2023年3月8日 星期三

ww-week04-旋轉

glRotatef(  0.0,  0.00,  0.00,  0.00)

0.在https://jsyeh.org/3dcg10/中下載[data][win32] glut32.dll三個檔案 / 在資料夾中開啟後分別解壓縮 / 將data資料夾放到window裡

            /開啟window.Transformation.exe
glRotatef(  0.0 0.000.000.00)
※0.0為控制角度
※為1.00時X軸為旋轉軸
※為1.00時Y軸為旋轉軸
※為1.00時Z軸為旋轉軸(右手手掌從X軸掃向Y軸的大拇哥方向)

⭐其他軸線ex.XY軸,YZ軸...,同樣是用右手手掌方法,拇指代表根據哪條軸旋轉,手掌旋轉方向為物體旋轉方向

1. 新增Project:選擇GLUT project / 檔案名稱week04_rotate / 小葉老師上課軟體 / freeglut檔案複製到桌面 / 將libfreeglut.a複製貼上後改成libglut32.a
   

    Next / 選擇桌面freeglut檔 / Next / 執行



2.旋轉茶壺:將上週的程式碼改為

#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);///清背景
    glPushMatrix();///備分矩陣
        glRotatef( angle,0,1,0);///旋轉angle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("week04");

glutDisplayFunc(display);
glutIdleFunc(display);///有空idle時,就重畫畫面
    glutMainLoop();
}

3.加入光線:開新檔案week04-2_rotate_light從原程式碼提取程式碼/並在main函式中加入myLight();


              const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };///將打光加進來
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);
}

4.加上顏色,清背景:
               ....
void display()
{
    glClearColor(1,1,1,1);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();///備分矩陣
        glRotatef( angle,0,1,0);///旋轉angle角度
        glColor3f(0,1,1);///加入顏色
        glutSolidTeapot( 0.3 );
    glPopMatrix();///還原矩陣

glutSwapBuffers();
angle++;///把角度++
} 
... 
完整程式碼:
#include <GL/glut.h>
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };///將打光加進來
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;///宣告global全域變數angle
void display()
{
    glClearColor(1,1,1,1);///清背景
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///清背景
    glPushMatrix();///備分矩陣
        glRotatef( angle,0,1,0);///旋轉angle角度
        glColor3f(0,1,1);///加入顏色
        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("week04");

glutDisplayFunc(display);
glutIdleFunc(display);///有空idle時,就重畫畫面
myLight();///記得加入myLight()函式
    glutMainLoop();
}

5.自轉、公轉:開新檔案week04-3_rotate_translate / 複製week04_rotate程式碼 / 加入移動和色彩


#include <GL/glut.h>
float angle =0;
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glTranslated(0.6,0,0);///先移動再旋轉
        glRotatef( angle,0,1,0);///自轉
        glColor3f(1,1,0);
        glutSolidTeapot( 0.3 );
    glPopMatrix();
    glPushMatrix();
        glRotatef( angle,0,1,0);///先旋轉再移動
        glTranslated(0.6,0,0);///公轉
        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();
}

⭐口決:左耳靠左肩,由下往上讀程式碼,當Rotate在Translate外時公轉,在內時自轉
git指令
cd desktop
git clone https://github.com/你的帳號/2023graphicsa
cd 2023graphicsa
加入檔案
git add . 
git status

git config --global user.email "jsyeh@mail.mcu.edu.tw"

git config --global user.name "jsyeh"

git commit -m "week10"

git push

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