到 http://jsyeh.org/3d 下載 data.zip、windows.zip、glut32.dll
把windows.zip解壓縮,皆將data資料夾和glut32.dll丟進wondows資料夾
將projection.exe打開
gluLookAt(0.00 , 0.00 , 2.00, ←eye (相機的位置)
0.00 , 0.00 , 0.00, ←center (中心位置)
0.00 , 1.00 , 0.00); ←up (相機上方的位置)
Week 14 Part 2 - 了解glut專案中的main.cpp程式
開啟一個新的glut專案
打開專案裡的main.cpp一行一行看程式碼
#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) ///glutReshapeFunc(resize);
{
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);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(0.3,10,0.3,0,0,-6,0,1,0);
}
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 };
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);///攝影機、投影矩陣的設定。 resize(int width,int height)
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glClearColor(1,1,1,1);///背景顏色設定
glEnable(GL_CULL_FACE);///較特別:有些面提早決定不要畫
glCullFace(GL_BACK);///容易設定錯誤
glEnable(GL_DEPTH_TEST);///3D的深度測試(決定前後,誰近誰遠)
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);///打光,Light 0 開
glEnable(GL_NORMALIZE);///打光,裡面的法向 長度 要讓電腦OpenGL重算成1
glEnable(GL_COLOR_MATERIAL);///打光,material開起來
glEnable(GL_LIGHTING);///打光,lighting開起來
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);///打光,把光設定好
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);///打光,把material設定好
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();///主要迴圈
return EXIT_SUCCESS;
}
Week 14 Part 2 - 利用滑鼠來運鏡
加上motion函式,執行過後發現可以利用滑鼠來控制攝影機的方向
#include <math.h>///為了cos和sin
void motion(int x,int y)
{
float angle = x*3.1415926/180.0;
float cameraY = (y-300)/100.0;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(5*cos(angle),cameraY,5*sin(angle)-6,0,0,-6,0,1,0);
glutPostRedisplay();///每次設定好重畫一次
}







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