2020年4月14日 星期二

week08_TRT_structure


    <IplImage *img2=cvLoadImage("710549.png");
    cvShowImage("Lmg",img2);
    cvWaitKey(1000);>

#include <GL/glut.h>
#include <cstdio>
float angle=0,dx=0;
void arm_dwon()
{
    glPushMatrix();
        glScaled(0.8,0.25,0.3);///改變大小
        glutSolidCube(0.5);
    glPopMatrix();
}
void arm_up()
{
    glPushMatrix();
        glScaled(1,0.3,0.35);///改變大小
        glutSolidCube(0.5);
    glPopMatrix();
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glTranslatef(-0.3,0,0);
        glRotated(-50,0,0,1);
        glTranslatef(-0.3,0,0);
        glRotated(angle,0,0,1);
        glutSolidSphere(0.1,19,19);
        glTranslatef(0.25,0,0);
        arm_dwon();
        glTranslatef(0.3,0,0);
        glRotated(50,0,0,1);
        glutSolidSphere(0.12,19,19);
        glTranslatef(0.15,0,0);
        arm_up();
        glTranslatef(0.35,0,0);
        glutSolidSphere(0.15,19,19);
        glPopMatrix();
    if(angle>60) dx=-0.1;
    if(angle<=0) dx=+0.1;
    angle+=dx;
    printf("%g ",angle);
    ///因電腦閒置會影響
    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);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("Steam");
    glClearColor(0,1,1,1);
    glutDisplayFunc(display);
    glutIdleFunc(display);

    ///打光也需要 3D的 depth test
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    ///打光1:要開啟光線, 原來範例就寫好了
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    ///打光2:要設定光light的設定值 (前面有陣列,這裡拿來用
    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);
    ///打光2.2: 要把物體也設定好它的 material
    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();
}


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