今日目標:投影矩陣,攝影機運鏡
目標:垂直投影
#include<GL/glut.h>
void display()
{
glPushMatrix();
glutSolidTeapot(100);
glPopMatrix();
glFlush();
}
int main(int argc,char *argv[])
{
glutInit(&argc,argv);
glutInitWindowSize(800,600);
glutCreateWindow("02160421");
glutDisplayFunc(display);
glViewport(0,0,800,600);
glMatrixMode(GL_PROJECTION);
glOrtho(-400,400,-300,300,-1000,1000);
glMatrixMode(GL_MODELVIEW);
glutMainLoop();
}
目標:拖動視窗大小,物件不會變動大小
void display()
{
glPushMatrix();
glutSolidTeapot(100);
glPopMatrix();
glFlush();
}
void reshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-w/2,w/2,-h/2,h/2,-1000,1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc,char *argv[])
{
glutInit(&argc,argv);
glutInitWindowSize(400,300);
glutCreateWindow("02160421");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
}
目標:進行運鏡
#include<GL/glut.h>
float eyex=-100,eyey=80,eyez=-200;
void display()
{
GLfloat pos[]={0,0,200,0};
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
gluLookAt(eyex,eyey,eyez,0,0,0,0,1,0);
glPushMatrix();
glutSolidTeapot(100);
glPopMatrix();
glPopMatrix();
glFlush();
}
void motion(int x,int y)
{
eyex=x-400;
eyey=300-y;
glutPostRedisplay();
}
void reshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90,w/h,0.001,10000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void timer(int t)
{
glutTimerFunc(20,timer,t+1);
eyex+=2;
if(eyex>300)eyey+=4;
glutPostRedisplay();
}
int main(int argc,char *argv[])
{
glutInit(&argc,argv);
glutInitWindowSize(800,600);
glutCreateWindow("02160421");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMotionFunc(motion);
glutTimerFunc(0,timer,0);
glutMainLoop();
}
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