gluPerspective
fov = Field of View 視野
fovy = fov 在y方向
aspect = 展寬比例,
當顯示範圍不是正方形時,
可以調整這來保持正常比例
glFrustum
glFrustum是gl系列
gluPerspective是glu系列
glFrustum和gluPerspective都屬於Perspective Projection
改用gluPerprtive
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60,ar,2,100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
glOrtho
glOrtho是顯示出所圍的立方體中的物件
Orthogonal Matrix = 正交矩陣
改用glOrtho
無法把所有東西放進去
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2.4,2.4,-1.2,1.2,-6,6);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
調整
全部都放進來了
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2.4*2,2.4*2,-1.2*2,1.2*2,-6,6*2);///乘上2讓全部都可以放進
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
運鏡
物體本身是不會旋轉,是利用運鏡的方式來達到的
#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 };
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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