2020年4月7日 星期二

week06

茶壺移動+打光

#include <GL/glut.h>
///打光的第0步,宣告陣列,裡面有光的屬性值
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 };

float teapotX=0,teapotY=0; ///TODO1
int oldX=0,oldY=0; ///TODO1

void mouse(int button,int state,int x,int y)
{ ///TODO1: mouse要可移動teapot Step1: 按下去
    oldX=x; ///TODO1
    oldY=y; ///TODO1
}

void motion (int x,int y)
{
    teapotX += x-oldX;
    teapotY += y-oldY;
    oldX=x;
    oldY=y;
    glutPostRedisplay();
}

void display(){
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();///TODO2 備份矩陣
        glTranslatef( teapotX/250.0, teapotY/250.0,0);
        glutSolidTeapot(0.3); ///TODO2
    glPopMatrix();///TODO2: 備份矩陣
    glutSwapBuffers();
}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");

    glutDisplayFunc(display);
    glutMouseFunc(mouse); ///TODO
    glutMotionFunc(motion); ///TODO1

    ///打光3D
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    ///打光1:要開啟光線
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);

    ///打光2:要設定光light的設定值 (前面陣列)
    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);

    ///打光2.2: 物體也設定 material
    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;
}

==============================================================


用鍵盤切換移動、轉動



#include <GL/glut.h>
///打光的第0步,宣告陣列,裡面有光的屬性值
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 };

int type=1; ///TODO2: 1:rotate , 2:translate
float teapotX=0,teapotY=0; ///TODO1
float teapotRotY=0; ///TODO2:轉動的變數
int oldX=0,oldY=0; ///TODO1

void mouse(int button,int state,int x,int y)
{ ///TODO1: mouse要可移動teapot Step1: 按下去
    oldX=x; ///TODO1
    oldY=y; ///TODO1
}

void motion (int x,int y) ///TODO1: Step2: motion動
{
    if(type==1){ ///TODO2: 轉動
        teapotRotY += x-oldX;
    }else if(type==2){ ///TODO2: 移動
        teapotX += x-oldX; ///TODO1:
        teapotY += y-oldY; ///TODO1:
    }
    oldX=x; ///TODO1
    oldY=y; ///TODO1
    glutPostRedisplay(); ///TODO1:更新畫面
}

void display(){
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();///TODO1
        glTranslatef( teapotX/250.0, -teapotY/250.0,0);
        glRotatef(teapotRotY,0,-1,0); /// x方向的動vs Y軸
        glutSolidTeapot(0.3); ///TODO2
    glPopMatrix(); ///TODO2 備份矩陣
    glutSwapBuffers();
}

#include <stdio.h>
void keyboard(unsigned char key, int x,int y) ///TODO2
{ ///沒有正負號,全部都當正的來用 0...255
    if(key=='e' || key=='E') type=1; ///Maya:轉動1
    if(key=='w' || key=='W') type=2; ///Maya:轉動2
    printf("now: %c\n", key);
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");

    glutDisplayFunc(display);
    glutMouseFunc(mouse); ///TODO
    glutMotionFunc(motion); ///TODO1
    glutKeyboardFunc(keyboard); ///TODO2

    ///打光3D
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    ///打光1:要開啟光線
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);

    ///打光2:要設定光light的設定值 (前面陣列)
    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);

    ///打光2.2: 物體也設定 material
    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;
}

==============================================================

移動轉動


int main中  glutKeyboardFunc後新增
glutIdleFunc(display); ///TODO3: Idle閒閒的時候,就重畫
void display 中 最後一行新增
 teapotRotY++; ///TODO3:每次多轉動1度


#include <GL/glut.h>
///打光的第0步,宣告陣列,裡面有光的屬性值
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 };

int type=1; ///TODO2: 1:rotate , 2:translate
float teapotX=0,teapotY=0; ///TODO1
float teapotRotY=0; ///TODO2:轉動的變數
int oldX=0,oldY=0; ///TODO1

void mouse(int button,int state,int x,int y)
{ ///TODO1: mouse要可移動teapot Step1: 按下去
    oldX=x; ///TODO1
    oldY=y; ///TODO1
}

void motion (int x,int y) ///TODO1: Step2: motion動
{
    if(type==1){ ///TODO2: 轉動
        teapotRotY += x-oldX;
    }else if(type==2){ ///TODO2: 移動
        teapotX += x-oldX; ///TODO1:
        teapotY += y-oldY; ///TODO1:
    }
    oldX=x; ///TODO1
    oldY=y; ///TODO1
    glutPostRedisplay(); ///TODO1:更新畫面
}

void display(){
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();///TODO1
        glTranslatef( teapotX/250.0, -teapotY/250.0,0);
        glRotatef(teapotRotY,0,-1,0); /// x方向的動vs Y軸
        glutSolidTeapot(0.3); ///TODO2
    glPopMatrix();///TODO2 備份矩陣
    glutSwapBuffers();
    teapotRotY++; ///TODO3:每次多轉動1度
}

#include <stdio.h>
void keyboard(unsigned char key, int x,int y) ///TODO2
{ ///沒有正負號,全部都當正的來用 0...255
    if(key=='e' || key=='E') type=1; ///Maya:轉動1
    if(key=='w' || key=='W') type=2; ///Maya:轉動2
    printf("now: %c\n", key);
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");

    glutDisplayFunc(display);
    glutMouseFunc(mouse); ///TODO
    glutMotionFunc(motion); ///TODO1
    glutKeyboardFunc(keyboard);///TODO2
    glutIdleFunc(display); ///TODO3: Idle閒閒的時候,就重畫

    ///打光3D
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    ///打光1:要開啟光線
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);

    ///打光2:要設定光light的設定值 (前面陣列)
    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);

    ///打光2.2: 物體也設定 material
    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;
}

==============================================================

解釋移動、轉動




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