2023年5月24日 星期三

Yen的week15

1.視窗位置鎖定

#ifdef __APPLE__

#include <GLUT/glut.h>

#else

#include <GL/glut.h>

#endif

#include <stdlib.h>

static int slices = 16;

static int stacks = 16;


static void resize(int width, int height)

{

    const float ar = (float) width / (float) height;


    glViewport(0, 0, width, height);

    glMatrixMode(GL_PROJECTION);

    glLoadIdentity();

    gluPerspective(60,ar,0.01,1000);

    ///glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);

    ///glFrustum(-ar,ar,-1.0,1.0,2.0,100.0);


    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;

}

2.旋轉茶壺
///week15-2_glutLookAt
///函式 reshape(),display()
#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);///視窗裡會看到的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
    glLoadIdentity();///矩陣清空 成為單位矩陣
    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);///做好後馬上切回model view
    glLoadIdentity();///矩陣清空 成為單位矩陣
    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);///老師把名字變reshape

    glutMainLoop();
}

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