到老師的網站http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/下載data.zip、windows.zip、glut32.dll到桌面,解壓縮後執行。
把解壓縮後的data資料夾和glut32.dll到windows的資料夾裡,打開windows執行Projection。
執行Projection出現的畫面。
到facebook開2017電腦圖學的群組下載freeglut.zip,之後解壓縮。
開啟codeblock建立GLUT project檔。
進行程式碼的修改,刪除多餘的程式碼,加入float eyeX=0.5,eyeY=0.9,eyeZ=0;float centerX=0,centerY=0,centerZ=0;floatupX=0,upY=1,upZ=0;gluLookAt(eyeX,eyeY,eyeZ,centerX,centerY,centerZ,upX,upY,upZ);glutSolidTeapot(0.3);,這樣執行後就能看到各種角度的茶壺,只要改變eye或center或up的值就可以變成不同角度來看茶壺
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.h>
/* GLUT callback Handlers */
float eyeX=0.5,eyeY=0.9,eyeZ=0;~~~設定變數eye;
float centerX=0,centerY=0,centerZ=0;~~~設定變數center;
float upX=0,upY=1,upZ=0;~~~設定變數up
static void display(void)
{
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);~~~調整不同角度的茶壺
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);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glClearColor(1,1,1,1);
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;
}
修改完的程式碼執行的畫面。
測試程式碼中不同的參數來了解他的功能。
gluPerspective中的
fovy:投影深度
aspect:投影縮放
zNear:前面屏障的遠近(最小值)
zFar:後面屏障的遠近(最大值)
gluLookAt中的
eye:整個鏡頭的移動
center:被投影物體的位置
up:鏡頭的方向
將原本得程式碼進行修改,加入float angle=0;glMatrixMode(GL_PROJECTION);
glLoadIdentity();gluPerspective(60, 1, 0.001, 10000);glMatrixMode(GL_MODELVIEW);angle+=0.01;
eyeX=cos(angle); eyeZ=sin(angle);這樣就能看到各種角度沒有破碎的旋轉茶壺。
程式碼如下:
#include <GL/glut.h>
#include <math.h>
float eyeX=1, eyeY= 0, eyeZ= 0;
float centerX=0, centerY=0, centerZ=0;
float upX=0, upY=1, upZ=0;
float angle=0;~~~設定變數angle
static void display(void)
{
glMatrixMode(GL_PROJECTION);~~~轉換成投影矩陣
glLoadIdentity();~~~乘單位矩陣
gluPerspective(60, 1, 0.001, 10000);~~~透視程式(fovy、aspect、zNear、zFar)
glMatrixMode(GL_MODELVIEW);~~~轉換回來
angle+=0.01;~~~angle慢慢加大
eyeX=cos(angle); eyeZ=sin(angle);將變數eye隨著角度改變而改變
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();
}
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;
}
將上面修改完的程式碼,加入float dir=1;angle+=dir;if(angle>60) dir=-dir;if(angle<0) dir=-dir; 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();
程式碼如下:
#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;;~~~設dir變數初值等於1
static void display(void)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, 1, 0.001, 10000);
glMatrixMode(GL_MODELVIEW);
angle+=dir;~~~angle加dir
if(angle>60) dir=-dir;~~~angle大於60,dir加負號
if(angle<0) dir=-dir;~~~angle小於0,dir加負號辯證的
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();~~~備份矩陣(每個茶壺都0.3是因為每個都是單獨的 glPushMatrix();和glPopMatrix();能記住前一個東西在的位置,所以下一個要加上去的東西,只要放在跟上一個東西要的距離。)
///glTranslatef(0.6,0,0);///old rotate
glTranslatef(0.3,0,0);/// T~~~將茶壺掛上去
glRotatef(angle, 0,0,1);///R~~~旋轉
glTranslatef(0.3,0,0);/// T~~~定住旋轉中心
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();~~~還原矩陣
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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