1. 從之前下載的 windows 資料夾內打開 Projection
2. fovy aspect zNear zFar
gluPerspective y方向視野視角 畫面長寬比 透明藍色方塊 灰色背景
(調整數值可以調整遠近)
3.gluLookAt<-eye 調整相機位置
<-center 調整看的中心點位置
<-up 調整相機(上)的位置
Ps:三個參數均為(x,y,z)
(二)了解glut範例程式的每行程式在做什麼
Code:
#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)//今天教的 glutReshapeFunc(你的函式名字)
{
const float ar = (float) width / (float) height;
//ar=aspect ratio
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
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);//如果要改攝影機 投影矩陣的設定,在這裡寫 resize(int w, int h)
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glClearColor(1,1,1,1);//被景色是白色
glEnable(GL_CULL_FACE);//可以讓有些面提早決定不要畫
glCullFace(GL_BACK);//小心容易設定錯誤,可能是 GL_BACK 也可能是 GL_FRONT,要看面的頂點順序
glEnable(GL_DEPTH_TEST);//3D的深度測試
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);//打光,Light0 開起來
glEnable(GL_NORMALIZE);//打光,裡面的法向量 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;
}
(三)用滑鼠來調整視角
1.打開codeblock新增一個GLUT專案
2.開頭的地方要加上#include<math.h>,後面會用到三角函數;main()加上glutMotionFunc(motion);
Code:
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();
}

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