2020電腦圖學 Computer Graphics 授課教師: 葉正聖 銘傳大學資訊傳播工程系 每週主題: 程式環境、點線面顏色、移動/旋轉/縮放與矩陣(Matrix)、階層性關節轉動(T-R-T)、做出機器人、打光、貼圖、glu/glut函式、鍵盤、滑鼠、計時器(timer)、讀入3D模型、粒子系統、聲音、特效、投影矩陣、攝影機與運鏡、機器人2.0、期末作品
2020年4月7日 星期二
<請各位保持社交距離1.5公尺 謝謝>
按W 移動茶壺
按E 旋轉茶壺
#include <GL/glut.h>
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[] = {0.0f, 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.f };
int type=1;
float teapotX=0, teapotY=0;
float teapotRotY=0;
int oldX=0, oldY=0;
void mouse(int button, int state, int x,int y)
{
oldX=x;
oldY=y;
}
void motion(int x,int y)
{
if(type==1){
teapotRotY += x-oldX;
}else if(type==2){
teapotX += x-oldX;
teapotY += y-oldY;
}
oldX=x;
oldY=y;
glutPostRedisplay();
}
static void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(teapotX/250.0, -teapotY/250.0, 0);
glRotatef(teapotRotY, 0,-1,0);
glutSolidTeapot( 0.3 );
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key,int x, int y)
{
if(key=='e' || key=='E') type=1;
if(key=='w' || key=='W') type=2;
}
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");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glEnable(GL_DEPTH_TEST);
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;
}
自動旋轉
#include <GL/glut.h>
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[] = {0.0f, 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.f };
int type=1;
float teapotX=0, teapotY=0;
float teapotRotY=0;
int oldX=0, oldY=0;
void mouse(int button, int state, int x,int y)
{
oldX=x;
oldY=y;
}
void motion(int x,int y)
{
if(type==1){
teapotRotY += x-oldX;
}else if(type==2){
teapotX += x-oldX;
teapotY += y-oldY;
}
oldX=x;
oldY=y;
glutPostRedisplay();
}
static void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(teapotX/250.0, -teapotY/250.0, 0);
glRotatef(teapotRotY, 0,-1,0);
glutSolidTeapot( 0.3 );
glPopMatrix();
glutSwapBuffers();
teapotRotY+=180; 旋轉速度
}
void keyboard(unsigned char key,int x, int y)
{
if(key=='e' || key=='E') type=1;
if(key=='w' || key=='W') type=2;
}
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");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutIdleFunc(display); 要加這ㄍ
glEnable(GL_DEPTH_TEST);
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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