(1)主題:攝影機/運鏡
了解投影各種投影法裡參數改變會對圖像造成什麼影響
gluPerspective(__,__,__,__) 透視投影法
glFrustum(__,__,__,__)
glOrtho(__,__,__,__) 垂直投影法
gluLookAt( __,__,__,<--Eye (人物是主角,鏡頭不會離開主角)--//環繞主角使用第一個參數//
__,__,__,<--Center (視角是主角,主角有可能消失)
__,__,__<--Up ( 相機角度,可以左右傾斜、上下顛倒 )
)
最左邊的參數-->左右變動
中間參數-->上下變動
右邊-->Z軸
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第一步模型先出來:
#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;
}
第二步模型打光:

#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;
}
第三步Timer 函式 運鏡
#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{
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;}
///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{
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;}
(2)主題:投影矩陣
timer函式裡增加這三行
glMatrixMode(GL_PROJECTION);glLoadIdentity();
glOrtho(-1,+1,-1,+1,-10,+10);
/// -10和+10就像是眼鏡,範圍不夠大,身體會斷東斷西
gluPerspective(60, 1.0, 0.001, 1000);
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