1. 主題: 攝影機與運鏡
2. 實作: gluPerspective(), glFrustum()
3. 實作: gluLookAt()
4. 複習: 上週的FILE讀檔、動作內插
5. 提醒: 16,17週,期末作品
3dcg網址>下載windows、data、glut32.dll>開啟Projection
gluPerspective()
fovy數值是y方向的視野大小、
aspect是長寬比例、
zNear是z方向近的面、
zFar是z方向遠的面

右鍵glfrustum
glfrustum(左、右、上、下、近、遠)鏡頭為軸心的座標數值

老師做的圖更好理解

實作: gluPerspective(), glFrustum()、glortho()
freeglut設置好>開起一個專案>改寫resize函式
gluPerspective()
改 Frustum to Perspective觀察程式可以發現範例裡物件位置 x:-2.4, 2.4 y:-1.2, 1.2 z:-6
可以改成如下圖:
發現原本Frustum範例利用了ar的變數,其中ar=aspect ratio:長寬比例
gluPerspective( 60, ar, 0.001, 1000 );
glMatrixMode(GL_PROJECTION);///矩陣改用投影
glLoadIdentity();///單位矩陣
gluPerspective( 60, ar, 0.001, 1000 );乘上透視投影
##########
*glortho()平行透視
因為平行的透視方法,所以參數需要更改。
單點透視是放射性投影,近到遠是由小到大,平行則是一樣大小的投射
觀察程式可以發現範例裡物件位置落在 x:-2.4, 2.4 y:-1.2, 1.2 z:-6
glOrtho(-1,+1, -1,+1, -1,+1);///預設值,很限制
所以依物件中心點再加物件大小改成如下:
所以依物件中心點再加物件大小改成如下:
gluLookAt()攝影機的數值
eye攝影機位置center目標點的焦距中心座標(會一直注視目標物)up攝影機轉向角度(如手機直著拍,橫著拍,斜著拍等)老師程式碼:
#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
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windows:640x480
eyeX = (x-320)/320.0;///TODO5
eyeY = (x-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控制camera
glClearColor(1,1,1,1);
///glEnable(GL_CULL_FACE);範例有錯會破圖
///glDepthFunc(GL_BACK);
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;
}
實作攝影機移動
#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;
}
老師補充運鏡方法:
#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;
}
老師補充運鏡方法:
不要一直存,做一個合理的動作
如下列程式:
///#include最好放在最前面,放中間不好!!!!
#include <GL/glut.h>
#include <stdio.h> ///TODO3: 外掛
///全域變數(global variable)最好放在最前面,放中間不好!!!!
FILE * fout=NULL;///TODO3
FILE * fin=NULL;///TODO4: 宣告檔案指標
int angle[10]={0,0,0,0,0, 0,0,0,0,0};
int angleID=0;///0,1,2,3
int oldX, oldY;
/// C/C++因為函式使用前, 要先宣告or定義, 有時候會順序不對
void display();
void motion(int x, int y);
void mouse(int button, int state, int x, int y);
void keyboard(unsigned char key, int x, int y);
void saveAll();
///可以在程式的最前面, 把全部的函式的外形, 先宣告一次
///(不要寫完整的定義)
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///白色
glutSolidTeapot(0.2);///身體
glPushMatrix();///右側
glTranslatef(0.2, 0,0 );
glRotatef(angle[0], 0,0,1);
glTranslatef(0.2, 0,0 );
glColor3f(1,0,0);///紅色
glutSolidTeapot(0.2);///右上手臂
glPushMatrix();
glTranslatef(0.2, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0.2, 0,0);
glColor3f(1,1,0);///黃色
glutSolidTeapot(0.2);///右下手臂
glPopMatrix();
glPopMatrix();///右側
glPushMatrix();///左側
glTranslatef(-0.2, 0,0 );
glRotatef(angle[2], 0,0,1);
glTranslatef(-0.2, 0,0 );
glColor3f(0,1,0);///綠色
glutSolidTeapot(0.2);///左上手臂
glPushMatrix();
glTranslatef(-0.2, 0,0);
glRotatef(angle[3], 0,0,1);
glTranslatef(-0.2, 0,0);
glColor3f(0,0,1);///藍色
glutSolidTeapot(0.2);///左下手臂
glPopMatrix();
glPopMatrix();///右側
glutSwapBuffers();
}
void mouse(int button, int state, int x, int y)
{///TODO2:備份(old)mouse位置
oldX=x; oldY=y;///TODO2:備份(old)mouse位置
}
///用函式來做事, 漂亮!!!
void saveAll()///TODO3: (自己寫的函式)全部存檔
{ ///小心!裡面宣告,不會讓外面記起來
if(fout==NULL) fout=fopen("motion.txt", "w+");///TODO3:開檔
for(int i=0; i<10; i++){///TODO3: for迴圈,把陣列全用
printf( "%d ", angle[i]);///TODO3: 印畫面
fprintf(fout, "%d ", angle[i]);///TODO3: 寫檔案
}
printf( "\n");///TODO3: 跳行, 畫面不會亂
fprintf(fout, "\n");///TODO3: 跳行, 畫面不會亂
}
void motion(int x, int y)
{///TODO2:滑動,更新 angleID對應的angle[]
angle[angleID] += (x-oldX);
oldX=x;
///saveAll();///TODO3: (自己寫的函式)全部存檔
glutPostRedisplay();///TODO2:重畫畫面
}
void readAll()
{
if(fin==NULL) fin=fopen("motion.txt", "r");///TODO4 開檔
for(int i=0; i<10; i++){
///scanf( "%d", &a[i]);
fscanf(fin, "%d", &angle[i]);///TODO4 讀檔
}
}
void keyboard(unsigned char key, int x, int y)
{///TODO2: 鍵盤,選angleID
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='s') saveAll();///作的最後定格位置存起來
if(key=='r'){
readAll();///這樣才漂亮!!!!
glutPostRedisplay();///TODO4 重畫
}
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week14 file");
glutDisplayFunc(display);
glutMouseFunc(mouse);///TODO2:備份(old)mouse位置
glutMotionFunc(motion);///TODO2:滑動,更新 angleID對應的angle[]
glutKeyboardFunc(keyboard);///TODO2: 鍵盤,選angleID
glutMainLoop();
}
之後把想要動作的最後定格位置存起來
還要加入Timer(下周再介紹)才可順利做出接續影格





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