2024年5月6日 星期一

熱血學圖學round12

準備工作

1.freeglut

2.OpenCV

3.CodeBlocks設定 

再把上周的程式拿下來

1.把week11-3.....複製到桌面

2.改目錄名 week12-1_obj_gundam_hand_1_hand2

3.把.cdp,改檔名為week12-1_obj_gundam_hand_1_hand2.cbp

⭐要先用好opencv再開codeblocks

上週程式:


#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
    glGenTextures(1, &id); /// 產生Generate 貼圖ID
    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
    return id;
}
///上週有做過, 請用剪貼的
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * arml = NULL;
GLMmodel * arm2 = NULL;
/*void drawmodel(void)
{
    if (!pmodel)
    {
        pmodel = glmReadOBJ("arm1.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!pmodel)
            exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}*/
void drawarml(void)
{
    if (!arml)
    {
        arml = glmReadOBJ("arm1.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!arml) exit(0);
        glmUnitize(arml);
        glmFacetNormals(arml);
        glmVertexNormals(arml, 90.0);
    }
    glmDraw(arml, GLM_SMOOTH | GLM_TEXTURE);
}
void drawarm2(void)
{
    if (!arm2)
    {
        arm2 = glmReadOBJ("arm2.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!arm2) exit(0);
        glmUnitize(arm2);
        glmFacetNormals(arm2);
        glmVertexNormals(arm2, 90.0);
    }
    glmDraw(arm2, GLM_SMOOTH | GLM_TEXTURE);
}
float angle=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glutSolidSphere(0.1,30,30);
    glPushMatrix();
    glTranslatef(-0.3,0.3,0);///(3)整體移動
    glRotatef(angle++,1,0,0);///(2)旋轉
    glTranslatef(-0.15,-0.25,0);///(1)
    drawarml(); ///glutSolidTeapot( 0.3 );
    glPopMatrix();
    glPushMatrix();
    glTranslatef(0.6,0.3,0);///(3)整體移動
    glRotatef(angle++,1,0,0);///(2)旋轉
    glTranslatef(-0.15,-0.25,0);///(1)
    drawarm2(); ///glutSolidTeapot( 0.3 );
    glPopMatrix();
    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("week07-2 obj gundam opencv texture");
    glutDisplayFunc(display);
    myTexture("Diffuse.jpg");
    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);
    glutIdleFunc(display);
    glutMainLoop();
}

檔名:week12-2_obj_gundam_upper_lower_hand
先把week12-1_obj_gundam_hand1_hand2整個目錄,複製新的目錄,
改目錄名 week12-2_obj_gundam_upper_lower_hand 上手臂、下手臂的意思

多宣告兩顆指標

'''cpp
GLMmodel * upper = NULL
GLMmodel * lower = NULL
'''
再把drawmodel()複製兩次改為:
void drawUpper(void)
{
    if (!upper)
    {
        upper = glmReadOBJ("upper.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!upper)
            exit(0);
        glmUnitize(upper);
        glmFacetNormals(upper);
        glmVertexNormals(upper, 90.0);
    }
    glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE);
}
void drawLower(void)
{
    if (!lower)
    {
        lower = glmReadOBJ("lower.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!lower)
            exit(0);
        glmUnitize(lower);
        glmFacetNormals(lower);
        glmVertexNormals(lower, 90.0);
    }
    glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE);
}
〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
    glGenTextures(1, &id); /// 產生Generate 貼圖ID
    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
    return id;
}
///上週有做過, 請用剪貼的
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * arml = NULL;
GLMmodel * arm2 = NULL;
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
void drawUpper(void)
{
    glPushMatrix();
        glScalef(0.3, 0.3, 0.3);///MAYA剛進來有點大,利用Scalef把它變小
        if (!upper)
        {
            upper = glmReadOBJ("upper.obj");
            ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
            ///本週,要換更好的地方
            if (!upper)
                exit(0);
            glmUnitize(upper);
            glmFacetNormals(upper);
            glmVertexNormals(upper, 90.0);
        }
        glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE);
    glPopMatrix();
}
void drawLower(void)
{
    glPushMatrix();///MAYA剛進來有點大,利用Scalef把它變小
        glScalef(0.3, 0.3, 0.3);
        if (!lower)
        {
            lower = glmReadOBJ("lower.obj");
            ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
            ///本週,要換更好的地方
            if (!lower)
                exit(0);
            glmUnitize(lower);
            glmFacetNormals(lower);
            glmVertexNormals(lower, 90.0);
        }
        glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE);
    glPopMatrix();
}
/*void drawmodel(void)
{
    if (!pmodel)
    {
        pmodel = glmReadOBJ("arm1.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!pmodel)
            exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}*/
void drawarml(void)
{
    if (!arml)
    {
        arml = glmReadOBJ("arm1.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!arml) exit(0);
        glmUnitize(arml);
        glmFacetNormals(arml);
        glmVertexNormals(arml, 90.0);
    }
    glmDraw(arml, GLM_SMOOTH | GLM_TEXTURE);
}
void drawarm2(void)
{
    if (!arm2)
    {
        arm2 = glmReadOBJ("arm2.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!arm2) exit(0);
        glmUnitize(arm2);
        glmFacetNormals(arm2);
        glmVertexNormals(arm2, 90.0);
    }
    glmDraw(arm2, GLM_SMOOTH | GLM_TEXTURE);
}
float angle=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glutSolidSphere(0.1,30,30);
        /*glTranslatef(-0.3,0.3,0);///(3)
        glRotatef(angle++,1,0,0);///(2)旋轉
        glTranslatef(-0.15,-0.25,0);///(1)
        drawarml(); ///glutSolidTeapot( 0.3 );
        glPopMatrix();
        glPushMatrix();
        glTranslatef(0.6,0.3,0);///(3)
        glRotatef(angle++,1,0,0);///(2)旋轉
        glTranslatef(-0.15,-0.25,0);///(1)*/
    glPushMatrix();
        glTranslatef(0,-0.1,0);
        glRotatef(angle++,1,0,0);
        glTranslatef(0,-0.05,0);
        drawUpper();
        glPushMatrix();
            glTranslatef(0,-0.1,0);
            glRotatef(angle++,1,0,0);
            glTranslatef(0,-0.2,0);
            drawLower(); ///glutSolidTeapot( 0.3 );
        glPopMatrix();
    glPopMatrix();

    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("week07-2 obj gundam opencv texture");
    glutDisplayFunc(display);
    myTexture("Diffuse.jpg");
    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);
    glutIdleFunc(display);
    glutMainLoop();
}

利用 Maya 登入後,New 在 Import hand1.obj 要把它才裁切出(下手臂)lower.obj和upper.obj(上手臂)

最後,先把drawLower() 函數調好,再掛到drauUpper()的後面



檔名:week12-3_obj_gundam_body_upper_lower
把目錄複製week12-2_obj_gundam_upper_lower_hand


#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
    IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
    cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
    glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
    GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
    glGenTextures(1, &id); /// 產生Generate 貼圖ID
    glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
    return id;
}
///上週有做過, 請用剪貼的
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * arml = NULL;
GLMmodel * arm2 = NULL;
GLMmodel * upper = NULL;
GLMmodel * lower = NULL;
GLMmodel * body = NULL;
void drawbody(void)
{
        if (!body)
        {
            body = glmReadOBJ("body.obj");
            ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
            ///本週,要換更好的地方
            if (!body)
                exit(0);
            glmUnitize(body);
            glmFacetNormals(body);
            glmVertexNormals(body, 90.0);
        }
        glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);
}
void drawUpper(void)
{
    glPushMatrix();
        glScalef(0.3, 0.3, 0.3);///MAYA剛進來有點大,利用Scalef把它變小
        if (!upper)
        {
            upper = glmReadOBJ("upper.obj");
            ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
            ///本週,要換更好的地方
            if (!upper)
                exit(0);
            glmUnitize(upper);
            glmFacetNormals(upper);
            glmVertexNormals(upper, 90.0);
        }
        glmDraw(upper, GLM_SMOOTH | GLM_TEXTURE);
    glPopMatrix();
}
void drawLower(void)
{
    glPushMatrix();///MAYA剛進來有點大,利用Scalef把它變小
        glScalef(0.3, 0.3, 0.3);
        if (!lower)
        {
            lower = glmReadOBJ("lower.obj");
            ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
            ///本週,要換更好的地方
            if (!lower)
                exit(0);
            glmUnitize(lower);
            glmFacetNormals(lower);
            glmVertexNormals(lower, 90.0);
        }
        glmDraw(lower, GLM_SMOOTH | GLM_TEXTURE);
    glPopMatrix();
}
/*void drawmodel(void)
{
    if (!pmodel)
    {
        pmodel = glmReadOBJ("arm1.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!pmodel)
            exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
    }
    glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}*/
void drawarml(void)
{
    if (!arml)
    {
        arml = glmReadOBJ("arm1.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!arml) exit(0);
        glmUnitize(arml);
        glmFacetNormals(arml);
        glmVertexNormals(arml, 90.0);
    }
    glmDraw(arml, GLM_SMOOTH | GLM_TEXTURE);
}
void drawarm2(void)
{
    if (!arm2)
    {
        arm2 = glmReadOBJ("arm2.obj");
        ///上週的模型檔,放在奇怪的目錄裡 桌面\freeglut\bin
        ///本週,要換更好的地方
        if (!arm2) exit(0);
        glmUnitize(arm2);
        glmFacetNormals(arm2);
        glmVertexNormals(arm2, 90.0);
    }
    glmDraw(arm2, GLM_SMOOTH | GLM_TEXTURE);
}
float angle=0;
float i=0, di=1;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glutSolidSphere(0.1,30,30);
    glPushMatrix();
        drawbody();
    glPopMatrix();
    glPushMatrix();
        glTranslatef(-0.2,0.1,0);
        ///glRotatef(angle++,1,0,0);
        glTranslatef(0,-0.05,0);
        drawUpper();
        glPushMatrix();
            glTranslatef(0,-0.1,0);
            glRotatef(i+=di,1,0,0);///讓手臂在0-90度之間來回彈動
            glTranslatef(0,-0.2,0);
            drawLower(); ///glutSolidTeapot( 0.3 );
        glPopMatrix();
    glPopMatrix();

    glutSwapBuffers();
    if(i>=90) di = -1;///如果下手臂舉到90度 di = -1
    if(i<0) di = 1;///如果下手臂舉到0度 di=1
}
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("week07-2 obj gundam opencv texture");
    glutDisplayFunc(display);
    myTexture("Diffuse.jpg");
    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);
    glutIdleFunc(display);
    glutMainLoop();
}

檔名:week12-4_keyboard_angleID_mouse_motion_angle
0.複製
1.改名
2.Title
'''cpp
void keyboard(unsighed char key,int x, int y){

    if(key=='0') angleID = 0;
    if(key=='1') angleID = 1;
    if(key=='2') angleID = 2;
    if(key=='3') angleID = 3;
}
void motion(int x, int y){
    angle[angleID] = y;
    glutPostRedisplay();
}
'''
再 main() 裡,註冊 glutKeyboardFunc(keyboard) 和glutMotionFunc(motion)






















































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