期中考必考
///OpenGL必背10函式: 拼字、大小寫不能錯
///參數要加,個數不能錯
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
glColor3f(r,g,b);///顏色 10%
glTexCoord2f(tx,ty);///貼圖做 10%
glNormal3f(nx,ny,nz);///法向量 10%
glVertex2f(x,y);///頂點 10% 也可glVertex3f(x,y,z);
glutEnd();///結束畫
glPopMatrix();///還原矩陣 10%
Light Material.exe
立體茶壺LIGHT
#include <GL/glut.h>
///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 };
///可以更改數值 改變光源的方向(改變逆光)
///可以更改數值 改變光源的方向(改變逆光)
///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");
glutDisplayFunc(display);
///開啟3D
glEnable(GL_DEPTH_TEST);
///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();
}
立體茶壺LIGHT (滑鼠更改光源設定)
#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 }; ///const刪掉,const表示不能動的變數
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)
{
///可以更改要除的數值
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();///重製畫面
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Week08");
glutDisplayFunc(display);
///讓mouse motion可以改變光源的位置
///裡面要有打光設定的程式
glutMotionFunc(motion);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
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);
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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