到https://jsyeh.org/3dcg10/
下載win32、data檔案解壓縮
開啟Projection.exe
調整攝影機角度
look at:眼睛
中心點
向量位置
安裝git 打開git bash
cd desktop
git clone https://github.com/SeanC91/2023graphicsb
cd 2023graphicsb
利用+-號控制角個數
添加程式碼到int main()上面: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();
}
增加:glutMotionFunc(motion);到glut shape下面
gluPerspective(fovy,aspect,zNear,zFar);fov:field of view (y方向)
aspect:aspect ratio 長寬比
zNear
開新專案glut
長寬比:const float ar = (float) width / (float) height;
兩行程式碼做切換:
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);///斜的(受邊界影響)
glOrtho(-ar*3, ar*3, -1.0*3, 1.0*3, 2.0, 100.0);///正的(不受邊界影響)
切換第三種程式碼:gluPerspective(60,ar,0.01,1000);
push上雲端:滑鼠旋轉茶壺
修改角度變陣列:
#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();
}
week15-4:修改角度變陣列:
float angle[20]={};
glRotatef(angle[2],0,0,1);
glRotatef(angle[3],0,0,1);
#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,+0.500000,0);
glRotatef(angle[2],0,0,1);
glTranslatef(1.360000,-0.500000,0);
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("Final_Project");
glutMotionFunc(motion);
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMainLoop();
}
git push上雲端





















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