(*^ω^*) 喵~Week15
➽ 攝影機、運鏡:
名詞解釋
- gluPerspective()(台型)
- 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

- glFrustum()(台型)
- left: 近的面左邊界
- right: 近的面右邊界
- bottom: 近的面下邊界
- top: 近的面上邊界
- near: 近的面離攝影機的距離
- far: 遠的面離攝影機的距離

- glOrtho()(方形)
- 參數同 glFrustum()


- gluLookAt()(攝影機調整)
- 前3個參數: 攝影機看的方向(眼睛)
- 中3個參數: 畫面中心點位置(C位,Center)
- 後3個參數: 攝影機旋轉角度

➽實作:改寫範例程式
- 改寫程式碼:
- #ifdef __APPLE__
- #include <GLUT/glut.h>
- #else
- #include <GL/glut.h>
- #endif
- #include <stdlib.h>
- static int slices = 16;
- static int stacks = 16;
- float eyeX=0, eyeY=0, eyeZ=1;
- float centerX=0, centerY=0, centerZ=0;
- 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, 0.001, 1000 );
- 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);
- glutSwapBuffers();
- }
- 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 */
- 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);
- 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;
- }

- 讓相機隨滑鼠移動
- void motion(int x,int y)
- {
- ///windows 640x480
- eyeX=(x-320)/320.0;
- eyeY=(y-240)/240.0;
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity() ;
- gluLookAt(eyeX,eyeY,eyeZ, centerX,centerY,centerZ, 0,1,0);
- }
- main()裡要記得加glutMotionFunc(motion);

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