Week15
下載
data > data.zip
win32 > windows.zip
data.zip > windows\data(解壓後的data拉去windows資料夾下)
windows.zip > 下載 > windows\Projection.exe
glutLookAt()
eye從哪裡看
center看哪裡
eye center 決定攝影機的軸線,從eye射向center。攝影機照著軸線360度旋轉,由up向量決定。
aspect : aspect ratio 長寬比
鍵盤+號
安裝Git GitBash
-cd desktop
-git clone https://github.com/Owoyayou/2023graphicsa
-cd 2023graphicsa
-start .
開啟CodeBlocks
resize()裡的glFrustum()改成glOrtho()看看「透視投影」和「垂直投影」的差別
/*
* 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);///week15_step02切換成投影矩陣
glLoadIdentity();///還原成單位矩陣
//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);
///step02 角度,比例,近的,遠的
glMatrixMode(GL_MODELVIEW);///week15_step02切換成Model view矩陣
glLoadIdentity() ;///還原成單位矩陣
}
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;
}
step02-4 增加motion函式
///week15-2_gluLookAt
///函式reshpae(),display()
#include <GL/glut.h>
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
void reshape(int w,int h){
glViewport(0,0,w,h);///視窗裡看到2D範圍
float ar=w/(float)h;///aspect ratio長寬比
glMatrixMode(GL_PROJECTION);///先切換到project矩陣
glLoadIdentity();///矩陣清空,成為單位矩陣
gluPerspective(60,ar,0.01,1000);
glMatrixMode(GL_MODELVIEW);///做好後馬上切回model view矩陣
glLoadIdentity();
gluLookAt(0,0,1, 0,0,0, 0,1,0);
///在0,0,1 看著茶壺0,0,0 up是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();
}
開啟Final_Project資料夾 > CodeBlocks開啟Final_Project.cbp
安裝Git GitBash
-cd desktop
-git clone https://github.com/Owoyayou/2023graphicsa
-cd 2023graphicsa
-start .
(打開2023graphicsa資料夾,把今日程式碼檔案放進來)
-git add .
-git status
(開啟檔案總管)
-git config --global user.email ______________
-git config --global user.name Owoyayou
-git commit -m "week15"
-git push











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