OpenGL projek Teko 3D dengan animasi menggunakan C++ di codeblock
teko adalah benda yang tidak asing lagi bagi orang karena itu adalah sebuah tempat minum atau wadah tempat minum. nah bagimana cara membuatnya dengan openGL dicodeblock, kali ini saya akan membagikan sourcode untuk dipelajari bagi yang pertama kali belajar membuat projek animasi dengan openGL. hasil akhir dari projek ini akan menghasilkan bentuk seperti dibawah ini :
langkah-langkagh untuk membuatnya adalah sebagai berikut.
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
GLenum doubleBuffer;
float rotX = 0.0, rotY = 0.0;
int teaList;
long patchData[][16] = {
{102,103,104,105,4,5,6,7,8,9,10,11,12,13,14,15},
{12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27},
{24,25,26,27,29,30,31,32,33,34,35,36,37,38,39,40},
{96,96,96,96,97,98,99,100,101,101,101,101,0,1,2,3,},
{0,1,2,3,106,107,108,109,110,111,112,113,114,115,116,117},
{118,118,118,118,124,122,119,121,123,126,125,120,40,39,38,37},
{41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56},
{53,54,55,56,57,58,59,60,61,62,63,64,28,65,66,67},
{68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83},
{80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95}
};
float cpData[][3] = {
{0.2,0,2.7},{0.2,-0.112,2.7},{0.112,-0.2,2.7},{0,-0.2,2.7},
{1.3375,0,2.53125},{1.3375,-0.749,2.53125},{0.749,-1.3375,2.53125},
{0,-1.3375,2.53125},{1.4375,0,2.53125},{1.4375,-0.805,2.53125},
{0.805,-1.4375,2.53125},{0,-1.4375,2.53125},{1.5,0,2.4},{1.5,-0.84,2.4},
{0.84,-1.5,2.4},{0,-1.5,2.4},{1.75,0,1.875},{1.75,-0.98,1.875},
{0.98,-1.75,1.875},{0,-1.75,1.875},{2,0,1.35},{2,-1.12,1.35},
{1.12,-2,1.35},{0,-2,1.35},{2,0,0.9},{2,-1.12,0.9},{1.12,-2,0.9},
{0,-2,0.9},{-2,0,0.9},{2,0,0.45},{2,-1.12,0.45},{1.12,-2,0.45},
{0,-2,0.45},{1.5,0,0.225},{1.5,-0.84,0.225},{0.84,-1.5,0.225},
{0,-1.5,0.225},{1.5,0,0.15},{1.5,-0.84,0.15},{0.84,-1.5,0.15},
{0,-1.5,0.15},{-1.6,0,2.025},{-1.6,-0.3,2.025},{-1.5,-0.3,2.25},
{-1.5,0,2.25},{-2.3,0,2.025},{-2.3,-0.3,2.025},{-2.5,-0.3,2.25},
{-2.5,0,2.25},{-2.7,0,2.025},{-2.7,-0.3,2.025},{-3,-0.3,2.25},
{-3,0,2.25},{-2.7,0,1.8},{-2.7,-0.3,1.8},{-3,-0.3,1.8},{-3,0,1.8},
{-2.7,0,1.575},{-2.7,-0.3,1.575},{-3,-0.3,1.35},{-3,0,1.35},
{-2.5,0,1.125},{-2.5,-0.3,1.125},{-2.65,-0.3,0.9375},{-2.65,0,0.9375},
{-2,-0.3,0.9},{-1.9,-0.3,0.6},{-1.9,0,0.6},{1.7,0,1.425},
{1.7,-0.66,1.425},{1.7,-0.66,0.6},{1.7,0,0.6},{2.6,0,1.425},
{2.6,-0.66,1.425},{3.1,-0.66,0.825},{3.1,0,0.825},{2.3,0,2.1},
{2.3,-0.25,2.1},{2.4,-0.25,2.025},{2.4,0,2.025},{2.7,0,2.4},
{2.7,-0.25,2.4},{3.3,-0.25,2.4},{3.3,0,2.4},{2.8,0,2.475},
{2.8,-0.25,2.475},{3.525,-0.25,2.49375},{3.525,0,2.49375},
{2.9,0,2.475},{2.9,-0.15,2.475},{3.45,-0.15,2.5125},{3.45,0,2.5125},
{2.8,0,2.4},{2.8,-0.15,2.4},{3.2,-0.15,2.4},{3.2,0,2.4},{0,0,3.15},
{0.8,0,3.15},{0.8,-0.45,3.15},{0.45,-0.8,3.15},{0,-0.8,3.15},
{0,0,2.85},{1.4,0,2.4},{1.4,-0.784,2.4},{0.784,-1.4,2.4},{0,-1.4,2.4},
{0.4,0,2.55},{0.4,-0.224,2.55},{0.224,-0.4,2.55},{0,-0.4,2.55},
{1.3,0,2.55},{1.3,-0.728,2.55},{0.728,-1.3,2.55},{0,-1.3,2.55},
{1.3,0,2.4},{1.3,-0.728,2.4},{0.728,-1.3,2.4},{0,-1.3,2.4},{0,0,0},
{1.425,-0.798,0},{1.5,0,0.075},{1.425,0,0},{0.798,-1.425,0},
{0,-1.5,0.075},{0,-1.425,0},{1.5,-0.84,0.075},{0.84,-1.5,0.075}
};
void Teapot(long grid)
{
float p[4][4][3], q[4][4][3], r[4][4][3], s[4][4][3];
long i, j, k, l;
teaList = 1;
glNewList(teaList, GL_COMPILE);
glPushMatrix();
glRotatef(270.0, 1.0, 0.0, 0.0);
for (i = 0; i < 10; i++) {
for (j = 0; j < 4; j++) {
for (k = 0; k < 4; k++) {
for (l = 0; l < 3; l++) {
p[j][k][l] = cpData[patchData[i][j*4+k]][l];
q[j][k][l] = cpData[patchData[i][j*4+(3-k)]][l];
if (l == 1) {
q[j][k][l] *= -1.0;
}
if (i < 6) {
r[j][k][l] = cpData[patchData[i][j*4+(3-k)]][l];
if (l == 0) {
r[j][k][l] *= -1.0;
}
s[j][k][l] = cpData[patchData[i][j*4+k]][l];
if (l == 0) {
s[j][k][l] *= -1.0;
}
if (l == 1) {
s[j][k][l] *= -1.0;
}
}
}
}
}
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &p[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f(grid, 0.0, 1.0, grid, 0.0, 1.0);
glEvalMesh2(GL_FILL, 0, grid, 0, grid);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &q[0][0][0]);
glEvalMesh2(GL_FILL, 0, grid, 0, grid);
if (i < 6) {
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &r[0][0][0]);
glEvalMesh2(GL_FILL, 0, grid, 0, grid);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &s[0][0][0]);
glEvalMesh2(GL_FILL, 0, grid, 0, grid);
}
}
glDisable(GL_MAP2_VERTEX_3);
glPopMatrix();
glEndList();
}
static void Init(void)
{
float position[] = {0.0, 3.0, 3.0, 0.0};
float local_view[] = {0.0};
float ambient[] = {0.1745, 0.01175, 0.01175};
float diffuse[] = {0.61424, 0.04136, 0.04136};
float specular[] = {0.727811, 0.626959, 0.626959};
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
glFrontFace(GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialf(GL_FRONT, GL_SHININESS, 0.6*128.0);
glClearColor(0.5, 0.5, 0.5, 1.0);
glColor3f(1.0, 1.0, 1.0);
Teapot(14);
}
static void Reshape(int w, int h)
{
glViewport(0, 0, (GLint)w, (GLint)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-6.0, 6.0, -6.0, 6.0, -1.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void Key(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
}
}
static void SpecialKey(int key, int x, int y)
{
switch (key) {
case GLUT_KEY_UP:
rotX -= 20.0;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN:
rotX += 20.0;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT:
rotY -= 20.0;
glutPostRedisplay();
break;
case GLUT_KEY_RIGHT:
rotY += 20.0;
glutPostRedisplay();
break;
}
}
static void Draw(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.0, 0.0, -5.0);
glRotatef(rotY, 0.0,1.0,0.0);
glRotatef(rotX, 1.0,0.0,0.0);
glCallList(teaList);
glPopMatrix();
if (doubleBuffer) {
glutSwapBuffers();
} else {
glFlush();
}
}
static void Args(int argc, char **argv)
{
GLint i;
doubleBuffer = GL_FALSE;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
} else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
}
}
}
int main(int argc, char **argv)
{
GLenum type;
glutInit(&argc, argv);
Args(argc, argv);
type = GLUT_RGB | GLUT_DEPTH;
type |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE;
glutInitDisplayMode(type);
glutInitWindowSize(300, 300);
glutCreateWindow("TeaPot");
Init();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Draw);
glutMainLoop();
}
kemudian disaat program dijalankan akan menghasilkan animasi berupa teko warna merah seperti dibawah ini. semoga dengan adanya artikel ini dapat membantu anda-anda semua dalam menyelesaikan tugas dari dosen ataupun dari kantoer buat referensi belajar.
langkah-langkagh untuk membuatnya adalah sebagai berikut.
- download terlebih dahulu openGL disini : view
- setting codeblock dengan openGL caranya dapat dilihat disini: view
- buka codeblock dan buat projek baru caranya dapat dilihat disini : view
- copy semua sourcode yang tersedia di blog ini.
adapun sourcode yang tersedia adalah sebagai berikut ini :
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
GLenum doubleBuffer;
float rotX = 0.0, rotY = 0.0;
int teaList;
long patchData[][16] = {
{102,103,104,105,4,5,6,7,8,9,10,11,12,13,14,15},
{12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27},
{24,25,26,27,29,30,31,32,33,34,35,36,37,38,39,40},
{96,96,96,96,97,98,99,100,101,101,101,101,0,1,2,3,},
{0,1,2,3,106,107,108,109,110,111,112,113,114,115,116,117},
{118,118,118,118,124,122,119,121,123,126,125,120,40,39,38,37},
{41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56},
{53,54,55,56,57,58,59,60,61,62,63,64,28,65,66,67},
{68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83},
{80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95}
};
float cpData[][3] = {
{0.2,0,2.7},{0.2,-0.112,2.7},{0.112,-0.2,2.7},{0,-0.2,2.7},
{1.3375,0,2.53125},{1.3375,-0.749,2.53125},{0.749,-1.3375,2.53125},
{0,-1.3375,2.53125},{1.4375,0,2.53125},{1.4375,-0.805,2.53125},
{0.805,-1.4375,2.53125},{0,-1.4375,2.53125},{1.5,0,2.4},{1.5,-0.84,2.4},
{0.84,-1.5,2.4},{0,-1.5,2.4},{1.75,0,1.875},{1.75,-0.98,1.875},
{0.98,-1.75,1.875},{0,-1.75,1.875},{2,0,1.35},{2,-1.12,1.35},
{1.12,-2,1.35},{0,-2,1.35},{2,0,0.9},{2,-1.12,0.9},{1.12,-2,0.9},
{0,-2,0.9},{-2,0,0.9},{2,0,0.45},{2,-1.12,0.45},{1.12,-2,0.45},
{0,-2,0.45},{1.5,0,0.225},{1.5,-0.84,0.225},{0.84,-1.5,0.225},
{0,-1.5,0.225},{1.5,0,0.15},{1.5,-0.84,0.15},{0.84,-1.5,0.15},
{0,-1.5,0.15},{-1.6,0,2.025},{-1.6,-0.3,2.025},{-1.5,-0.3,2.25},
{-1.5,0,2.25},{-2.3,0,2.025},{-2.3,-0.3,2.025},{-2.5,-0.3,2.25},
{-2.5,0,2.25},{-2.7,0,2.025},{-2.7,-0.3,2.025},{-3,-0.3,2.25},
{-3,0,2.25},{-2.7,0,1.8},{-2.7,-0.3,1.8},{-3,-0.3,1.8},{-3,0,1.8},
{-2.7,0,1.575},{-2.7,-0.3,1.575},{-3,-0.3,1.35},{-3,0,1.35},
{-2.5,0,1.125},{-2.5,-0.3,1.125},{-2.65,-0.3,0.9375},{-2.65,0,0.9375},
{-2,-0.3,0.9},{-1.9,-0.3,0.6},{-1.9,0,0.6},{1.7,0,1.425},
{1.7,-0.66,1.425},{1.7,-0.66,0.6},{1.7,0,0.6},{2.6,0,1.425},
{2.6,-0.66,1.425},{3.1,-0.66,0.825},{3.1,0,0.825},{2.3,0,2.1},
{2.3,-0.25,2.1},{2.4,-0.25,2.025},{2.4,0,2.025},{2.7,0,2.4},
{2.7,-0.25,2.4},{3.3,-0.25,2.4},{3.3,0,2.4},{2.8,0,2.475},
{2.8,-0.25,2.475},{3.525,-0.25,2.49375},{3.525,0,2.49375},
{2.9,0,2.475},{2.9,-0.15,2.475},{3.45,-0.15,2.5125},{3.45,0,2.5125},
{2.8,0,2.4},{2.8,-0.15,2.4},{3.2,-0.15,2.4},{3.2,0,2.4},{0,0,3.15},
{0.8,0,3.15},{0.8,-0.45,3.15},{0.45,-0.8,3.15},{0,-0.8,3.15},
{0,0,2.85},{1.4,0,2.4},{1.4,-0.784,2.4},{0.784,-1.4,2.4},{0,-1.4,2.4},
{0.4,0,2.55},{0.4,-0.224,2.55},{0.224,-0.4,2.55},{0,-0.4,2.55},
{1.3,0,2.55},{1.3,-0.728,2.55},{0.728,-1.3,2.55},{0,-1.3,2.55},
{1.3,0,2.4},{1.3,-0.728,2.4},{0.728,-1.3,2.4},{0,-1.3,2.4},{0,0,0},
{1.425,-0.798,0},{1.5,0,0.075},{1.425,0,0},{0.798,-1.425,0},
{0,-1.5,0.075},{0,-1.425,0},{1.5,-0.84,0.075},{0.84,-1.5,0.075}
};
void Teapot(long grid)
{
float p[4][4][3], q[4][4][3], r[4][4][3], s[4][4][3];
long i, j, k, l;
teaList = 1;
glNewList(teaList, GL_COMPILE);
glPushMatrix();
glRotatef(270.0, 1.0, 0.0, 0.0);
for (i = 0; i < 10; i++) {
for (j = 0; j < 4; j++) {
for (k = 0; k < 4; k++) {
for (l = 0; l < 3; l++) {
p[j][k][l] = cpData[patchData[i][j*4+k]][l];
q[j][k][l] = cpData[patchData[i][j*4+(3-k)]][l];
if (l == 1) {
q[j][k][l] *= -1.0;
}
if (i < 6) {
r[j][k][l] = cpData[patchData[i][j*4+(3-k)]][l];
if (l == 0) {
r[j][k][l] *= -1.0;
}
s[j][k][l] = cpData[patchData[i][j*4+k]][l];
if (l == 0) {
s[j][k][l] *= -1.0;
}
if (l == 1) {
s[j][k][l] *= -1.0;
}
}
}
}
}
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &p[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f(grid, 0.0, 1.0, grid, 0.0, 1.0);
glEvalMesh2(GL_FILL, 0, grid, 0, grid);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &q[0][0][0]);
glEvalMesh2(GL_FILL, 0, grid, 0, grid);
if (i < 6) {
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &r[0][0][0]);
glEvalMesh2(GL_FILL, 0, grid, 0, grid);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &s[0][0][0]);
glEvalMesh2(GL_FILL, 0, grid, 0, grid);
}
}
glDisable(GL_MAP2_VERTEX_3);
glPopMatrix();
glEndList();
}
static void Init(void)
{
float position[] = {0.0, 3.0, 3.0, 0.0};
float local_view[] = {0.0};
float ambient[] = {0.1745, 0.01175, 0.01175};
float diffuse[] = {0.61424, 0.04136, 0.04136};
float specular[] = {0.727811, 0.626959, 0.626959};
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
glFrontFace(GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialf(GL_FRONT, GL_SHININESS, 0.6*128.0);
glClearColor(0.5, 0.5, 0.5, 1.0);
glColor3f(1.0, 1.0, 1.0);
Teapot(14);
}
static void Reshape(int w, int h)
{
glViewport(0, 0, (GLint)w, (GLint)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-6.0, 6.0, -6.0, 6.0, -1.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void Key(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
}
}
static void SpecialKey(int key, int x, int y)
{
switch (key) {
case GLUT_KEY_UP:
rotX -= 20.0;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN:
rotX += 20.0;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT:
rotY -= 20.0;
glutPostRedisplay();
break;
case GLUT_KEY_RIGHT:
rotY += 20.0;
glutPostRedisplay();
break;
}
}
static void Draw(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.0, 0.0, -5.0);
glRotatef(rotY, 0.0,1.0,0.0);
glRotatef(rotX, 1.0,0.0,0.0);
glCallList(teaList);
glPopMatrix();
if (doubleBuffer) {
glutSwapBuffers();
} else {
glFlush();
}
}
static void Args(int argc, char **argv)
{
GLint i;
doubleBuffer = GL_FALSE;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
} else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
}
}
}
int main(int argc, char **argv)
{
GLenum type;
glutInit(&argc, argv);
Args(argc, argv);
type = GLUT_RGB | GLUT_DEPTH;
type |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE;
glutInitDisplayMode(type);
glutInitWindowSize(300, 300);
glutCreateWindow("TeaPot");
Init();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Draw);
glutMainLoop();
}
kemudian disaat program dijalankan akan menghasilkan animasi berupa teko warna merah seperti dibawah ini. semoga dengan adanya artikel ini dapat membantu anda-anda semua dalam menyelesaikan tugas dari dosen ataupun dari kantoer buat referensi belajar.
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