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();///重畫畫面
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 1);///白色
glRectf(0.3, 0.5, -0.3, -0.2);///身體
glPushMatrix();
glTranslatef(0.3, 0.5, 0);
glRotatef(angle, 0, 0, 1);///旋轉
glTranslatef(-0.3, -0.4, 0);///旋轉中心放在正中心
glColor3f(1, 0, 0);///紅色
glRectf(0.3, 0.5, 0.8, 0.3);///上手臂
glPushMatrix();
glColor3f(0, 1, 1);
glRectf(0.8, 0.5, 1.1, 0.3);///下手臂
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
///glutInitWindowSize(600, 600);
glutCreateWindow("Week13_rect_TRT");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
7.揮舞下手臂
#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();///重畫畫面
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 1);///白色
glRectf(0.3, 0.5, -0.3, -0.2);///身體
glPushMatrix();
glTranslatef(0.3, 0.5, 0);
///glRotatef(angle, 0, 0, 1);///旋轉
glTranslatef(-0.3, -0.4, 0);///旋轉中心放在正中心
glColor3f(1, 0, 0);///紅色
glRectf(0.3, 0.5, 0.8, 0.3);///上手臂
glPushMatrix();
glTranslatef(0.8, 0.4, 0);
glRotatef(angle, 0, 0, 1);///旋轉
glTranslatef(-0.8, -0.4, 0);
glColor3f(0, 1, 1);
glRectf(0.8, 0.5, 1.1, 0.3);///下手臂
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
///glutInitWindowSize(600, 600);
glutCreateWindow("Week13_rect_TRT");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
8.加左半身
#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();///重畫畫面
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 1);///白色
glRectf(0.3, 0.5, -0.3, -0.2);///身體
glPushMatrix();
glTranslatef(0.3, 0.5, 0);
glRotatef(angle, 0, 0, 1);///旋轉
glTranslatef(-0.3, -0.4, 0);///旋轉中心放在正中心
glColor3f(1, 0, 0);///紅色
glRectf(0.3, 0.5, 0.8, 0.3);///上手臂
glPushMatrix();
glTranslatef(0.8, 0.4, 0);
glRotatef(angle, 0, 0, 1);///旋轉
glTranslatef(-0.8, -0.4, 0);
glColor3f(0, 1, 1);
glRectf(0.8, 0.5, 1.1, 0.3);///下手臂
glPopMatrix();
glPushMatrix();///左半邊
glTranslatef(-0.3, 0.5, 0);
glRotatef(angle, 0, 0, 1);///旋轉
glTranslatef(+0.3, -0.4, 0);///旋轉中心放在正中心
glColor3f(1, 0, 0);///紅色
glRectf(-0.3, 0.5, -0.8, 0.3);///上手臂
glPushMatrix();
glTranslatef(-0.8, 0.4, 0);
glRotatef(angle, 0, 0, 1);///旋轉
glTranslatef(+0.8, -0.4, 0);
glColor3f(0, 1, 1);
glRectf(-0.8, 0.5, -1.1, 0.3);///下手臂
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
///glutInitWindowSize(600, 600);
glutCreateWindow("Week13_rect_TRT");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
9.關節用鍵盤及滑鼠分別揮舞
#include <GL/glut.h>
float angle[20], oldX=0;
int angleID=0;///0:第0個關節, 1:第1個關節...
void keyboard(unsigned char key, int x, int y){///鍵盤數字鍵決定旋轉部位
if(key=='0') angleID=0;///預設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);
glRectf(0.3, 0.5, -0.3, -0.2);///身體瘦身(對比1)
glPushMatrix();///右半邊
glTranslatef(0.3, 0.5, 0);
glRotatef(angle[0], 0, 0, 1);///旋轉
glTranslatef(-0.3, -0.4, 0);///旋轉中心放正中心
glColor3f(1, 0, 0);
glRectf(0.3, 0.5, 0.8, 0.3);///右上手臂
glPushMatrix();
glTranslatef(0.8, 0.4, 0);///把下手肘掛在關節上
glRotatef(angle[1], 0, 0, 1);///旋轉
glTranslatef(-0.8, -0.4, 0);///把下手肘的旋轉中心放正中心
glColor3f(0, 1, 0);
glRectf(0.8, 0.5, 1.1, 0.3);///右下手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();///左半邊
glTranslatef(-0.3, 0.5, 0);
glRotatef(angle[2], 0, 0, 1);///旋轉
glTranslatef(+0.3, -0.4, 0);///旋轉中心放正中心
glColor3f(1, 0, 0);
glRectf(-0.3, 0.5, -0.8, 0.3);///左上手臂
glPushMatrix();
glTranslatef(-0.8, 0.4, 0);///把下手肘掛在關節上
glRotatef(angle[3], 0, 0, 1);///旋轉
glTranslatef(+0.8, -0.4, 0);///把下手肘的旋轉中心放正中心
glColor3f(0, 1, 0);
glRectf(-0.8, 0.5, -1.1, 0.3);///左下手肘
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH );
//glutInitWindowSize(600, 600);
glutCreateWindow("week13_rect_TRT");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
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