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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