電腦圖學
1.主題:攝影機、運鏡
2.主題:投影、矩陣
3.複習:位置移動、轉動
4.複習:背景貼圖
5.期末作品
攝影機
center會定在畫面中心
eye眼睛看主角(像移動的鏡頭)
up拍攝過去的角度(轉動相機)
1.http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/下載sourse
2.把windows打開把data丟入glut的bin
3.直接打開,把glm.c和glm.h和projection.c複製到glut資料夾,把glm.c改成glm.cpp,再把projection用notepad++打開,負制全部到codeblocks
4.codeblocks按檔名,右鍵add file加入glm.cpp
#include <GL/glut.h>///GLUT 外掛
#include "glm.h"///glm.cpp for 3D model glmReadOBJ(), glmDraw(), glmUnitized()
GLMmodel * pmodel=NULL;///指標
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(512,512);
glutInitWindowPosition(50, 50);
glutCreateWindow("week15");
// glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
打光
#include <GL/glut.h>///GLUT 外掛
#include "glm.h"///glm.cpp for 3D model glmReadOBJ(), glmDraw(), glmUnitized()
GLMmodel * pmodel=NULL;///指標
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(512,512);
glutInitWindowPosition(50, 50);
glutCreateWindow("week15");
// glutReshapeFunc(reshape);
glutDisplayFunc(display);
GLfloat light_pos[] = { 0.0, 0.0, -1.0, 0.0 };
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glutMainLoop();
return 0;
}
自動旋轉
#include <GL/glut.h>///GLUT 外掛
#include "glm.h"///glm.cpp for 3D model glmReadOBJ(), glmDraw(), glmUnitized()
GLMmodel * pmodel=NULL;///指標
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawmodel();
glutSwapBuffers();
}
#include <math.h>///for sin() cos() ///NOW3
float eyeX=0.5, eyeY=0, eyeZ=0; ///NOW3
void timer(int t)///NOW3
{
glMatrixMode(GL_PROJECTION); ///NOW4
glLoadIdentity(); ///NOW4
glOrtho(-1, +1, -1,+1, -10,+10); ///NOW4 你可以看到 -10...+10範圍
float angle = (t/180.0)*3.1415926; ///NOW3
eyeX=0.5*cos(angle); ///NOW3
eyeZ=0.5*sin(angle); ///NOW3
glutTimerFunc(33, timer, t+1);///NOW3
glMatrixMode(GL_MODELVIEW);///NOW3
glLoadIdentity();///NOW3
gluLookAt( eyeX, eyeY, eyeZ,///eye ///NOW3
0, 0, 0,///center ///NOW3
0, 1, 0);///up ///NOW3
glutPostRedisplay();///NOW3
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(512,512);
glutInitWindowPosition(50, 50);
glutCreateWindow("week15");
// glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutTimerFunc(33, timer, 0);///NOW3
GLfloat light_pos[] = { 0.0, 0.0, 1.0, 0.0 };
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glutMainLoop();
return 0;
}
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