2023年3月8日 星期三

sheeba - week04 - 旋轉

Step01-1 

到 https://jsyeh.org/3dcg10/ 下載windows.zip,data.zip

解壓縮到   下載\windows

執行今天的課本範例 Transformation.exe

Step01-2

了解旋轉是如何運作   是用右手座標系統   把手掌從x掃到y時   由拇指決定z軸的方向


Step01-3

假如旋轉軸是(1,1,0)   人會怎麼轉   使用右手想像他會怎麼轉

Step02-1


建立GLUT專案   名稱week04-1_rotate   把今天教的glRotatef拿來用


#include <GL/glut.h>
float angle=0;///step02-2
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///step02-2清背景
    glPushMatrix();///備份矩陣
        glRotatef(angle, 0, 1, 0);///step02-1旋轉angle
        glutSolidTeapot( 0.3 );
    glPopMatrix();///還原矩陣 step01-2

    glutSwapBuffers();
    angle++;///step02-1 把角度++
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week03");

glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}

Step02-2

增加光線


///把week04-1的程式,copy來week04-2
#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;///step02-2
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///step02-2清背景
    glPushMatrix();///備份矩陣
        glRotatef(angle, 0, 1, 0);///step02-1旋轉angle
        glutSolidTeapot( 0.3 );
    glPopMatrix();///還原矩陣 step01-2

    glutSwapBuffers();
    angle++;///step02-1 把角度++
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week04");

glutDisplayFunc(display);
glutIdleFunc(display);

    myLight();
glutMainLoop();
}

Step02-3

增加顏色

///把week04-1的程式,copy來week04-2
#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;///step02-2
void display()
{
    glClearColor(1,1,1,1);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///step02-2清背景
    glPushMatrix();///備份矩陣
        glRotatef(angle, 0, 1, 0);///step02-1旋轉angle
        glColor3f(1,1,0);
        glutSolidTeapot( 0.3 );
    glPopMatrix();///還原矩陣 step01-2

    glutSwapBuffers();
    angle++;///step02-1 把角度++
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week04");

glutDisplayFunc(display);
glutIdleFunc(display);

    myLight();
glutMainLoop();
}

Step03-1

這兩週教的移動、旋轉   程式碼對調結果會不一樣

在下方按右鍵選swap translate rotate   交換這兩行

在邊邊自轉、繞著中心公轉


Step03-2

在week04-3_rotate_translate的範例裡實作  translate和rotate交換


///week04-3程式來自week04-1
#include <GL/glut.h>
float angle=0;///step02-2
void display()
{
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///step02-2清背景
    glPushMatrix();///備份矩陣
        glTranslatef(0.6, 0, 0);
        glRotatef(angle, 0, 1, 0);///step02-1旋轉angle
        glColor3f(1,1,0);
        glutSolidTeapot( 0.3 );
    glPopMatrix();///還原矩陣 step01-2

    glPushMatrix();///備份矩陣
        glRotatef(angle, 0, 1, 0);///step02-1旋轉angle
        glTranslatef(0.6, 0, 0);
        glColor3f(1,0,0);
        glutSolidTeapot( 0.3 );
    glPopMatrix();///還原矩陣 step01-2


    glutSwapBuffers();
    angle++;///step02-1 把角度++
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week04");

glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}

沒有留言:

張貼留言