一.期中考題OpenGL必背函式
glPushMatrix();///備份矩陣 10%
glTranslatef(x,y,z);///移動 10%
glRotatef(angle,x,y,z)///轉動 10%
glScalef(x,y,z)///放大縮小 10%
glBegin(GL_POLYGON);///開始畫 10%
glColor3f(r,g,b)///顏色 10%
glTexCoord2f(tx,ty);///貼圖座標 10%
glNormal3f(nx,ny,nz);///法向量 10%
glVertex2f(x,y);///頂點 10%
glEnd();///結束畫
glPopMatrix();///還原矩陣 10%
二.打光 Light
CodeBlocks打開GLUT,其設定如同以往
輸入以下程式碼
#include <GL/glut.h>
///外面陣列到第一個light,是陣列的宣告,裡面有光的值
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[] = { 2.0f, 5.0f, -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_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week7");
glutDisplayFunc(display);
///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();
}
運行結果如下
三.打光 (用滑鼠調整光照方向)
CodeBlocks打開GLUT,其設定如同以往
輸入以下程式碼(藍字是新增)
#include <GL/glut.h>
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 };
GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };///新:需刪掉const,const表示不能動的函數
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();
}
void motion(int x,int y)///新:改light_position[]的值,呼叫函式
{
light_position[0]=(x-150)/150.0;///新:光源的X座標
light_position[1]=-(y-150)/150.0;///新:光源的Y座標
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glutPostRedisplay();///新:重畫畫面
}
int main (int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week7");
glutDisplayFunc(display);
glutMotionFunc(motion);///新:讓mouse motion可以改變光源的位置
glEnable(GL_DEPTH_TEST);///新:
///開啟3D的深淺測試=>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();
}
運行結果如下


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