打開Projection
gluLookAt 位置 eye
方向 center
旋轉 up
Week15-1
開啟這熟悉的東西
#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-321)/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;
}
讓他多了可以移動視角
gluPerspective 比較容易設定
glOrtho 垂直投影
glFrustum 透視投影
fovy Y方向
aspect 長寬
zNear 近點到視角的距離
zFar 遠點到視角的距離
Week15-2
glFrustem 改成 glOrtho -ar*3 ar*3 -1.0*3 1.0*3
gluPerspective(60,ar,0.01,1000);
Week15-3
#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();
}
再加上這行
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);
}
Final_Project
#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};///用show[i]決定要不要顯示
int ID=3;///0:頭 1:身體 2:上手臂 3:下手臂
FILE * fout = NULL; ///一開始,檔案沒有開, NULL
FILE * fin = NULL; ///要讀檔用的指標, 一開始也是 NULL
float teapotX=0, teapotY=0;
///float angle=0, angle2=0, angle3=0;
float angle[20]={};///變陣列
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;
if(key=='s'){
printf("hello world\n");
if(fout==NULL) fout = fopen("motion.txt", "w");
for (int i=0; i<20; i++){
fprintf(fout, "%.2f ", angle[i] );
}
fprintf(fout, "\n");
}else if(key=='r'){
if(fin==NULL) fin =fopen("motion.txt", "r");
for(int i=0; i<20; i++){
fscanf(fin, "%f", &angle[i] );
}
glutPostRedisplay();
}
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glScalef(0.2, 0.2, 0.2);
if(body==NULL){
head=glmReadOBJ("model/head.obj");
body=glmReadOBJ("model/body.obj");
uparmR=glmReadOBJ("model/uparmR.obj");
lowarmR=glmReadOBJ("model/lowarmR.obj");
}
if(ID==0) glColor3f(1,0,0);
else glColor3f(1,1,1);
if (show[0]) glmDraw(head, GLM_MATERIAL);
if(ID==1) glColor3f(1,0,0);
else glColor3f(1,1,1);
if (show[1]) glmDraw(body, GLM_MATERIAL);
glPushMatrix();
glTranslatef(-1.200000, +0.453333, 0);
glRotatef(angle[2], 0, 0, 1);
glTranslatef(1.200000, -0.453333, 0);
if(ID==2) glColor3f(1,0,0);
else glColor3f(1,1,1);
if (show[2]) glmDraw(uparmR, GLM_MATERIAL);
glPushMatrix();
glTranslatef(-1.946666, +0.180001, 0);
glRotatef(angle[3], 0, 0, 1);
glTranslatef(1.946666, -0.180001, 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;///week13-03-2
void motion(int x, int y){
teapotX += (x -oldX)/150.0;
teapotY -= (y -oldY)/150.0;
angle[ID]+=(x-oldX);
oldX=x;
oldY=y;
printf("glTranslatef(%f, %f, 0);\n",teapotX,teapotY);
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
if(state==GLUT_DOWN){
teapotX = (x-150)/150.0;
teapotY = (150-y)/150.0;
}
display();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
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