期中考考題如下:
///OpenGL必背10函式:拼字、大小寫不能錯
///參數要加,個數不能錯 ///中文註解,解釋意思
glPushMatrix();///備份矩陣
glTranslatef(x,y,z);///位置
glRotatef(angel,x,y,z);///旋轉角度
glScalef(x,y,z);///放大縮小
glBegin(GL_POLYGON);///開始畫
glColor3f(r,g,b);///顏色
glTexCoord2f(tx,ty);///貼圖座標
glNormal3f(nx,ny,nz);///(打光)法向量
glVertex2f(x,y);///頂點
glEnd();///結束畫
glPopMatrix();///還原矩陣
今天要講的是打光
首先一樣先下載 ↓
打光在這裡 ↓
左上可以改變形狀
左下可以改材質
打光的程式碼好多好麻煩
只好學習偷竊技能(freeglut)
然後就...Do Re Me So------------------------------------

#include <GL/glut.h>
///放在外面的陣列
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 5.0f, 105.0f, -5.0f, 0.0f };
///裡面有 material 的值
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week08 light");
glutDisplayFunc(display);
///裡面要有打光設定的函式
glEnable(GL_DEPTH_TEST);///記得剪貼這行
///開啟3D 的深淺深度的測試 ->近的會蓋掉遠的
///打開第一個燈光
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///光的設定值
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
///Material的設定值
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
}
讓滑鼠變成光源

多撰寫一個函式即可(看一下圖片)
void motion(int x, int y)///motion函式,改light_position[]的值,呼叫函式
{
light_position[0] = (x-150)/15.0;///光源的x座標
light_position[1] = -(y-150)/15.0;///光源的y座標
glLightfv(GL_LIGHT0, GL_POSITION, light_position);///設定位置
glutPostRedisplay();///重畫畫面
}
打光的程式碼好多好麻煩
只好學習偷竊技能(freeglut)
然後就...Do Re Me So------------------------------------
#include <GL/glut.h>
///放在外面的陣列
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 5.0f, 105.0f, -5.0f, 0.0f };
///裡面有 material 的值
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week08 light");
glutDisplayFunc(display);
///裡面要有打光設定的函式
glEnable(GL_DEPTH_TEST);///記得剪貼這行
///開啟3D 的深淺深度的測試 ->近的會蓋掉遠的
///打開第一個燈光
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///光的設定值
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
///Material的設定值
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
}
讓滑鼠變成光源
多撰寫一個函式即可(看一下圖片)
void motion(int x, int y)///motion函式,改light_position[]的值,呼叫函式
{
light_position[0] = (x-150)/15.0;///光源的x座標
light_position[1] = -(y-150)/15.0;///光源的y座標
glLightfv(GL_LIGHT0, GL_POSITION, light_position);///設定位置
glutPostRedisplay();///重畫畫面
}
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