glutPushMatrix();///備份矩陣 10%
glutTranslatef(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%
2.打開並下載
(http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/?fbclid=IwAR1OGK_CF1Q4ivit6p57lyewO2CpG1Gs1ufsFWW7pge-hee5zFTuN7Umvks)
下載 data & win32 & glut32.dll 並將 data & win32 解壓縮
* 將 data 和 glut32.dll 放入windows裡面
打開 Light Material
3.打光:拿GLUT範例改 Ctrl-F 找 light
在GLUT程式碼剪貼 light 所需程式
程式碼 ↓
#include <GL/glut.h>
///到第1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_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08 light");
glutDisplayFunc(display);
///裡面要有打光設定的函式
///在main函式裡
glEnable(GL_DEPTH_TEST);///打開3D的深淺深度的測試 => 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();
}
4.增加可以使用滑鼠改變光源位置
程式碼 ↓
///打光:拿GLUT範例改 Ctrl-F 找 light
#include <GL/glut.h>
///到第1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 };
GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };///const刪除,const表不能動的變數
///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)///motion函式,改light_position[]的值,呼叫函式
{
light_position[0] = (x-150)/150.0;///光源的x座標
light_position[1] = -(y-150)/150.0;///光源的y座標
glLightfv(GL_LIGHT0, GL_POSITION, light_position);///從下面偷來的
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);///讓mouse motion可以改變光源位置
///裡面要有打光設定的函式
///在main函式裡
glEnable(GL_DEPTH_TEST);///打開3D的深淺深度的測試 => 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);///從這裡偷
///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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