opengl kula

0

Witam chciałbym z kopiować 2 kule

//dwie kule

    glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(-60,-1,-0,-0);
        glRotated(0,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(-2.0,1.2,-6);
        glRotated(-60,-1,-0,-0);
        glRotated(0,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();
 

pętle którą wykonałem sam tylko nie wiem gdzie umieścić

 
for (int x=-2; x<=2; ++x)
    for (int z=2; z<=2; ++z)
     glPushMatrix();
     glTranslated(0.0+x,0.0,0.0+z);
     choinka();
     glPopMatrix();
/*
 * 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.
 */
#define GLUT_DISABLE_ATEXIT_HACK
#include <windows.h>
#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);

    gluPerspective(60,ar,2.0,100.0);

}
float posx = 4;
float posz = 5;
float d = 0;
float f= 60;
float g1 = 90;
float g2 = 90;


static void display(void)
{
    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
    const double b = t*g1;
    const double a = t*g2;
 glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
    gluLookAt(
        posx, 0, posz,
        0,0,-1,
        0,1,0);
     //   gluRotated
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(0,1,d);

//dwie kule

    glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(-60,-1,-0,-0);
        glRotated(0,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(-2.0,1.2,-6);
        glRotated(-60,-1,-0,-0);
        glRotated(0,0,0,1);
        glutSolidSphere(1,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--;
            }

    }

    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 */

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);
    glutKeyboardFunc(key);
    glutIdleFunc(idle);

    glClearColor(1,1,1,0);
    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;
}
 
0

Witam chciałbym z kopiować 2 kule
no i jaki masz problem z tymi kulami?

pętle którą wykonałem sam tylko nie wiem gdzie umieścić
pętla zła, brakuje klamer.

0

myślę że klamry są Ok

 
/*
 * 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.
 */
#define GLUT_DISABLE_ATEXIT_HACK
#include <windows.h>
#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);

    gluPerspective(60,ar,2.0,100.0);

}
float posx = 4;
float posz = 5;
float d = 0;
float f= 60;
float g1 = 90;
float g2 = 90;


static void display(void)
{
    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
    const double b = t*g1;
    const double a = t*g2;
 glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
    gluLookAt(
        posx, 0, posz,
        0,0,-1,
        0,1,0);
     //   gluRotated
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(0,1,d);

//dwie kule
void kula()
{
    glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(-60,-1,-0,-0);
        glRotated(0,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(-2.0,1.2,-6);
        glRotated(-60,-1,-0,-0);
        glRotated(0,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();
}
for (int x=-2; x<=2; ++x)
    for (int z=-2; z<=2; ++z)
     glPushMatrix();
     glTranslated(0.0+x,0.0,0.0+z);
     kula();
     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--;
            }

    }

    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 */

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);
    glutKeyboardFunc(key);
    glutIdleFunc(idle);

    glClearColor(1,1,1,0);
    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;
}
0

pętla jest dobra

myślę że tu jest problem
void kula()
{
//kod rysowania kuli
}

0
 
void kula()
{
    glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(-60,-1,-0,-0);
        glRotated(0,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(-2.0,1.2,-6);
        glRotated(-60,-1,-0,-0);
        glRotated(0,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();
}
for (int x=-2; x<=2; ++x)
    for (int z=-2; z<=2; ++z)
    {
     glPushMatrix();
     glTranslated(0.0+x,0.0,0.0+z);
     kula();
     glPopMatrix();
    }
    glutSwapBuffers();
}

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