先用上課教材:https://jsyeh.org/3dcg10/
💨下載 win32&data
打開 projection
調整glLookAt(eyeX,eyeY,eyeZ,centerX,centerY,centerZ,upX,upY,upZ )裡的參數
፠相機的運鏡
up的參數就像在Z軸旋轉相機的角度
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檔名:week16-1_sample_glutLookAt
我們的眼睛:0 ,0 ,0
要看的主角:-2.4 ,1 ,-6
我們的up向量:0 ,1 ,0
我們要注入的函式是:glutReshapeFunc(resize);
修改程式碼:利用按按鍵改變相機中心
static void key(unsigned char key, int x, int y)
{
///原視角
if(key=='0'){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
///左上圓形視角
if(key=='1'){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(0,0,0,-2.4,1.2,-6,0,1,0);
}
///中上錐形視角
if(key=='2'){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(0,0,0,0,1.2,-6,0,1,0);
}
///右上環形視角
if(key=='3'){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(0,0,0,2.4,1.2,-6,0,1,0);
}
switch (key)
{
case 27 :
case 'q':
exit(0);
break;
case '+':
slices++;
stacks++;
break;
case '-':
if (slices>3 && stacks>3)
{
slices--;
stacks--;
}
break;
}
glutPostRedisplay();
}
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檔名:week16-2_teapot_gluLookAt_glutReshapeFunc_reshape
፠垂直投影
gluOrtho(左,右,下,上,遠,近);
፠透視投影法
gluPerspective(張角,長寬比,近,遠);
gluFrustum(左,右,下,上,遠,近);
寫程式,在int main()裡
glutReshapeFunc(reshape);
在前面準備void reshpae(int w,int h)
'''cpp
void reshape(int x,int h){
float ar=w /(float) h;///aspect radio長寬比
glViewport(0, 0, w, h);///設定可以看到的範圍,全看到
glMatrixMode(GL_PROJECTION);///現在要設定成Projection矩陣
glLoadIdentity();///最原始的單位矩陣I
gluPerspective(60, ar, 0.1, 100);///透視投影的參數
glMatrixMode(GL_MODELVIEW);///現在要切換回model view矩陣
glLoadIdentity() ;
gluLookAt(0,0,-3,0,0,0,0,1,0);
}
'''
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
void reshape(int w,int h){
float ar=w /(float) h;///aspect radio長寬比
glViewport(0, 0, w, h);///設定可以看到的範圍,全看到
glMatrixMode(GL_PROJECTION);///現在要設定成Projection矩陣
glLoadIdentity();///最原始的單位矩陣I
gluPerspective(60, ar, 0.1, 100);///透視投影的參數
glMatrixMode(GL_MODELVIEW);///現在要切換回model view矩陣
glLoadIdentity() ;
gluLookAt(0,0,-3,0,0,0,0,1,0);
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(1040,640);///更改視窗大小
glutCreateWindow("week03 Mouse");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMainLoop();
}
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檔案三:week16-3_myTexture_id1_id2_glBindTexture
讓程式,可以有2張貼圖
可以參考week05-2 和 week05-3
貼上11行的GLUT程式,再貼上week05-2的myTexture 12行程式
#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <GL/glut.h>
int id1,id2;
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
glGenTextures(1, &id); /// 產生Generate 貼圖ID
glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D,id2);
glBegin(GL_POLYGON);
glTexCoord2f(0,0);glVertex2f(-1,+1);
glTexCoord2f(0,1);glVertex2f(-1,-1);
glTexCoord2f(1,1);glVertex2f(+1,-1);
glTexCoord2f(1,0);glVertex2f(+1,+1);
glEnd();
glBindTexture(GL_TEXTURE_2D,id1);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week03 Mouse");
glutDisplayFunc(display);
id1=myTexture("earth.jpg");
id2=myTexture("background.jpg");
glutMainLoop();
}
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