(A)File-New Project.貝殼shell
(B)Include 目錄 C:\Users\USER\Desktop\freeglut\include
LinkLib 目錄 C:\Users\USER\Desktop\freeglut\lib
(C)Build Uptions 加咒語
freeglut
opengl32
glu32
gdi32
winmm
(D)找不到freeglut.dil
(F)將freeglut.dil檔拉到codeblocks資料夾中
程式碼:
#include <GL/glut.h>
void display()
{
glutWireCube(0.3);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Robot");
glutDisplayFunc(display);
glutMainLoop();
}
隨堂作業二:
(加上自轉、公轉)
程式碼:
#include <GL/glut.h>
float rot1=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.2);
glRotatef(rot1, 0,0,1);
glTranslatef(0.6,0,0);
glRotatef(rot1*4, 0,0,1);
glutSolidTeapot(0.2);
glPopMatrix();
glutSwapBuffers();
}
void motion(int x,int y)
{
rot1=x;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Robot");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
執行:
隨堂作業三(1):
(製作機器人)
程式碼:
#include <GL/glut.h>
float rot1=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutWireCube(0.2);///body
glPushMatrix();
glTranslatef(0,0.15,0);
glutWireCube(0.1);///head
glPopMatrix();
glPushMatrix();
glTranslatef(0.15,0,0);
glutWireCube(0.1);///right upper arm
glTranslatef(0.1,0,0);
glutWireCube(0.1);///right lower arm
glTranslatef(0.1,0,0);
glutWireCube(0.1);///hand
glPopMatrix();
glPushMatrix();
glTranslatef(-0.15,0,0);
glutWireCube(-0.1);///left upper arm
glTranslatef(-0.1,0,0);
glutWireCube(-0.1);///left lower arm
glTranslatef(-0.1,0,0);
glutWireCube(-0.1);///hand
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void motion(int x,int y)
{
rot1=x;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Robot");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
執行:
隨堂作業三(2):
(機器人手部會動)
程式碼:
#include <GL/glut.h>
float rot1=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutWireCube(0.2);
glPushMatrix();
glTranslatef(0, 0.15, 0);
glutWireCube(0.1);
glPopMatrix();
glPushMatrix();
///glTranslatef(0.15, 0, 0);
glTranslatef(0.10, 0.05, 0);
glRotatef(rot1, 0, 0, 1);
glTranslatef(0.05, 0, 0);
glutWireCube(0.1);
///glTranslatef(0.1, 0, 0);
glTranslatef(0.05, 0, 0);
glRotatef(rot1, 0, 0, 1);
glTranslatef(0.05, 0, 0);
glutWireCube(0.1);
///glTranslatef(0.1, 0, 0);
glTranslatef(0.05, 0, 0);
glRotatef(rot1, 0, 0, 1);
glTranslatef(0.05, 0, 0);
glutWireCube(0.1);
glPopMatrix();
glPushMatrix();
///glTranslatef(-0.15, 0, 0);
glTranslatef(-0.10, 0.05, 0);
glRotatef(-rot1, 0, 0, 1);
glTranslatef(-0.05, 0, 0);
glutWireCube(-0.1);
///glTranslatef(-0.1, 0, 0);
glTranslatef(-0.05, 0, 0);
glRotatef(-rot1, 0, 0, 1);
glTranslatef(-0.05, 0, 0);
glutWireCube(-0.1);
///glTranslatef(-0.1, 0, 0);
glTranslatef(-0.05, 0, 0);
glRotatef(-rot1, 0, 0, 1);
glTranslatef(-0.05, 0, 0);
glutWireCube(-0.1);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void motion(int x, int y)
{
rot1=x;
glutPostRedisplay();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("robot");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
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