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程式碼:
///OpenGL必背10函式: 拼字、大小寫不能錯
///參數要加,個數不能做
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)l///頂點 10% 也可 glVertex3f(x,y,z);
glEnd();///結束畫
glPopMartrix();///還原矩陣 10%
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接著課程開啟之前的檔案 今天教的是光線 Light Material
再來開啟CodeBlocks 打開OpenGLUE
把原始的程式碼擷取一些 到記事本 再刪掉一些部分再貼上
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程式碼:
#include <GL/glut.h>
///在外面陣列 到第1個light,式陣列的宣告,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_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08 light");
glutDisplayFunc(display);
///裡面有要打光設定的函式
glEnable(GL_DEPTH_TEST);///要記得剪接這行
///開啟 3D的深淺深度測試 => 近的會蓋掉遠的
///打開第1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();
}
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就做出了一個有打光的茶壺了
再來要把它改變成可以從滑鼠來改變打燈位置的茶壺
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程式碼:
#include <GL/glut.h>
///在外面陣列 到第1個light,式陣列的宣告,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 };
GLfloat light_position[] = { 2.0f, 5.0f, -5.0f ,0.0f};///const刪掉 因為const表示不能動的變數
///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();
}
void motion(int x, int y)
{
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);///我們要偷它
glutPostRedisplay();///重畫畫面
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08 light");
glutDisplayFunc(display);
glutMotionFunc(motion);
///裡面有要打光設定的函式
glEnable(GL_DEPTH_TEST);///要記得剪接這行
///開啟 3D的深淺深度測試 => 近的會蓋掉遠的
///打開第1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();
}
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