<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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