#include <GL/glut.h>
void display(){
glPushMatrix();
glutSolidTeapot(100);
glPopMatrix();
glFlush();
}
int main(int argc, char** argv){
glutInit(&argc, argv);
glutInitWindowSize(800,600);
glutCreateWindow("Camera");
glutDisplayFunc(display);
glViewport(0,0,800,600);
glMatrixMode(GL_PROJECTION);
glOrtho(-400,400,-300,300,-1000,1000);
glMatrixMode(GL_MODELVIEW);
glutMainLoop();
}
但是上訴的方法在手動調整視窗的時候茶壺又變形了,於是又有了下面的方法
#include <GL/glut.h>
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(800,600);
glutCreateWindow("Camera");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
}
加入計時器,自動轉
#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); ///打燈光
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){ ///eye-移動
eyeX=-400; eyeY=300-y;
glutPostRedisplay();
}
void reshape(int w, int h){
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90,w/h,0.001,1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void timer(int t){ ///計時
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("Camera");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMotionFunc(motion);
glutTimerFunc(0,timer,0);
glutMainLoop();
}
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