複習
貝殼專案

設定Compiler

設定Linker

freeglut
opengl32
glu32
gdi32
winmm

把freeglut.dll拉進專案資料夾

執行程式
#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();
}

自轉和公轉
#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();
}

Robot
階層性關節轉動(T-R-T)、做出機器人
#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);
glutWireCube(0.1);
glTranslatef(0.1, 0, 0);
glutWireCube(0.1);
glTranslatef(0.1, 0, 0);
glutWireCube(0.1);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.15, 0, 0);
glutWireCube(-0.1);
glTranslatef(-0.1, 0, 0);
glutWireCube(-0.1);
glTranslatef(-0.1, 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();
}

加入關節 T-R-T
#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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