Step01
首先進入老師網站 https://jsyeh.org/3dcg10/ 下載[win32][source]檔案,並使用7-zip解壓縮至windows,並把data解壓縮至windows資料夾內,
解壓縮結束後,執行Projection.exe看看相機對視角的影響
安裝git,開 Git Bash
cd desktop 進入桌面
git clone http://github.com/.../2023graphicsb
cd 2023graphics 進入倉庫目錄
start . 開檔案總管
下載自己的檔案,並解壓縮後開啟Codeblocks,開新glut專案week15_glutLookAt,檔案存放於自己倉庫,設定Final檔案內的Freeglut。
利用程式碼改變視角的位子
程式碼
增加的程式碼
#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
體會看看垂直投影glOrtho(),,透視投glFrustum()gluPerspeotive(),影的差別,其中glOrtho()為預設投影,glFrustum()會變成角度張開的感覺,gluPerspeotive()的參數比較容易設定
gluPerspective()
glOrtho()換成glOrtho透視參數*3倍前
glOrtho(-ar, ar, -1.0, 1.0, 2.0, 100.0);
gluPerspective(60, ar, 0.01, 1000);
透視茶壺
#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
程式碼
#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();
}
Step03-3
期末關節調整,換成陣列
程式碼
#include <stdio.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel * head = NULL;
GLMmodel * body = NULL;
GLMmodel * uparmR = NULL;
GLMmodel * lowarmR = NULL;
int show[4] = {1,1,1,1};
int ID = 3;
float teapotX = 0, teapotY = 0;
float angle[20] ={};
///float angle = 0;
FILE * fout = NULL;
FILE * fin = NULL;
void keyboard(unsigned char key, int x, int y) {
if(key=='0') ID = 0;
if(key=='1') ID = 1;
if(key=='2') ID = 2;
if(key=='3') ID = 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");
uparmR = glmReadOBJ("model/uparmR.obj");
lowarmR = glmReadOBJ("model/lowarmR.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(teapotX, teapotY, 0);
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(uparmR, GLM_MATERIAL);
glPushMatrix();
///glTranslatef(teapotX, teapotY, 0);
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(lowarmR, 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("week14");
glutMotionFunc(motion);
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMainLoop();
}
沒有留言:
張貼留言