2023年3月9日 星期四

逃離電腦圖學 Week04

 Week04

老地方 下載

https://jsyeh.org/3dcg10/

data > data.zip

win32 > windows.zip

解壓縮 data 丟到win32

執行Transformation.exe

右手座標系統
手掌從X軸掃到Y軸時 會生出拇指Z軸
轉動時拇指當旋轉軸 再掃出你要的角度

                                                        旋轉軸(0,0,1)

旋轉軸(1,1,0)

旋轉茶壺

#include <GL/glut.h>
float angle=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
            glRotatef(angle,0,1,0);
        glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
    angle++;
}
int main(int argc,char *argv[])
{

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week04");


    glutDisplayFunc(display);
    glutIdleFunc(display);
    glutMainLoop();

}

加上光影

#include <GL/glut.h>
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 };

void myLight()
{
    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);

}
float angle=0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
            glRotatef(angle,0,1,0);
        glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
    angle++;
}
int main(int argc,char *argv[])
{

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week04");


    glutDisplayFunc(display);
    glutIdleFunc(display);

    myLight();
    glutMainLoop();

}

改茶壺顏色跟背景顏色

#include <GL/glut.h>
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 };
void myLight()
{
    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);
}
float angle=0;
void display()
{
    glClearColor(1,1,1,1);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
            glRotatef(angle,0,1,0);
            glColor3f(1,1,0);
        glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
    angle++;
}
int main(int argc,char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week04");

    glutDisplayFunc(display);
    glutIdleFunc(display);
    myLight();
    glutMainLoop();
}


glRoraref 移動整個畫面
glTranslate 移動物體
glScale 物體體積
公轉
Rotate Translate程式碼如果對調
結果會不一樣。
自轉

讓茶壺移動

#include <GL/glut.h>

float angle=0;

void display()

{

    glEnable(GL_DEPTH_TEST);

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glPushMatrix();

        glTranslatef(0.6,0,0);

        glRotatef(angle,0,1,0);

        glColor3f(0,0,1);

        glutSolidTeapot(0.3);

    glPopMatrix();


    glPushMatrix();

        glRotatef(angle,0,1,0);

        glTranslatef(0.6,0,0);

        glColor3f(0,1,0);

        glutSolidTeapot(0.3);

    glPopMatrix();


    glutSwapBuffers();

    angle++;

}

int main(int argc,char *argv[])

{


    glutInit(&argc, argv);


    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);


    glutCreateWindow("week04");



    glutDisplayFunc(display);

    glutIdleFunc(display);

    glutMainLoop();


}



























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