登入FB 2020電腦圖學中下載[data]、[win32]、glut32.dll
--------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
如下圖
並將解壓縮的[data]和glut32.dll放進[win32]資料夾內
如下圖
就可以開啟Transformation來使用了
如下圖
這是旋轉的參數
如下圖
--------------------------------------------------------------------------------------------------------------------------
像第一週一樣開啟GLUTproject
如下圖
接著開始修改程式碼,目的是讓圖形可以跟著滑鼠的x軸轉動
--------------------------------------------------------------------------------------------------------------------------
#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)
{
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() ;
}
float myAngle=0;///TODO:宣告變數
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = myAngle;///TODO: 把角度塞進去 ///原本的值: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 */
void motion(int x,int y)///TODO: mouse motion現在動到哪裡了
{
myAngle=x;///TODO:我的角度=X的值
}
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);
glutMotionFunc(motion);///TODO: 加了 mouse motion函式,可捉mouse的動態
glutKeyboardFunc(key);
glutIdleFunc(idle);
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;
}
--------------------------------------------------------------------------------------------------------------------------
旋轉茶壺
程式碼如下
--------------------------------------------------------------------------------------------------------------------------
#include <GL/glut.h>
float myAngle=0;///TODO: 宣告我的角度變數
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///清畫面
glPushMatrix();
glRotatef(myAngle,0,0,1);///TODO: 對Z軸做旋轉
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void motion(int x,int y)
{
myAngle=x;///TODO: 我的角度,等一下要拿來用
display();///TODO: 每次做動作,就重畫一個茶壺
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week 04 rotate");
glutMotionFunc(motion);///TODO: 加motion函式
glutDisplayFunc(display);
glutMainLoop();
}
--------------------------------------------------------------------------------------------------------------------------
把上面的程式碼加工一下可以得到一個可以記錄旋轉角度的茶壺
程式碼如下
--------------------------------------------------------------------------------------------------------------------------
#include <GL/glut.h>
float myAngle=0;///TODO: 宣告我的角度變數
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///清畫面
glPushMatrix();
glRotatef(myAngle,0,0,1);///TODO: 對Z軸做旋轉
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int oldX=0;///TODO2: 紀錄舊位子的座標
void mouse(int button,int state,int x,int y)
{
if(state == GLUT_DOWN) oldX=x;///TODO2: 用來記錄上一個位子
}
void motion(int x,int y)
{
myAngle+=(x-oldX);///TODO: 我的角度,等一下要拿來用 ///TODO2:原本的角度加上後來的角度
oldX=x;///紀錄轉了多少角度
display();///TODO: 每次做動作,就重畫一個茶壺
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week 04 rotate");
glutMotionFunc(motion);///TODO: 加motion函式
glutDisplayFunc(display);
glutMouseFunc(mouse);///TODO2: 加mouse函式
glutMainLoop();








沒有留言:
張貼留言