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
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;///step02-2void 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
#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();
}
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
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
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