上老師的網站
https://jsyeh.org/3dcg10/
下載
- data data.zip
- win32 windows.zip
解壓縮後將data放到windows裡面
接著執行 transformations
今天教的 glRotatef(angle, 0, 1, 0) 拿來用, 記得前後要有 glPushMatrix() 及 glPopMatrix() 包起來。最前面宣告全域變數 float angle=0; 在 display() 最後面 angle++ 改變它。在 glutDisplayFunc(display)的旁邊加上 glutIdleFunc(display) 讓它有空idle時,就呼叫 display() 重畫畫面
#include <GL/glut.h>
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);
glutMainLoop();
}
上打光的效果week04-2_rotate_light 在程式中, Ctrl-F 找到 light 相關的程式
幫茶壺上色,背景改為白色
#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);
}
#include <GL/glut.h>
float angle = 0;
void display()
{
glClearColor(1,1,1,1);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef( angle , 0, 1, 0 );
glColor3f(1,1,0);
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();
}
將移動,旋轉程式碼對調結果會不同
#include <GL/glut.h>
float angle = 0;
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);
glColor3f(1,1,0);
glutSolidTeapot( 0.3 );
glPopMatrix();
glPushMatrix();
glRotatef(angle,0,1,0);
glTranslatef(0.6,0,0);
glColor3f(1,0,0);
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);
glutMainLoop();
}
這兩週教的移動、旋轉,程式碼如果對調, 結果會不一樣, 可在今天第一節課的範例裡, 在下方按右鍵, 選 swap translate rotate 交換移動、旋轉的這兩行。要想一套方法,來理解 在邊邊孤獨的轉(自轉)、繞著正中心轉(公轉)















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