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
#include <GL/glut.h> static void resize(int width, int height)///留下resize() { const float ar = (float) width / (float) height; glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60, ar, 0.01, 1000);///我們改了它!!! glMatrixMode(GL_MODELVIEW); glLoadIdentity() ;///原本只有2行, 沒有運鏡 ///需要運鏡時, 要加上第3行 gluLookAt() } static void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutSolidTeapot(0.3); glutSwapBuffers(); } #include <math.h> float eyeX=0, eyeY=0, eyeZ=1;///TODO float angle=0; static void idle(void) { eyeX=sin(angle); eyeZ=cos(angle); angle+=0.01; glMatrixMode(GL_MODELVIEW); glLoadIdentity() ;///原本只有2行, 沒有運鏡 gluLookAt(eyeX, eyeY, eyeZ, 0,0,0, 0,1,0); ///需要運鏡時, 要加上第3行 gluLookAt() glutPostRedisplay(); } void motion(int x, int y) { eyeY = (y-240)/240.0; } 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); glutIdleFunc(idle); glutMotionFunc(motion);///TODO 控制 eyeY 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; }
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