2023年3月8日 星期三

Week 04

 Week 04

    去https://jsyeh.org/3dcg10/下載data和win32,把data解壓縮後放進win32的解壓縮,然後打開transform.exe


    glRotatef(  0.0 0.00,  0.00,  0.00)
                     角度, x軸,  y軸,    z軸

        第一個為控制角度
     為1.00時X軸為旋轉軸
    為1.00時Y軸為旋轉軸
    為1.00時Z軸為旋轉軸
    


    現在我們把茶壺一直旋轉


#include <GL/glut.h>
float angle = 0;
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );///清理背景不清會有殘影

glPushMatrix();///備份矩陣
        glRotatef(angle,0,1,0);
        glutSolidTeapot( 0.3 );
    glPopMatrix();/// 還原矩陣
glutSwapBuffers();
angle++;///把角度++
}


int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");

    glutDisplayFunc(display);
    glutIdleFunc(display);///清畫面
    glutMainLoop();
}


現在把茶壺打光
#include <GL/glut.h>
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 };
void myLight(){
    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);
}
float angle = 0;
void display()

{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
    glRotatef(angle,0,1,0);
    glutSolidTeapot(0.3);

    glPopMatrix();
    glutSwapBuffers();
    angle++;

}

int main(int argc, char *argv[])

{

glutInit(&argc, argv);

glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

glutCreateWindow("GLUT Shapes");

glutDisplayFunc(display);
glutIdleFunc(display);

myLight();
glutMainLoop();



}

現在我們把旋轉茶壺加顏色和清掉背景
#include <GL/glut.h>
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 };
void myLight(){
    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);
}
float angle = 0;
void display()

{
    glClearColor(1,1,1,1); ///用來清理背景
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
    glRotatef(angle,0,1,0);
    glColor3f(1,1,0);///加色彩
    glutSolidTeapot(0.3);

    glPopMatrix();
    glutSwapBuffers();
    angle++;

}

int main(int argc, char *argv[])

{

glutInit(&argc, argv);

glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

glutCreateWindow("GLUT Shapes");

glutDisplayFunc(display);
glutIdleFunc(display);

myLight();
glutMainLoop();



}

現在我們來了解一下win32裡面transformation.exe的旋轉原理





glTranslatef識字轉平面線錄影機一樣動,而glRotate是會繞車子公轉

現在來理解一夏glTranslatef和glRotate先後 跑的結果
#include <GL/glut.h>
float angle = 0;///宣告 global 全域變數 angle
void display()
{
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ///清背景
    glPushMatrix(); ///備份矩陣
        glTranslatef( 0.6, 0, 0);///平面轉
        glRotatef(angle, 0, 1, 0);///公轉
        glColor3f(1,1,0);
        glutSolidTeapot( 0.3 );
    glPopMatrix(); ///還原矩陣
    glPushMatrix(); ///備份矩陣
        glRotatef(angle, 0, 1, 0);///公轉
        glTranslatef( 0.6, 0, 0);///平面轉
        glColor3f(1,0,0);
        glutSolidTeapot( 0.3 );
    glPopMatrix(); ///還原矩陣
    glutSwapBuffers();
    angle++;
}
int main(int argc, char* argv[] )
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week04");

    glutDisplayFunc(display);
    glutIdleFunc(display);///有空idle時,就重畫畫面
    glutMainLoop();
}







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