本週主題:
(1) 主題:camera 攝影機
(2) 主題:projection 投影
(3) 主題:兩張貼圖
(4) glmUnitize() v.s. 自己調大小
(5) 期末作品 v.s. 作業3
教材地點:
https://jsyeh.org/3dcg10/
下載資料:
a. 05/04 Examples:[data]
b. 05/04 Examples:[win32]
1. 範例程式碼:將data資料夾拉進windows(不要解壓縮)
windows→Projection
gluPerspective 透視投影
glOrtho 垂直投影
glFrustum 較少使用
gluPerspective (視角, 長寬比, z近, z遠)
fovy field of view in y視角
aspect ratio 長寬比
3. GLUT程式1-1:調整鏡頭朝向
使用預設程式碼加上黃色畫線處程式碼
...
...
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);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(0,0,0,-2.4,1.2,-6,0,1,0);
}
...
{
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);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(0,0,0,-2.4,1.2,-6,0,1,0);
}
...
3. GLUT程式1-2:使用鍵盤調整鏡頭朝向
先將1-1的程式碼拿掉後,找到下面程式區段,加上黃色畫線處程式碼
...
static void key(unsigned char key, int x, int y)
{
if(key =='1'){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,0,0,-2.4,1.2,-6,0,1,0);
}
else if(key =='2'){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,0,0,0,1.2,-6,0,1,0);
}
else 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();
}
{
if(key =='1'){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,0,0,-2.4,1.2,-6,0,1,0);
}
else if(key =='2'){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,0,0,0,1.2,-6,0,1,0);
}
else 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();
}
...
4. GLUT程式2:從投影法解決視窗拖動時,物件變形的問題
#include <GL/glut.h>
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.5);
glutSwapBuffers();
}
void reshape(int w,int h){
glViewport(0,0,w,h); ///限定視窗會看到的區域
float ar = w/(float) h;
glMatrixMode(GL_PROJECTION); ///切換投影矩陣
glLoadIdentity();
gluPerspective(60, ar, 0.01, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,2,-2,0,0,0,0,1,0);
}
int main(int argc, char*argv[]){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,400); ///可以改變視窗大小
glutCreateWindow("week16-2");
glutReshapeFunc(reshape);///加這行可以改善之前視窗拖動時物件變形的問題
glutDisplayFunc(display);
glutMainLoop();
}
5. GLUT程式3:兩張貼圖
設定id1,id2與建立相關程式碼
///week05_rotating_earth 專案
#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>
GLUquadric * quad = NULL; ///todo: 要有一顆指標
int id1,id2; ///貼圖代號
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;
}
///再貼上10行GLUT程式 (不要貼剛剛的程式)
float angle = 0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
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);
glPushMatrix();
glRotatef(90, 1, 0, 0);
glRotatef(angle++, 0, 0, 1);
gluSphere(quad, 0.6, 30, 30); ///glutSolidTeapot( 0.3 );
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char*argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("week16-3");
glutIdleFunc(display);
glutDisplayFunc(display);
id1 = myTexture("c:/earth.jpg");
id2 = myTexture("c:/background.jpg");
quad = gluNewQuadric(); ///todo:把這顆指標,指好
gluQuadricTexture(quad, 1);///todo: 做好地球的貼圖
glutMainLoop();
}
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