2020年6月3日 星期三

Week15作業

1.攝影機與運鏡
fov:field of view(視野)
fovy:Y方向的視野

aspect ratio:長寬比例
zNear:z方向,近的面
zFar:z方向,遠的面
(註: z沒有設定好,會有裁切情況)






2.縮放視線
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);
    ///gluPerspective( 60, 1, 0.001,1000);
    glOrtho(-2.4, +2.4, -1.2, +1.2, -6.0 ,+6.0); 


    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;



3.切邊框:改原函式glFrustum變成gluPerspective
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);
    gluPerspective( 60, 1, 0.001,1000); 

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}




4.運鏡茶壺可觀察茶壺不同角度的鏡頭
#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 */
float eyeX=0, eyeY=0, eyeZ=1;///TODO3 for glutLookAt()
float centerX=0, centerY=0, centerZ=0;///TODO3 for glutLookAt()
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);
    gluPerspective(60,ar,0.001,1000);///TODO3
    ///gluPerspective(60,1,0.001,1000);///TODO
    ///glOrtho(-1,+1,-1,+1,-1,+1);///預設值,很限制
    glOrtho(-3.4,+3.4,-2.2,+2.2,-6.0,+16.0);///TODO2

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
    gluLookAt(eyeX,eyeY,eyeZ, centerX,centerY,centerZ, 0,1,0);
}

static void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glutSolidTeapot(0.3);///TODO3,只放我們的Teapot
    glutSwapBuffers();
}

///key全刪

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)///TODO5
{
    eyeX = (x-320)/320.0;///TODO5
    eyeY = (y-240)/240.0;///TODO5
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
    gluLookAt(eyeX,eyeY,eyeZ, centerX,centerY,centerZ, 0,1,0);
}


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);
    ///glutKeyboardFunc(key);
    glutIdleFunc(idle);
    glutMotionFunc(motion);///TODO5:用motion來控制camere

    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;
}


1.1.

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