2020年3月24日 星期二

我是CE我是孩子王 我天下無敵


首先進入這個網頁,是小葉老師放在fb社團的網址
然後分別下載以下三個東西
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓

↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑
載好之後解壓縮檔案,接著把解好的data跟glut32.dll丟進win32的資料夾


接著按這個

就可以跑出來啦~!


可以移動它,看看它各個軸的轉向



接下來,要試試看用滑鼠移動
首先用之前glut的方法開啟glut的程式碼
然後不要刪掉程式碼,要改一些地方



改好之後就可以用滑鼠移動拉~!

附上程式碼
/*
 * GLUT Shapes Demo
 *
 * Written by Nigel Stewart November 2003
 *
 * This program is test harness for the sphere, cone
 * and torus shapes in GLUT.
 *
 * Spinning wireframe and smooth shaded shapes are
 * displayed until the ESC or q key is pressed.  The
 * number of geometry stacks and slices can be adjusted
 * using the + and - keys.
 */

#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

#include <stdlib.h>

static int slices = 16;
static int stacks = 16;

/* GLUT callback Handlers */

static void resize(int width, int height)
{
    const float ar = (float) width / (float) height;

    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}
float myAngle=0;
static void display(void)
{
    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
    const double a = myAngle;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);

    glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(0,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidCone(1,1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidTorus(0.2,0.8,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(-2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(0,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireCone(1,1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireTorus(0.2,0.8,slices,stacks);
    glPopMatrix();

    glutSwapBuffers();
}


static void key(unsigned char key, int x, int y)
{
    switch (key)
    {
        case 27 :
        case 'q':
            exit(0);
            break;

        case '+':
            slices++;
            stacks++;
            break;

        case '-':
            if (slices>3 && stacks>3)
            {
                slices--;
                stacks--;
            }
            break;
    }

    glutPostRedisplay();
}

static void idle(void)
{
    glutPostRedisplay();
}

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 */

void motion(int x,int y)
{
    myAngle=x;
}



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);
    glutMotionFunc(motion);
    glutKeyboardFunc(key);
    glutIdleFunc(idle);

    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;
}

♫˚♪• ♫˚♪• ♫˚♪• ♫˚♪•♫˚♪• ♫˚♪• ♫˚♪• ♫我是分隔線˚♪• ♫˚♪• ♫˚♪• ♫˚♪•♫˚♪• ♫˚♪• ♫˚♪• ♫˚♪• ♫˚♪•♫˚♪•
接著是上禮拜的茶壺,一樣 我們要用滑鼠來移動它,使他往茶壺妖怪更進一步
把剛剛的程式碼全部刪掉,打上新的程式碼

#include <GL/glut.h>
float myAngle=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
    glRotatef(myAngle,0,0,1);
    glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
}
void motion(int x,int y)
{
    myAngle=x;
    display();
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GL_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week 04 rotate");

    glutMotionFunc(motion);
    glutDisplayFunc(display);
    glutMainLoop();
}

黃色的地方是跟上禮拜不一樣的地方,有了他們我們的茶壺才會進化
確認都沒打錯後就可以執行喔~!
登登~!



接下來在更加強他,加上一些新的程式碼
#include <GL/glut.h>
float myAngle=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
    glRotatef(myAngle,0,0,1);
    glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
}
int oldX=0;
void mouse(int button,int state,int x,int y)
{
    if(state==GLUT_DOWN) oldX=x;
}
void motion(int x,int y)
{
    myAngle+=(x-oldX);
    oldX=x;
    display();
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GL_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week 04 rotate");

    glutMotionFunc(motion);
    glutDisplayFunc(display);
    glutMainLoop();
}


確認打好就可以執行囉~!

我是CE我是孩子王我天下無敵

1 則留言:

  1. 一悉蜥蜴,攜蜥蜴,吸溪,吸吸,嘻嘻,吸西溪

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