2023年5月25日 星期四

10160305賴奕廷week15

Week15
*step01 嘗試旋轉鏡頭
到jsyeh.org/3dcg10/下載data和win32將資料夾放成如下


打開projection.exe
 






















*step02 調整鏡頭的程式
git下載自己的資料夾到桌面,開新的專案檔


#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

#include <stdlib.h>

static int slices = 16;
static int stacks = 16;

/* GLUT callback Handlers */

static void resize(int width, int height)
{
    const float ar = (float) width / (float) height;

    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}

static void display(void)
{
    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
    const double a = t*90.0;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);

    glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(0,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidCone(1,1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidTorus(0.2,0.8,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(-2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(0,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireCone(1,1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireTorus(0.2,0.8,slices,stacks);
    glPopMatrix();

    glutSwapBuffers();
}


static void key(unsigned char key, int x, int y)
{
    switch (key)
    {
        case 27 :
        case 'q':
            exit(0);
            break;

        case '+':
            slices++;
            stacks++;
            break;

        case '-':
            if (slices>3 && stacks>3)
            {
                slices--;
                stacks--;
            }
            break;
    }

    glutPostRedisplay();
}

static void idle(void)
{
    glutPostRedisplay();
}

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 };

/* Program entry point */
float eyeX = 0, eyeY=0;
void motion(int x, int y) {
    eyeX = 3*(x-320)/320.0;
    eyeY = 3*(240-y)/240.0;
    glLoadIdentity();
    gluLookAt(eyeX, eyeY, -3,  0,0,-6,  0,1,0);

    glutPostRedisplay();

}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    glutMotionFunc(motion);
    glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutKeyboardFunc(key);
    glutIdleFunc(idle);

    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    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);

    glutMainLoop();

    return EXIT_SUCCESS;
}
*step02-1 測試預設投影
測試預設垂直投影glOrtho() 角度張開的透視投影glFrustum()
 




*step02-2 視角修改

#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

#include <stdlib.h>

static int slices = 16;
static int stacks = 16;

/* GLUT callback Handlers */

static void resize(int width, int height)
{
    const float ar = (float) width / (float) height;

    glViewport(0, 0, width, height);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    //glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
    glOrtho(-ar*3, ar*3, -1.0*3, 1.0*3, 2.0, 100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}

static void display(void)
{
    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
    const double a = t*90.0;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);

    glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(0,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidCone(1,1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidTorus(0.2,0.8,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(-2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(0,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireCone(1,1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireTorus(0.2,0.8,slices,stacks);
    glPopMatrix();

    glutSwapBuffers();
}


static void key(unsigned char key, int x, int y)
{
    switch (key)
    {
        case 27 :
        case 'q':
            exit(0);
            break;

        case '+':
            slices++;
            stacks++;
            break;

        case '-':
            if (slices>3 && stacks>3)
            {
                slices--;
                stacks--;
            }
            break;
    }

    glutPostRedisplay();
}

static void idle(void)
{
    glutPostRedisplay();
}

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 };

/* Program entry point */

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutKeyboardFunc(key);
    glutIdleFunc(idle);

    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    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);

    glutMainLoop();

    return EXIT_SUCCESS;
}

static void resize(int width, int height)
{
    const float ar = (float) width / (float) height;

    glViewport(0, 0, width, height);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    //glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
    //glOrtho(-ar*3, ar*3, -1.0*3, 1.0*3, 2.0, 100.0);
    gluPerspective(60, ar, 0.01, 1000);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}


*step03-1 按住進行3d旋轉




#include <GL/glut.h>
void display() {
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glutSolidTeapot( 0.3 );
    glutSwapBuffers();
}
void motion(int x, int y) {
    glLoadIdentity();
    float eyeX = (x-150)/150.0, eyeY = (150-y)/150.0;
    gluLookAt(eyeX,eyeY,1,  0,0,0,  0,1,0);
    glutPostRedisplay();
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week15");

    glutMotionFunc(motion);
    glutDisplayFunc(display);

    glutMainLoop();
}

*step03-2 視角改良

#include <GL/glut.h>
void display() {
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glutSolidTeapot( 0.3 );
    glutSwapBuffers();
}
void motion(int x, int y) {
    glLoadIdentity();
    float eyeX = (x-150)/150.0, eyeY = (150-y)/150.0;
    gluLookAt(eyeX,eyeY,1,  0,0,0,  0,1,0);
    glutPostRedisplay();
}
void reshape(int w, int h) {
    float ar = w / (float) h;
    glViewport(0, 0, w, h);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60, ar, 0.01, 1000);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(0,0,1,  0,0,0,  0,1,0);
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week15");

    glutReshapeFunc(reshape);
    glutMotionFunc(motion);
    glutDisplayFunc(display);

    glutMainLoop();
}
*step04 選擇關節即可旋轉選擇的關節
*使用final_project檔

#include <stdio.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel*head=NULL;
GLMmodel*body=NULL;
GLMmodel*uphandr=NULL;
GLMmodel*downhandr=NULL;
int show[4]={1,1,1,1};///week14_step03_1
int ID =2;///week14_step03_1
float teapotX=0,teapotY=0;
float angle[20] = {};
FILE*fout=NULL;
FILE*fin=NULL;
void keyboard(unsigned char key,int x,int y)
{
    if(key=='0') ID=0;///show[0]=!show[0];
    if(key=='1') ID=1;///show[1]=!show[1];
    if(key=='2') ID=2;///show[2]=!show[2];
    if(key=='3') ID=3;///show[3]=!show[3];
    glutPostRedisplay();
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    if(head==NULL){
        head=glmReadOBJ("model/head.obj");
        body=glmReadOBJ("model/body.obj");
        uphandr=glmReadOBJ("model/uphandr.obj");
        downhandr=glmReadOBJ("model/downhandr.obj");
    }
    glPushMatrix();
        glScalef(0.3,0.3,0.3);
        glPushMatrix();
            ///glTranslatef(teapotX,teapotY,0);
            if(ID==0)glColor3f(1,0,0);
            else glColor3f(1,1,1);
            if(show[0]) glmDraw(head,GLM_MATERIAL);
    glPopMatrix();
     if(ID==1)glColor3f(1,0,0);
        else glColor3f(1,1,1);
        if(show[1]) glmDraw(body,GLM_MATERIAL);
        glPushMatrix();
        glTranslatef(-1.360000,+0.360000,0);
        glRotatef(angle[2],0,0,1);
        glTranslatef(1.360000,-0.360000,0);
        if(ID==2)glColor3f(1,0,0);
        else glColor3f(1,1,1);
        if(show[2]) glmDraw(uphandr,GLM_MATERIAL);
        glPushMatrix();
        glTranslatef(-1.959999,+0.080000,0);
        glRotatef(angle[3],0,0,1);
        glTranslatef(1.959999,-0.080000,0);
        if(ID==3)glColor3f(1,0,0);
        else glColor3f(1,1,1);
        if(show[3]) glmDraw(downhandr,GLM_MATERIAL);
        glPopMatrix();
        glPopMatrix();
        glPopMatrix();
        glColor3f(0,1,0);
        glutSolidTeapot(0.02);
    glutSwapBuffers();
}
int oldX=0,oldY=0;
void mouse(int button,int state,int x,int y)
{
    if(state==GLUT_DOWN){
        oldX=x;
        oldY=y;
    }
}
void motion(int x,int y){
    teapotX+=(x-oldX)/150.0*3;
    teapotY-=(y-oldY)/150.0*3;
    printf("glTranslatef(%f,%f,0);\n",teapotX,teapotY);
    angle[ID] +=x-oldX;
    oldX=x;
    oldY=y;
    glutPostRedisplay();
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week12");
    glutMotionFunc(motion);
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMainLoop();
}

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