主題01.攝影機與運鏡
fovy的部分如果數值是小的,目光如豆,看得很小,視野很小。
fovy的部分如果數值是大的,你可以看到很大的視野時,東西都變小了。



投影的部分,左邊裁切完,右邊是投到平面。
*Perspective 透視的
寫下第 一行程式碼。

TODO:用glOrtho() :可以讓圖形變成全部都看的到的。

接下來試玩看看 eye center up 這些參數~
他是用gluLookAt的部分,那他要的函示.
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;///TODO3 for gluLookAt()
gluLookAt(eyeX,eyeY,eyeZ, centerX,centerY,centerZ, 0,1,0);

今天先畫出一個茶壺,然後利用透視投影gluPerspective來看茶壺。
#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 gluLookAt()
float centerX=0, centerY=0, centerZ=0;///TODO3 for gluLookAt()
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
///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() ;///TODO3 for gluLookAt()
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)
{
///TODO3: 等一下要在這裡做動作....
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 */
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);
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;
}

今天最後的程式碼~
#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 gluLookAt()
float centerX=0, centerY=0, centerZ=0;///TODO3 for gluLookAt()
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
///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() ;///TODO3 for gluLookAt()
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)
{
///TODO3: 等一下要在這裡做動作....
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
{
///我們的window:640x480
eyeX = (x-320)/320.0;///TODO5
eyeY = (y-240)/240.0;///TODO5;
glMatrixMode(GL_MODELVIEW); ///TODO5
glLoadIdentity() ;///TODO5
gluLookAt(eyeX,eyeY,eyeZ, centerX,centerY,centerZ, 0,1,0);///TODO5
}
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camera
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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