20170509電腦圖學
主題:(1)3D TRT 轉動
(2)矩陣 投影矩陣
(3)攝影機運鏡
(4)會動的機器人
(5)MP3播放
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TODO 1:
播MP3最簡單 CMP3_MCI.h
#include " CMP3_MCI.h" ///檔案放同目錄
CMP3_MCI myMP3; ///宣告變數
在 main()裡
int main(...) ///Load檔案
{
myMP3.Load("音樂.mp3");
myMP3.Play(); ///Play播放
}
youtube找音樂.影片
TODO 2:
運鏡 ex:變形金剛導演
(1)下載freeglut,windows,data,glut32檔案。
(2)並將檔案data和glut32拉到windows中,不可直接解壓縮。
(3)打開"Projection" 可以看到運鏡的程式。
TODO 3:
運鏡-茶壺
(1)打開GLUT檔。
(2)改程式碼,換成茶壺運鏡.
#include <GL/glut.h>
float eyeX=0, eyeY=0, eyeZ=-0.8;
float centerX=0, centerY=0, centerZ=0;
float upX=0, upY=1, upZ=0;
static void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
float eyeX=0, eyeY=0, eyeZ=-0.8;
float centerX=0, centerY=0, centerZ=0;
float upX=0, upY=1, upZ=0;
static void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
glPushMatrix();
gluLookAt(eyeX, eyeY, eyeZ,
centerX, centerY, centerZ,
upX, upY, upZ);
glutSolidTeapot(0.3);
glPopMatrix();
gluLookAt(eyeX, eyeY, eyeZ,
centerX, centerY, centerZ,
upX, upY, upZ);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
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 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 };
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);
{
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);
glutDisplayFunc(display);
///glutKeyboardFunc(key);
///glutIdleFunc(idle);
glClearColor(1,1,1,1);
///glEnable(GL_CULL_FACE);
///glCullFace(GL_BACK);
///glEnable(GL_CULL_FACE);
///glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
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);
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);
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;
}
}
(3)修改程式,讓茶壺邊旋轉邊運鏡。
#include <GL/glut.h>
#include <math.h>
float eyeX=0, eyeY=0, eyeZ=1;
float centerX=0, centerY=0, centerZ=0;
float upX=0, upY=1, upZ=0;
float angle=0;
static void display(void)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, 1, 0.001, 10000);
glMatrixMode(GL_MODELVIEW);
#include <math.h>
float eyeX=0, eyeY=0, eyeZ=1;
float centerX=0, centerY=0, centerZ=0;
float upX=0, upY=1, upZ=0;
float angle=0;
static void display(void)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, 1, 0.001, 10000);
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
glColor3d(1,0,0);
angle+=0.01;
eyeX=cos(angle); eyeZ=2*sin(angle);
glPushMatrix();
gluLookAt(eyeX, eyeY, eyeZ,
centerX, centerY, centerZ,
upX, upY, upZ);
glutSolidTeapot(0.3);
glPopMatrix();
eyeX=cos(angle); eyeZ=2*sin(angle);
glPushMatrix();
gluLookAt(eyeX, eyeY, eyeZ,
centerX, centerY, centerZ,
upX, upY, upZ);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
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 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 };
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);
{
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);
glutIdleFunc(display);
glutDisplayFunc(display);
///glutKeyboardFunc(key);
///glutIdleFunc(idle);
glutIdleFunc(display);
glClearColor(1,1,1,1);
///glEnable(GL_CULL_FACE);
///glCullFace(GL_BACK);
///glEnable(GL_CULL_FACE);
///glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
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);
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);
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;
}
}
TODO 3:
(1)修改作業的程式碼,機器人完成。
glMatrixMode(GL_PROJECTION);///臨時切換成投影Projection矩陣來調整
glLoadIdentity();
gluPerspective(60, 1, 0.001, 10000);
///fov: field of view 視野的張角(y方向)
///aspect: xy的比例 zNear, zFar 代表
glMatrixMode(GL_MODELVIEW);///馬上切換回去Model View矩陣
glLoadIdentity();
gluPerspective(60, 1, 0.001, 10000);
///fov: field of view 視野的張角(y方向)
///aspect: xy的比例 zNear, zFar 代表
glMatrixMode(GL_MODELVIEW);///馬上切換回去Model View矩陣
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
glColor3d(1,0,0);
angle+=dir;
if(angle>60)dir = -dir;
if(angle<0) dir = -dir;
if(angle>60)dir = -dir;
if(angle<0) dir = -dir;
glPushMatrix();
gluLookAt(eyeX, eyeY, eyeZ,
centerX, centerY, centerZ,
upX, upY, upZ);
glutSolidTeapot(0.3);///head
glPushMatrix();
glTranslatef(0, -0.3, 0);
glColor3f(1,1,1); glutSolidTeapot(0.3);///body
gluLookAt(eyeX, eyeY, eyeZ,
centerX, centerY, centerZ,
upX, upY, upZ);
glutSolidTeapot(0.3);///head
glPushMatrix();
glTranslatef(0, -0.3, 0);
glColor3f(1,1,1); glutSolidTeapot(0.3);///body
glPushMatrix();
glTranslatef(0.3, 0,0);///T
glRotatef(angle, 0,0,1);///R
glTranslatef(0.3, 0,0);///T
glutSolidTeapot(0.3);///right upper arm
glPushMatrix();
glTranslatef(0.3, 0,0);///T
glRotatef(angle, 0,0,1);///R
glTranslatef(0.3, 0,0);///T
glutSolidTeapot(0.3);///right lower arm
glPopMatrix();
glPopMatrix();
glTranslatef(0.3, 0,0);///T
glRotatef(angle, 0,0,1);///R
glTranslatef(0.3, 0,0);///T
glutSolidTeapot(0.3);///right upper arm
glPushMatrix();
glTranslatef(0.3, 0,0);///T
glRotatef(angle, 0,0,1);///R
glTranslatef(0.3, 0,0);///T
glutSolidTeapot(0.3);///right lower arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3, 0,0);///T
glRotatef(-angle, 0,0,1);///R
glTranslatef(-0.3, 0,0);///T
glutSolidTeapot(0.3);///left upper arm
glPushMatrix();
glTranslatef(-0.3, 0,0);///T
glRotatef(-angle, 0,0,1);///R
glTranslatef(-0.3, 0,0);///T
glutSolidTeapot(0.3);///left lower arm
glPopMatrix();
glPopMatrix();
glTranslatef(-0.3, 0,0);///T
glRotatef(-angle, 0,0,1);///R
glTranslatef(-0.3, 0,0);///T
glutSolidTeapot(0.3);///left upper arm
glPushMatrix();
glTranslatef(-0.3, 0,0);///T
glRotatef(-angle, 0,0,1);///R
glTranslatef(-0.3, 0,0);///T
glutSolidTeapot(0.3);///left lower arm
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
}
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