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
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()
{
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();
}
#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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