開啟projection
改變LookAt(攝影者)的數值可調整攝影角度!
(2)下載sourse / freeglut
(3)打開codeblocks-glut
加入glm.cpp
更改main.cpp
程式碼:(未打光-白色人像)
#include <GL/glut.h> #include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized().... GLMmodel * pmodel=NULL;///NOW 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_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500,500); glutCreateWindow("week15"); glutDisplayFunc(display); glutMainLoop(); }
程式碼:增加打光
#include <GL/glut.h> #include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized().... GLMmodel * pmodel=NULL;///NOW 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_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500,500); glutCreateWindow("week15"); glutDisplayFunc(display); GLfloat light_pos[] = { 0.0, 0.0, -1.0, 0.0 };///NOW2 打光的位置 glEnable(GL_DEPTH_TEST);///NOW2 有立體的功能 glEnable(GL_LIGHT0); ///NOW2 打光後變立體的彩色的 glEnable(GL_LIGHTING); ///NOW2 打光後變立體的彩色的 glLightfv(GL_LIGHT0, GL_POSITION, light_pos);///NOW2 打光的位置 glutMainLoop(); }
程式碼:
(旋轉~~~有問題破圖版)
#include <GL/glut.h> #include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized().... GLMmodel * pmodel=NULL;///NOW 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> float eyeX=1, eyeY=0, eyeZ=0; void timer(int t)///NOW3 { glutTimerFunc(33, timer, t+1);///NOW3 float angle=t/180.0*3.1415926;///NOW3 算出一個角度 eyeX=cos(angle); eyeZ=sin(angle);///NOW3 glMatrixMode(GL_MODELVIEW);///NOW3 glLoadIdentity();///NOW3 gluLookAt(eyeX, eyeY, eyeZ, ///NOW3 LookAt的 eye 0.0, 0.8, 0.0, ///NOW3 LookAt的 center 0, 1, 0);///NOW3 LookAt的 up glutPostRedisplay();///NOW3 Re-display } int main(int argc, char**argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500,500); glutCreateWindow("week15"); glutDisplayFunc(display); glutTimerFunc(33, timer, 0);///NOW3 GLfloat light_pos[] = { 0.0, 0.0, -1.0, 0.0 };///NOW2 打光的位置 glEnable(GL_DEPTH_TEST);///NOW2 有立體的功能 glEnable(GL_LIGHT0); ///NOW2 打光後變立體的彩色的 glEnable(GL_LIGHTING); ///NOW2 打光後變立體的彩色的 glLightfv(GL_LIGHT0, GL_POSITION, light_pos);///NOW2 打光的位置 glutMainLoop(); }
程式碼:
(完整不會破圖)
#include <GL/glut.h> #include "glm.h" ///for glmReadOBJ(), glmDraw(), glmUnitized().... GLMmodel * pmodel=NULL;///NOW 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> float eyeX=1, eyeY=0, eyeZ=0; void timer(int t)///NOW3 { glutTimerFunc(33, timer, t+1);///NOW3 float angle=t/180.0*3.1415926;///NOW3 算出一個角度 eyeX=cos(angle); eyeZ=sin(angle);///NOW3 glMatrixMode(GL_PROJECTION);///NOW4 glLoadIdentity();///NOW4 glOrtho(-1,+1, -1,+1, -10,+10);///NOW4 可以看到範圍比較大的投影法
///可以更改上行數值,可能有破圖問題 glMatrixMode(GL_MODELVIEW);///NOW3 glLoadIdentity();///NOW3 gluLookAt(eyeX, eyeY, eyeZ, ///NOW3 LookAt的 eye 0.0, 0.6, 0.0, ///NOW3 LookAt的 center 0, 1, 0);///NOW3 LookAt的 up glutPostRedisplay();///NOW3 Re-display } int main(int argc, char**argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500,500); glutCreateWindow("week15"); glutDisplayFunc(display); glutTimerFunc(33, timer, 0);///NOW3 GLfloat light_pos[] = { 0.0, 0.0, 1.0, 0.0 };///NOW2 打光的位置 glEnable(GL_DEPTH_TEST);///NOW2 有立體的功能 glEnable(GL_LIGHT0); ///NOW2 打光後變立體的彩色的 glEnable(GL_LIGHTING); ///NOW2 打光後變立體的彩色的 glLightfv(GL_LIGHT0, GL_POSITION, light_pos);///NOW2 打光的位置 glutMainLoop(); }
可更改gluPerspective(60, 1, 0.001, 1000);///NOW5(透視投影) ///glOrtho(-1,+1, -1,+1, -10,+10);///NOW4 可以看到範圍比較大的投影法(正交投影)
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