2023年5月25日 星期四

week15 UC

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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