2023年3月8日 星期三

chiche_week04

Week04

step01 

    (windows.zip  下載 \ windows \ Transformation.exe)

    (data.zip  下載 \ windows \ data \ 模型)

step02 

解壓縮windows跟zip檔案,將data檔案拉到windows裡面並執行Transformation.exe


step03 

執行之後旋轉x軸


step04 

找z軸,利用右手定則,手指從x軸到y軸,

會伸出大拇指z軸,拇指當旋轉軸,在掃出我們要的角度。


step05 

x軸 ( 1 , 0 , 0 ) 轉動時車頭會朝下

    y軸( 0 , 1 , 0 )  車頭會朝右轉


    z軸 ( 0 , 0 , 1 ) 轉動時車子左側會往上


Week04-2
step01 

讓杯子旋轉   複製上週的程式碼並修改~~


step02 

執行結果

程式碼:

#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(); ///備份矩陣
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();
}


step05 

幫杯子打光


程式碼:

#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; ///宣告global全域變數angle
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

    mylight();
glutMainLoop();
}

step07 



清背景 把杯子改顏色

程式碼:

#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; ///宣告global全域變數angle
void display()
{
    glClearColor(1,1,1,1);
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ///清背景
    glPushMatrix(); ///備份矩陣
        glRotatef(angle,0,1,0); ///旋轉angle角度
        glColor3f(1,1,0);
        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("week04");

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

    mylight();
glutMainLoop();
}

Week04-3 

Step01以剛剛的Transformation 按右鍵 swap translate rotate 來觀察轉的方向


自轉 
公轉

step02 


回到程式碼把他們交換看看 
紅色茶壺一樣繞著中心轉


程式碼 : 

#include <GL/glut.h>

float angle = 0; ///宣告global全域變數angle
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angle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angle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("week04");

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

glutMainLoop();
}



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