一、老師帶大家載資料,呈現車子的模型
老師的網站網址(https://jsyeh.org/3dcg10/)
二、用程式碼如何讓物體旋轉 glRotatef(angle,X,Y,Z)
先開好一個GLUT專案,week04-1_rotate
程式碼全刪,換我們上週教的10行,並且把框起來的那些程式碼補上去,最終呈現為茶壺向右旋轉
#include <GL/glut.h>float angle = 0;void display(){ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ///清背景 glPushMatrix(); ///備份矩陣 glRotatef(angle, 0, 1, 0);///旋轉角度 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("week03");
glutDisplayFunc(display); glutIdleFunc(display); glutMainLoop();}
開GLUT專案,week04-2_rotate_light
以下為上方程式碼myLight(){ 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 };
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);///用來清背景的色彩R,G,B,A ///(目前GLUT_RGB不會用到 A) glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ///清背景 glPushMatrix(); ///備份矩陣 glRotatef(angle, 0, 1, 0);///旋轉角度 glColor3f(1,1,0);///加點色彩 glutSolidTeapot( 0.3 ); glPopMatrix(); ///還原矩陣 glutSwapBuffers(); angle++;///把角度++}myLight(){ 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 };
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);}int main(int argc, char* argv[] ){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH); glutCreateWindow("week03");
glutDisplayFunc(display); glutIdleFunc(display);
myLight(); glutMainLoop();}
先開好一個GLUT專案,week04-1_rotate
程式碼全刪,換我們上週教的10行,並且把框起來的那些程式碼補上去,最終呈現為茶壺向右旋轉
#include <GL/glut.h>
float angle = 0;
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ///清背景
glPushMatrix(); ///備份矩陣
glRotatef(angle, 0, 1, 0);///旋轉角度
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("week03");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
開GLUT專案,week04-2_rotate_light
以下為上方程式碼
myLight()
{
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 };
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);///用來清背景的色彩R,G,B,A
///(目前GLUT_RGB不會用到 A)
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ///清背景
glPushMatrix(); ///備份矩陣
glRotatef(angle, 0, 1, 0);///旋轉角度
glColor3f(1,1,0);///加點色彩
glutSolidTeapot( 0.3 );
glPopMatrix(); ///還原矩陣
glutSwapBuffers();
angle++;///把角度++
}
myLight()
{
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 };
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);
}
int main(int argc, char* argv[] )
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week03");
glutDisplayFunc(display);
glutIdleFunc(display);
myLight();
glutMainLoop();
}
三、旋轉、移動的交換,結果是什麼,呈現出來的又是什麼
交換移動、旋轉的這兩行,並觀察跟原本的有什麼差別觀察:交換後車子變成了公轉,glRotatef()變成讓車子以中心點公轉,glTranslatef()變成了距離中心的遠近
開GLUT專案,week04-3_rotate_translate,把weel04-1的程式碼複製到這裡
加上以下程式碼把紅色茶壺呈現出來,並且可以看到紅色茶壺是以中心來做公轉,黃色茶壺則是以自轉的方式做旋轉
glPushMatrix(); ///備份矩陣 glRotatef(angle, 0, 1, 0);///旋轉角度 glTranslatef(0.6, 0, 0); glColor3f(1,0,0); glutSolidTeapot( 0.3 );glPopMatrix(); ///還原矩陣
#include <GL/glut.h>float angle = 0;void display(){ glEnable(GL_DEPTH_TEST); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ///清背景 glPushMatrix(); ///備份矩陣 glTranslatef(0.6, 0, 0); glRotatef(angle, 0, 1, 0);///旋轉角度 glColor3f(1,1,0); glutSolidTeapot( 0.3 ); glPopMatrix(); ///還原矩陣 glPushMatrix(); ///備份矩陣 glRotatef(angle, 0, 1, 0);///旋轉角度 glTranslatef(0.6, 0, 0); glColor3f(1,0,0); 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("week03");
glutDisplayFunc(display); glutIdleFunc(display); glutMainLoop();}
交換移動、旋轉的這兩行,並觀察跟原本的有什麼差別
觀察:交換後車子變成了公轉,glRotatef()變成讓車子以中心點公轉,glTranslatef()變成了距離中心的遠近
開GLUT專案,week04-3_rotate_translate,把weel04-1的程式碼複製到這裡
加上以下程式碼把紅色茶壺呈現出來,並且可以看到紅色茶壺是以中心來做公轉,黃色茶壺則是以自轉的方式做旋轉
glPushMatrix(); ///備份矩陣
glRotatef(angle, 0, 1, 0);///旋轉角度
glTranslatef(0.6, 0, 0);
glColor3f(1,0,0);
glutSolidTeapot( 0.3 );
glPopMatrix(); ///還原矩陣
#include <GL/glut.h>
float angle = 0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ///清背景
glPushMatrix(); ///備份矩陣
glTranslatef(0.6, 0, 0);
glRotatef(angle, 0, 1, 0);///旋轉角度
glColor3f(1,1,0);
glutSolidTeapot( 0.3 );
glPopMatrix(); ///還原矩陣
glPushMatrix(); ///備份矩陣
glRotatef(angle, 0, 1, 0);///旋轉角度
glTranslatef(0.6, 0, 0);
glColor3f(1,0,0);
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("week03");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
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