2020年3月24日 星期二

week04


登入FB 2020電腦圖學中下載[data]、[win32]、glut32.dll

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如下圖



接著解壓縮[data]、[win32]

並將解壓縮的[data]和glut32.dll放進[win32]資料夾內

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如下圖

就可以開啟Transformation來使用了

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如下圖

這是旋轉的參數

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如下圖

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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

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#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;
}

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旋轉茶壺


程式碼如下

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#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();

}

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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
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#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();

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