Adsterra

Projact OpenGL # Membuat Boneka Sawah 3D Codeblock OpenGL

Seperti yang kita ketahui openGl adalah pemrograman untuk membuat gambar verktor biasanya untuk membuat sebuah game, desain rumah bahkan yang lainnya. namun perbedaannya dalam openGL kita membuat sebuah animasi dari dalamnya alias dari benar-benar nol.
   sedangkan aplikasi yang sudah dibuat sedemikian mudah itu membuat tidak benar-benar dari nol karena semua titik sudah banyak diaplikasikan ke aplikasinya tinggal pakai saja. sedangkan openGl tidak dia membuat semuanya dari benar-benar dasar.

pada kesempatan ini saya akan belajar membuat sebuah boneka sawah dari benar-benar nol. adapun langkah-langkah yang harus digunakan adalah sebagai berikut:
  1. pastikan Codeblock kalian sudah terseting OpenGL yah.. untuk caranya dapat di cek disini
  2. buat projek baru di codeblock caranya ada disini
  3. kemudian copykan sourcode dibawah ini.

Reverensi



#include <gl/glut.h>       // gltools library

typedef float M3DVector3f[3];
// Rotation amounts
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;

void m3dCrossProduct(M3DVector3f result, const M3DVector3f u, const M3DVector3f v)
{
result[0] = u[1]*v[2] - v[1]*u[2];
result[1] = -u[0]*v[2] + v[0]*u[2];
result[2] = u[0]*v[1] - v[0]*u[1];
}

void m3dFindNormal(M3DVector3f result, const M3DVector3f point1, const M3DVector3f point2,
const M3DVector3f point3)
{
M3DVector3f v1,v2; // Temporary vectors

// Calculate two vectors from the three points. Assumes counter clockwise
// winding!
v1[0] = point1[0] - point2[0];
v1[1] = point1[1] - point2[1];
v1[2] = point1[2] - point2[2];

v2[0] = point2[0] - point3[0];
v2[1] = point2[1] - point3[1];
v2[2] = point2[2] - point3[2];

// Take the cross product of the two vectors to get
// the normal vector.
m3dCrossProduct(result, v1, v2);
}


// Called to draw scene
void RenderScene(void)
{
GLUquadricObj *pObj; // Quadric object
M3DVector3f vNormal; // Storeage for calculated surface normal

// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

/****************************************************************************/

/****************************************************************************/


// Save the matrix state and do the rotations
glPushMatrix();
glTranslatef(0.0f, 10.0f, 0.0f);
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);


    // Set material color
glColor3ub(128, 128, 128);
/********************************************************************************/
pObj =gluNewQuadric();
gluQuadricNormals(pObj, GLU_SMOOTH);

//head
glColor3ub(205,133,63);//body color
gluSphere(pObj, 2.5f, 26, 13);
glPushMatrix();
glColor3ub(0.0f, 0.0f, 0.0f);
glTranslatef(-1.0, -0.20, 2.4f);
gluSphere(pObj, 0.4f, 26, 13);//left eye
glTranslatef(2.0, 0.0, 0.0f);
gluSphere(pObj, 0.4f, 26, 13);//right eye
glPopMatrix();

//ear
glPushMatrix();
glColor3ub(205,133,63);//body color
glTranslatef(-2.2f, -0.50f, 0.30f);
gluSphere(pObj, 0.6f, 26, 13);//left ear
glTranslatef(4.4f, 0.0f, 0.0f);
gluSphere(pObj, 0.6f, 26, 13);//rigth ear
glPopMatrix();

//hat(caping)
glColor3ub(219,219,112);//hat color
glPushMatrix();
//glTranslatef(
glRotatef(240.0f, 1.0f, 0.0f, 0.0f);
glDisable(GL_CULL_FACE);
gluCylinder(pObj, 3.0f, 0.0f, 6.0f, 26, 1);
gluCylinder(pObj, 3.0f, 4.0f, 0.5f, 26, 1);
glEnable(GL_CULL_FACE);
glPopMatrix();


//hair
glColor3ub(0,0,0);
glPushMatrix();
glTranslatef(0.0f, 0.1f, -0.1f);
gluSphere(pObj, 2.58f, 26, 13);
//right hair twist
glPopMatrix();
glPushMatrix();
glTranslatef(1.3f, -2.0f, -0.8f);
gluSphere(pObj, 0.5f, 26, 13);
glTranslatef(0.2f, -0.40f, -0.4f);
gluSphere(pObj, 0.5f, 26, 13);
glTranslatef(0.2f, -0.30f, -0.3f);
gluSphere(pObj, 0.5f, 26, 13);
glTranslatef(0.2f, -0.20f, -0.2f);
gluSphere(pObj, 0.5f, 26, 13);
glPopMatrix();
//left hair twist
glPushMatrix();
glTranslatef(-1.3f, -2.0f, -0.8f);
gluSphere(pObj, 0.5f, 26, 13);
glTranslatef(-0.2f, -0.40f, -0.4f);
gluSphere(pObj, 0.5f, 26, 13);
glTranslatef(-0.2f, -0.30f, -0.3f);
gluSphere(pObj, 0.5f, 26, 13);
glTranslatef(-0.2f, -0.20f, -0.2f);
gluSphere(pObj, 0.5f, 26, 13);
glPopMatrix();

//neck+tongkat
glColor3ub(205,133,63);//body color
glPushMatrix();
glRotatef(90.0f, 1.0, 0.0, 0.0f);
glDisable(GL_CULL_FACE);
gluCylinder(pObj, 0.5f, 0.5f, 29.0f, 26, 13);
glTranslatef(0.0f, 0.0f, 29.0f);
gluDisk(pObj, 0.0f, 0.5f, 26, 13);
glPopMatrix();

//hand
//left hand
glColor3ub(205,133,63);//body color
glPushMatrix();
glTranslatef(0.0f, -3.6f, 0.0f);
glRotatef(160.0f, 1.0, 0.0, 1.0f);
gluCylinder(pObj, 0.5f, 0.5f, 13.0f, 26, 13);
glTranslatef(0.0f, 0.0f, 13.0f);
gluDisk(pObj, 0.0f, 0.5f, 26, 13);
glPopMatrix();
//left hand
glColor3ub(205,133,63);//body color
glPushMatrix();
glTranslatef(0.0f, -3.6f, 0.0f);
glRotatef(160.0f, 1.0, 0.0, -1.0f);
gluCylinder(pObj, 0.5f, 0.5f, 13.0f, 26, 13);
glTranslatef(0.0f, 0.0f, 13.0f);
gluDisk(pObj, 0.0f, 0.5f, 26, 13);
glPopMatrix();

//pink blus
glColor3ub( 10,10,10);
//triangle mesh
glBegin(GL_TRIANGLES);
//1atas
{
        M3DVector3f vPoints[3] = {{3.0f, -3.50f, 0.70f},
{ 3.0f, -3.50f, -0.70f },
{-3.0f,-3.50f,-0.70f }};

        m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]);
        glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
        }
//2atas
{
        M3DVector3f vPoints[3] = {{-3.0f, -3.50f, 0.70f},
{ 3.0f, -3.50f, 0.70f },
{-3.0f,-3.50f,-0.70f }};

        m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]);
        glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
        }
//3bawah
{
        M3DVector3f vPoints[3] = {{3.40f, -10.0f, 3.10f},
{ 3.40f, -10.0f, -3.10f },
{-3.40f,-10.0f,-3.10f }};

        m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]);
        glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
        }
//4bawah
{
        M3DVector3f vPoints[3] = {{-3.40f, -10.0f, 3.10f},
{ 3.40f, -10.0f, 3.10f },
{-3.40f,-10.0f,-3.10f }};

        m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]);
        glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
        }
//5depan
{
        M3DVector3f vPoints[3] = {{3.0f, -3.50f, 0.70f},
{-3.0f, -3.50f, 0.70f},
{ 3.40f, -10.0f, 3.10f }};

        m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]);
        glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
        }
//6depan
{
        M3DVector3f vPoints[3] = {{-3.0f, -3.50f, 0.70f},
{ -3.40f, -10.0f, 3.10f },
{3.40f, -10.0f, 3.10f}};

        m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]);
        glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
        }
//7belakang
{
        M3DVector3f vPoints[3] = {{3.0f, -3.50f, -0.70f},
{ 3.40f, -10.0f, -3.10f },
{-3.0f, -3.50f, -0.70f}};

        m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]);
        glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
        }
//8belakang
{
        M3DVector3f vPoints[3] = {{-3.0f, -3.50f, -0.70f},
{3.40f, -10.0f, -3.10f},
{ -3.40f, -10.0f, -3.10f }};

        m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]);
        glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
        }
//9kanan
{
        M3DVector3f vPoints[3] = {{3.40f, -10.0f, -3.10f},
{3.0f, -3.50f, -0.7},
{3.40f, -10.0f, 3.10f}};

        m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]);
        glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
        }
//10kanan
{
        M3DVector3f vPoints[3] = {{3.40f, -10.0f, 3.10f},
{3.0f, -3.50f, -0.7},
{3.0f, -3.50f, 0.7}};

        m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]);
        glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
        }
//11kiri
{
        M3DVector3f vPoints[3] = {{-3.40f, -10.0f, -3.10f},
{-3.40f, -10.0f, 3.10f},
{-3.0f, -3.50f, -0.7}};

        m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]);
        glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
        }
//12kiri
{
        M3DVector3f vPoints[3] = {{-3.40f, -10.0f, 3.10f},
{-3.0f, -3.50f, 0.7},
{-3.0f, -3.50f, -0.7}};

        m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]);
        glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
        }
glEnd();

//puff
//left puff
glPushMatrix();
glTranslatef(-3.2f, -4.40f, 0.0f);
gluSphere(pObj,1.10f, 26, 13);
glRotatef(90.0f, 1.0f,  -1.80f, 0.0f);
gluCylinder(pObj, 1.1f, 1.4f, 1.0f, 26, 13);
glTranslatef(0.0f, 0.0f, 1.0f);
gluDisk(pObj, 0.0f, 1.4f, 26, 13);
glPopMatrix();
//right puff
glPushMatrix();
glTranslatef(3.2f, -4.40f, 0.0f);
gluSphere(pObj,1.10f, 26, 13);
glRotatef(90.0f, 1.0f,  1.80f, 0.0f);
gluCylinder(pObj, 1.1f, 1.4f, 1.0f, 26, 13);
glTranslatef(0.0f, 0.0f, 1.0f);
gluDisk(pObj, 0.0f, 1.4f, 26, 13);
glPopMatrix();

//dada
glPushMatrix();
glTranslatef(-1.2f, -6.50f, 0.50f);
gluSphere(pObj,2.0f, 26, 13);//left breast
glTranslatef(2.40f, 0.0f, 0.0f);
gluSphere(pObj, 2.0f, 26, 13);//rigth breast
glPopMatrix();

//skirt
//brown skirt
glColor3ub( 92,51,23);
glPushMatrix();
glTranslatef(0.0f, -2.0f, 0.0f);
glRotatef(90, 1.0f, 0.0f, 0.0f);
gluCylinder(pObj, 0.0f, 7.0f, 18.0f, 26, 13);
glPopMatrix();
//black belt
glPushMatrix();
glColor3ub( 0,0,0);
glTranslatef(0.0f, -10.3f, 0.0f);
glRotatef(90, 1.0f, 0.0f, 0.0f);
gluCylinder(pObj, 3.3f, 3.5f, 0.8f, 26, 13);
glPopMatrix();



glPopMatrix();

/********************************************************************************/

// Display the results
glutSwapBuffers();
}

// This function does any needed initialization on the rendering
// context.
void SetupRC()
    {
    // Light values and coordinates
    GLfloat  ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f };
    GLfloat  diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f };
    GLfloat  specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
    GLfloat  specref[] = { 1.0f, 1.0f, 1.0f, 1.0f };

    glEnable(GL_DEPTH_TEST); // Hidden surface removal
    glFrontFace(GL_CCW); // Counter clock-wise polygons face out
    glEnable(GL_CULL_FACE); // Do not calculate inside of jet

    // Enable lighting
    glEnable(GL_LIGHTING);

    // Setup and enable light 0
    glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight);
    glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
    glLightfv(GL_LIGHT0,GL_SPECULAR, specular);
    glEnable(GL_LIGHT0);

    // Enable color tracking
    glEnable(GL_COLOR_MATERIAL);

    // Set Material properties to follow glColor values
    glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);

    // All materials hereafter have full specular reflectivity
    // with a high shine
    glMaterialfv(GL_FRONT, GL_SPECULAR, specref);
    glMateriali(GL_FRONT, GL_SHININESS, 128);

    // white background
    glClearColor(1.0f, 1.0f, 1.0f, 1.0f );

    glEnable(GL_NORMALIZE);
    }

/////////////////////////////////////////////////////
// Handle arrow keys
void SpecialKeys(int key, int x, int y)
    {
    if(key == GLUT_KEY_UP)
        xRot-= 5.0f;

    if(key == GLUT_KEY_DOWN)
        xRot += 5.0f;

    if(key == GLUT_KEY_LEFT)
        yRot -= 5.0f;

    if(key == GLUT_KEY_RIGHT)
        yRot += 5.0f;

    if(key > 356.0f)
        xRot = 0.0f;

    if(key < -1.0f)
        xRot = 355.0f;

    if(key > 356.0f)
        yRot = 0.0f;

    if(key < -1.0f)
        yRot = 355.0f;

    // Refresh the Window
    glutPostRedisplay();
    }


//////////////////////////////////////////////////////////
// Reset projection and light position
void ChangeSize(int w, int h)
    {
    GLfloat fAspect;
    GLfloat lightPos[] = { -50.f, 50.0f, 100.0f, 1.0f };

    // Prevent a divide by zero
    if(h == 0)
        h = 1;

    // Set Viewport to window dimensions
    glViewport(0, 0, w, h);

    // Reset coordinate system
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    fAspect = (GLfloat) w / (GLfloat) h;
    gluPerspective(45.0f, fAspect, 1.0f, 225.0f);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
    glTranslatef(0.0f, 0.0f, -50.0f);
    }

int main(int argc, char* argv[])
    {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(500,500);
glutCreateWindow("Boneka sawah");
    glutReshapeFunc(ChangeSize);
    glutSpecialFunc(SpecialKeys);
    glutDisplayFunc(RenderScene);
    SetupRC();
    glutMainLoop();

    return 0;
    }




setelah semua sudah dikuti maka jalankan programnya dengan menekan F9. dan inilah dia hasilnya.
sangat indah dan menawan kan... keren kan.... demikian tutorialnya semoga bermanfaat. jangan lupa komennya dibawah yah kalau sudah mencoba dan bila ada pertanyaan.



berikut ini adalah efek dari keyboardnya:

  • gunakan key up 
  • keydown 
  • keyleft 
  • keyright
setelah program ini dibuat silahkan kalian coba sendiri di komputer kalian. semoga bermanfaat bagi yang mengerjakan tugas maupun yang sedang dalam masa belajar.

Reverensi




  1. https://primastutidewi.wordpress.com/2008/12/30/contoh-sederhana-opengl/




Contoh Projek 3D lainnya.


Baca Juga Projek OpenGL dengan C++ Lainnya  dibawah ini :

 Contoh Projek 2D openGL

Baca juga Animasi 2D untuk projek openGL lainnya dibawah ini

Dasar OpenGL

Baca juga Dasar Dari OpenGL dibawah ini jika kalian ingin menekuninya.


0 Response to "Projact OpenGL # Membuat Boneka Sawah 3D Codeblock OpenGL"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel