Deri tani kemi pare vetem ndertimin e objekteve te ndryshme, ndersa ne shembujt ne vazhdim do te shohim transformimin e tyre, zhvendosjen, zmadhimin ose zvogelimin dhe animacionin per te dizenjuar skenen tone 2D. Veprimet si zhvendosja, rrotullimi dhe shfromimi quhen transformime gjeometrike.
Ushtrim: Ndertoni nje drejtkendesh dhe zhvendoseni ate me 100 njesi ne boshtin x
#include<gl/glut.h>
void Display()
{
glClear(GL_COLOR_BUFFER_BIT);
glTranslatef(100,0.0,0.0);
glRectf(10.,0.,20.,10.);
glFlush();
}
void init()
{
glClearColor(1.0,0.0,0.0,1.0);
glViewport(0,0,320,240);
gluOrtho2D(0.0,160.0,0.0,120.0);
}
int main(int argc, char* argv[])
{
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
glutInitWindowSize(320,240);
glutCreateWindow("Zhvendosje dhe Rrotullim");
init();
glutDisplayFunc(Display);
glutMainLoop();
}
Ushtrim: Ndertoni nje program qe nderton nje drejtkendesh dhe e zhvendos ate 5 here me 10 njesi ne boshtin x
#include<gl/glut.h>
void
Display()
{
glClear(GL_COLOR_BUFFER_BIT);
int x=10;
for(int i=0;i<5;i++)
{
glTranslatef(3*x,0,0);
glRectf(10.,0.,20.,10.);
}
glFlush();
}
void
init()
{
glClearColor(1.0,0.0,0.0,1.0);
glViewport(0,0,320,240);
gluOrtho2D(0.0,160.0,0.0,120.0);
}
int main(int argc, char*
argv[])
{
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
glutInitWindowSize(320,240);
glutCreateWindow("Test");
init();
glutDisplayFunc(Display);
glutMainLoop();
}
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