Week 10
HW1
1. 到網頁上(jsyeh.org/3dcg10)下載data.zip、window.zip、glut32.dll。
2. 執行 Projection 。
程式碼:
gluLookAt(eyeX,eyeY,eyeZ, ---------> 攝影機
centerX,centerY,centerZ, ----> 視野
upX,upY,upZ); ----------->
3. 開起專案。
4. 更改eye的數值。
5. 更改center的數值。
6. 更改up的數值。
7.
8. 老師示範。
程式碼:
#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(0.3,0,0); /// T 掛上去
glRotatef(angle, 0,0,1); ///R 旋轉
glTranslatef(0.3,0,0); /// T 定旋轉中心
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(-0.3,0,0); /// 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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