glPushMatrix(); ///備份矩陣
glTranslatef(x,y,z); ///位置
glRotatef(angle,x,y,z); ///旋轉
glScalef(x,y,z); ///放大縮小
glBegin(GL_POLYGON); ///開始畫
glColor3f(r,g,b); ///上色
glTexCoord2f(tx,ty); ///貼圖座標
glNormal3f(nf,ny,nz); ///法向量
glVertex2f(x,y); ///頂點 ///or glVertex3f(x,y,z);
glEnd(); ///結束畫
glPopMatrix(); ///還原矩陣
☆ 打光 ---
1.在openGL中,關於light程式碼(※用Ctrl+F):
///在外面陣列 到第一個light,為陣列的宣告,內有光的值
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 };
///在main()裡面
///打開第一個光
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);
#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 };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
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("week7 light");
glutDisplayFunc(display);
◎ glEnable(GL_DEPTH_TEST); ///開啟3D的深淺深度的測試→近的會蓋掉遠的
///同顏色互相關聯
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();
}
※無glEnable(GL_DEPTH_TEST);會導致 ↓

※成功~~~ ↓

3.滑鼠操控光線位置:
#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 }; ///刪掉const
///const表示不可改動
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)/150.0; ///光源x座標
light_position[1]=-(y-150)/150.0; ///y座標
glLightfv(GL_LIGHT0, GL_POSITION, light_position); <----------
glutPostRedisplay(); ///重畫畫面 |
} |
int main(int argc, char**argv) |
|
glutInit(&argc, argv); |
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH); |
glutCreateWindow("week7 light"); |
|
glutDisplayFunc(display); |
glutMotionFunc(motion);///讓mouse motion可以改變光源的位置 | 複製
///裡面有要打光設定的函式 | 貼上(´∀`)
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);
★ 單字
沒有留言:
張貼留言