Week15
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
接著開啟codeblocks 新增一個新的GLUT專案
檔名為 week15-1_glutlookAt
並新增以下紅色部分程式碼
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;
}
執行程式碼後就可以轉動攝影機
看到不同角度的畫面囉
接著試著去調整剛剛開啟的projection裡的數值
以及不同的程式碼跑出來的效果不一樣
glOrtho( )
glFrustum( )
gluPerspective( )
接著開啟新的專案
week15-2_glPerspective
修改成以下紅色部分程式碼
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-ar*3, ar*3, -1.0*3, 1.0*3, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
執行結果如下
修改成以下紅色部分程式碼
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/// 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() ;
}
執行結果如下
新增一個新的GLUT專案
檔名week15-3_glPerspective_glutLookAt
將程式碼全刪掉
新增以下程式碼
#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();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week15");
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
執行結果如下
能夠以不同角度去看茶壺
接著將程式碼新增且修改以下紅色部分
#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_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week15");
glutReshapeFunc(reshape);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
接著執行程式碼
就會出現以下畫面囉
可以調整角度且較近
接著開起finalproject
修改以下程式碼
最前面的angle
float angle[20] = {};
///float angle=0;
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(rightup_arm, 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(rightlow_arm, GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
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