2017年5月8日 星期一

Week12 3DTRT轉動 矩陣 攝影機運鏡 會動機器人

TODO: jsyeh,org/3dcg10 download
data.zip-->desktop\windows\data\模型.obj
windows.zip-->desktop\windows\progection.exe
glut32.dll-->desktop\windows\glut32.dll

TODO: glutLookAt(eyeX,eyeY,eyeZ)<-- 攝影機
                               centerX,centerY,centerZ
                                upX  ,  upY  ,  upZ,

將data folder 跟glut32.dll 放入windows


執行結果如下


開啟 coding block

OpenGLUT 執行 freeglut folder
 

修改code


#include <GL/glut.h>
#include <math.h>

float eyeX=0,eyeY=0,eyeZ=1;
float centerX=0,centerY=0,centerZ=0;
float upX=0,upY=1,upZ=0;
static void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0); 顏色RBG
    glPushMatrix();
    gluLookAt(eyeX,eyeY,eyeZ,centerX,centerY,centerZ,upX,upY,upZ); 攝影機
    glutSolidTeapot(0.3); 茶杯大小
    glPopMatrix();
    glutSwapBuffers();
}


glutIdleFunc(display); 修改這行



新增code:
float angle=0;
angle+=0.01;
eyeZ=cos(angle); eyeY=sin(angle);




code:

#include <GL/glut.h>
#include <math.h>

float eyeX=0,eyeY=0,eyeZ=1;
float centerX=0,centerY=0,centerZ=0;
float upX=0,upY=1,upZ=0;
float angle=0;
static void display(void)
{
    glMatrixMode(GL_PROJECTION);// 新增
    glLoadIdentity();新增
    gluPerspective(60,1,0.001,10000);新增
    glMatrixMode(GL_MODELVIEW);新增

    angle+=0.01;
    eyeZ=cos(angle); eyeY=sin(angle);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);
    glPushMatrix();
    gluLookAt(eyeX,eyeY,eyeZ,centerX,centerY,centerZ,upX,upY,upZ);
    glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
}


機器人


code:

#include <GL/glut.h>
#include <math.h>
float eyeX=0, eyeY= 0, eyeZ= 2;
float centerX=0, centerY=0, centerZ=0;
float upX=0, upY=1, upZ=0;
float angle=0, dir=1;;
static void display(void)
{
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60, 1, 0.001, 10000);
    glMatrixMode(GL_MODELVIEW);


    angle+=dir;
    if(angle>60) dir=-dir;
    if(angle<0) dir=-dir;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);
    glPushMatrix();
        gluLookAt(eyeX, eyeY, eyeZ,
                  centerX, centerY, centerZ,
                  upX, upY, upZ);


        glPushMatrix();
            glColor3f(1,0,0);
            glutSolidTeapot(0.3);///head
            glPushMatrix();
                glTranslatef(0, -0.3, 0);
                glColor3f(1,1,1);
                glutSolidTeapot(0.3);///body
                glPushMatrix();
                    ///glTranslatef(0.6,0,0);///old rotate
                    glTranslatef(0.3,0,0);/// T
                    glRotatef(angle, 0,0,1);///R
                    glTranslatef(0.3,0,0);/// T
                    glutSolidTeapot(0.3);///right upper arm
                    glPushMatrix();
                        glTranslatef(0.3, 0,0);///T
                        glRotatef(angle, 0,0,1);///R
                        glTranslatef(0.3, 0,0);///T
                        glutSolidTeapot(0.3);///right lower arm
                    glPopMatrix();
                glPopMatrix();
                glPushMatrix();
                    ///glTranslatef(0.6,0,0);///old rotate
                    glTranslatef(-0.3,0,0);/// T
                    glRotatef(-angle, 0,0,1);///R
                    glTranslatef(-0.3,0,0);/// T
                    glutSolidTeapot(0.3);///left upper arm
                    glPushMatrix();
                        glTranslatef(-0.3, 0,0);///T
                        glRotatef(-angle, 0,0,1);///R
                        glTranslatef(-0.3, 0,0);///T
                        glutSolidTeapot(0.3);///left lower arm
                    glPopMatrix();
                glPopMatrix();
            glPopMatrix();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
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);
    glutIdleFunc(display);

    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;
}


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