介紹Transformation-Rotate
先和上星期一樣去 https://jsyeh.org/3dcg10/
下載date.zip--->解壓縮
下載windows.zip--->解壓縮啟動Transformation.exe
glRoatatef(角度,x,y,z)
用右手由x掃到y,大拇指就代表Z軸,其他四指轉動方向就是角度
EX:
旋轉跳躍我閉著眼
GLUT專案
week04-1_rotate
開一個glut專案
複製上週程式碼再加一些新的
#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);
glPushMatrix();
glRotatef(angle,0 ,1 ,0);///旋轉angle角度
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
angle++;///角度++
}
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();
}
week04-2_rotate_light
貼上範例檔有light相關的程式碼
#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("week04");
glutDisplayFunc(display);
glutIdleFunc(display);
mylight();
glutMainLoop();
}
顯示出有陰影的茶壺
#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);///清背景
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);
glColor3f(1,1,0);///加黃色
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
angle++;
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week04");
glutDisplayFunc(display);
glutIdleFunc(display);
mylight();
glutMainLoop();
}
week04-3_rotate_
#include <GL/glut.h>
float angle =0;///宣告global全域變數angle
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.6,0,0);
glRotatef(angle,0 ,1 ,0);///旋轉angle角度
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glPushMatrix();
glRotatef(angle,0 ,1 ,0);///旋轉angle角度
glTranslatef(0.6,0,0);
glColor3f(1,0,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
angle++;///角度++
}
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();
}
*glTranslatef的擺放位子會影響到圖形
Transformation
比較rotate和translate
一個公轉(繞著中心)一個自轉
*按右鍵可以reset或swap兩個項
真的好想睡覺 沒救了
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