Step01-1
首先去https://jsyeh.org/3dcg10/老師這個網址下載
win32 和 data 接著把兩個都解壓縮
接著把data 資料夾放進win32
接著開啟projection.exe
Step01-2
安裝git 開啟GIT bash
cd desktop 進入桌面
git clone 複製你的檔案
cd 進入你的檔案
start . 開啟檔案資料夾
開新專案week15-1_gluLookAt
按下-+會變形
/*
* GLUT Shapes Demo
*
* Written by Nigel Stewart November 2003
*
* This program is test harness for the sphere, cone
* and torus shapes in GLUT.
*
* Spinning wireframe and smooth shaded shapes are
* displayed until the ESC or q key is pressed. The
* number of geometry stacks and slices can be adjusted
* using the + and - keys.
*/
#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 };
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();
}
/* 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");
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
開新專案:week15-2_gluPerspective
/*
* GLUT Shapes Demo
*
* Written by Nigel Stewart November 2003
*
* This program is test harness for the sphere, cone
* and torus shapes in GLUT.
*
* Spinning wireframe and smooth shaded shapes are
* displayed until the ESC or q key is pressed. The
* number of geometry stacks and slices can be adjusted
* using the + and - keys.
*/
#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;
}
Step03-1
開新專案:week15-3_glutPerspective_gluLookAt
#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
///Final_Project 之後都用同一個程式,來進行 Final Project
#include <stdio.h> ///要檔案的Input/Output
#include <GL/glut.h>
#include "glm.h" ///week13_step02-2
///week13_step02-2 再把 glm.cpp 在左邊 Add files 加進去
GLMmodel * head = NULL;///week13_step02-2
GLMmodel * body = NULL;///week13_step02-2
GLMmodel * uparmR = NULL;
GLMmodel * lowarmR = NULL;
int show[4] = {1,1,1,1}; ///week14_step03_1 都秀出來 ///week13_step03-1
int ID = 3; ///week14_step03_1 設定關節 ID
float teapotX = 0, teapotY = 0;
float angle = 0;
FILE * fout = NULL;///step02-1
FILE * fin = NULL;///step02-2
void keyboard(unsigned char key, int x, int y) {///week13_step03-1
if(key=='0') ID = 0; ///week14_step03_1 ///show[0] = ! show[0];///week13_step03-1
if(key=='1') ID = 1; ///week14_step03_1 ///show[1] = ! show[1];///week13_step03-1
if(key=='2') ID = 2; ///week14_step03_1 ///show[2] = ! show[2];///week13_step03-1
if(key=='3') ID = 3; ///week14_step03_1 ///show[3] = ! show[3];///week13_step03-1
glutPostRedisplay();///week13_step03-1
}///week13_step03-1
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(head==NULL){///week13_step02-2
head = glmReadOBJ("model/head.obj");///week13_step02-2
body = glmReadOBJ("model/body.obj");
uparmR = glmReadOBJ("model/uparmR.obj");
lowarmR = glmReadOBJ("model/lowarmR.obj");
///glmUnitize(head); ///week13_step02-2 之後會改
}///week13_step02-2
glPushMatrix();
glScalef(0.3, 0.3, 0.3);///week13_step02-3
glPushMatrix();///week13_step03-2
///glTranslatef(teapotX, teapotY, 0); ///week13_step03-2
if(ID==0) glColor3f(1,0,0);///week14_step03_1 秀紅色
else glColor3f(1,1,1);///week14_step03_1 秀白色
if(show[0]) glmDraw(head, GLM_MATERIAL);///week13_step02-3
glPopMatrix();///week13_step03-2
if(ID==1) glColor3f(1,0,0);///week14_step03_1 秀紅色
else glColor3f(1,1,1);///week14_step03_1 秀白色
if(show[1]) glmDraw(body, GLM_MATERIAL);///week13_step02-2
glPushMatrix(); ///week14_step03_2
///glTranslatef(teapotX, teapotY, 0); ///week14_step03_2 要設定 TRT
glTranslatef(-1.360000, +0.360000, 0); ///week14_step03_2
glRotatef(angle, 0, 0, 1); ///week14_step03_2
glTranslatef(1.360000, -0.360000, 0); ///week14_step03_2
if(ID==2) glColor3f(1,0,0);///week14_step03_1 秀紅色
else glColor3f(1,1,1);///week14_step03_1 秀白色
if(show[2]) glmDraw(uparmR, GLM_MATERIAL);///week13_step02-3
glPushMatrix(); ///week14_step03_2
///glTranslatef(teapotX, teapotY, 0); ///week14_step03_2 要設定 TRT
glTranslatef(-1.959999, +0.080000, 0);
glRotatef(angle, 0, 0, 1);
glTranslatef(1.959999, -0.080000, 0);
if(ID==3) glColor3f(1,0,0);///week14_step03_1 秀紅色
else glColor3f(1,1,1);///week14_step03_1 秀白色
if(show[3]) glmDraw(lowarmR, GLM_MATERIAL);///week13_step02-3
glPopMatrix(); ///week14_step03_2
glPopMatrix(); ///week14_step03_2
glPopMatrix();
glColor3f(0,1,0); ///week14_step03_2 綠色的
glutSolidTeapot( 0.02 ); ///week14_step03_2
glutSwapBuffers();
}
int oldX=0, oldY=0; ///week13_step03-2
void mouse(int button, int state, int x, int y) {
if(state==GLUT_DOWN){
oldX = x;
oldY = y;
}
}
void motion(int x, int y) { ///week13_step03-2
teapotX += (x - oldX)/150.0*3;
teapotY -= (y - oldY)/150.0*3;
printf("glTranslatef(%f, %f, 0);\n", teapotX, teapotY); ///week14_step03_2
angle += x-oldX; ///week14_step03_2
oldX = x;
oldY = y;
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week12");
glutMotionFunc(motion); ///week13_step03-2
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMainLoop();
}







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