week15
data放在window裡面
開啟projection
試試看gluLookAt
試gluPerspectitive
fovy可調視野角度
aspect長寬比
在glut裡glFrustumgl()改成glOrtho()
gluPerspective(角度,比例,近的,遠的)
/*
* GLUT Shapes Demo
*
* Written by Nigel Stewart November 2003
*
* This program is test harness for the sphere, cone
* and torus shapes in GLUT.
*
* Spinning wireframe and smooth shaded shapes are
* displayed until the ESC or q key is pressed. The
* number of geometry stacks and slices can be adjusted
* using the + and - keys.
*/
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.h>
static int slices = 16;
static int stacks = 16;
/* GLUT callback Handlers */
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
///glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
///glOrtho(-ar*3,ar*3,-1*3,1*3,-100,+100);
gluPerspective(60,ar,0.01,1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*90.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
glPushMatrix();
glTranslated(-2.4,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidSphere(1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(0,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidCone(1,1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(2.4,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidTorus(0.2,0.8,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(-2.4,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireSphere(1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(0,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireCone(1,1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(2.4,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireTorus(0.2,0.8,slices,stacks);
glPopMatrix();
glutSwapBuffers();
}
static void key(unsigned char key, int x, int y)
{
switch (key)
{
case 27 :
case 'q':
exit(0);
break;
case '+':
slices++;
stacks++;
break;
case '-':
if (slices>3 && stacks>3)
{
slices--;
stacks--;
}
break;
}
glutPostRedisplay();
}
static void idle(void)
{
glutPostRedisplay();
}
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 };
/* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
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);
glutMainLoop();
return EXIT_SUCCESS;
}
茶壺可以轉動
#include<GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
void reshape(int w,int h){
glViewport(0,0,w,h);
float ar=w/(float) h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60,ar,0.01,1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,0,1,0,0,0,0,1,0);
glutPostRedisplay();
}
float eyeX=0,eyeY=0;
void motion(int x,int y){
eyeX=(x-150.0)/150.0;
eyeY=(150.0-y)/150.0;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(eyeX,eyeY,1,0,0,0,0,1,0);
glutPostRedisplay();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week15");
glutMotionFunc(motion);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
}
///week12-5_TRT_keyboard_mouse 要用 keyboard mouse 來操控
#include <stdio.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel * head = NULL;
GLMmodel * body = NULL;
GLMmodel * uparmR = NULL;
GLMmodel * lowarmR = NULL;
int show[4] = {1, 1, 1, 1};
int ID = 3;
void keyboard(unsigned char key, int x, int y) {
if(key=='0') ID = 0;
if(key=='1') ID = 1;
if(key=='2') ID = 2;
if(key=='3') ID = 3;
glutPostRedisplay();
} ///原來的keyboard先註解、不要用
FILE * fout = NULL;
FILE * fin = NULL;
float teapotX=0, teapotY=0;
///float angle=0, angle2=0, angle3=0;
float angle[20]={};
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glScalef(0.2, 0.2, 0.2);
if(body==NULL){
head = glmReadOBJ("model/head.obj");
body = glmReadOBJ("model/body.obj");
uparmR = glmReadOBJ("model/uparmR.obj");
lowarmR = glmReadOBJ("model/lowarmR.obj");
///glmUnitize(body); ///week13 step02-1 這行之後會改
}
if(ID==0) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[0]) glmDraw(head, GLM_MATERIAL);
if(ID==1) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[1]) glmDraw(body, GLM_MATERIAL);
glPushMatrix();
glTranslatef(-1.200000, +0.453333, 0);
glRotatef(angle[2], 0, 0, 1);
//glTranslatef(teapotX, teapotY, 0); ///week14_step03-1_TRT建出來
glTranslatef(1.200000, -0.453333, 0);
if(ID==2) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[2]) glmDraw(uparmR, GLM_MATERIAL);
glPushMatrix();
glTranslatef(-1.959999, +0.113333, 0);
glRotatef(angle[3], 0, 0, 1);
glTranslatef(1.959999, -0.113333, 0);
if(ID==3) glColor3f(1,0,0);
else glColor3f(1,1,1);
if(show[3]) glmDraw(lowarmR, GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glColor3f(0, 1, 0);
glutSolidTeapot( 0.02 );
glutSwapBuffers();
}
int oldX = 0, oldY = 0;
void motion(int x, int y){
teapotX += (x - oldX)/150.0;
teapotY -= (y - oldY)/150.0;
angle[ID]+=(x-oldX);
oldX = x;
oldY = y;
printf("glTranslatef(%f, %f, 0);\n", teapotX, teapotY);
glutPostRedisplay(); ///Week13 step03-2
} ///Week13 step03-2
void mouse(int button, int state, int x, int y)
{
if(state==GLUT_DOWN){
oldX = x; ///teapotX = (x-150)/150.0;
oldY = y; ///teapotY = (150-y)/150.0;
///printf("glTranslatef(%f, %f, 0);\n", teapotX, teapotY);
///if(fout==NULL) fout = fopen("file4.txt", "w"); ///step02-2 沒開檔,就開
///fprintf(fout, "%f %f\n", teapotX, teapotY); ///step02-2 要再存座標
}
display();
}
//void keyboard(unsigned char key, int x, int y) ///step02-2 keyboard函式
//{
// if(fin==NULL){ ///step02-2 如果檔案還沒 fopen(), 就開它
// fclose(fout); ///前面mouse會開fout指標, 所以要關掉
// fin = fopen("file4.txt", "r"); ///step02-2 沒開檔,就開
// }
// ///fscanf(fin, "%f %f", &teapotX, &teapotY); ///step02-2 真的讀檔
// display(); ///step02-2 重畫畫面
//}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion); ///Week13 step03-3
glutKeyboardFunc(keyboard); ///step02-2 keyboard要做事囉(開檔、讀檔)
glutMainLoop();
}









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