
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
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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~!
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~!



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