2020年4月15日 星期三

week08


1. 打光

2. 試玩light_material.exe



3. 從 CodeBlocks GLUT專案的177行, 拿light打光相關的陣列、函式來用

#include <GL/glut.h>

#include <stdlib.h>

///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 };
///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);
    glutCreateWindow("light");
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutDisplayFunc(display);///裡面要有打光的函式
    glEnable(GL_DEPTH_TEST);
    ///開第一個燈光
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    ///光設定值
    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);

    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();

}


改變光源-用mouse移動來改變

#include <GL/glut.h>

#include <stdlib.h>
///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 };///刪掉const
///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)/150.0;///光的x座標   
    light_position[1]=-(y-150)/150.0;///光的y座標
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);
    glutPostRedisplay();
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutCreateWindow("light");
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);

    glutDisplayFunc(display);///裡面要有打光的函式
    glutMotionFunc(motion);
    glEnable(GL_DEPTH_TEST);

    ///開第一個燈光
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    ///光設定值
    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);

    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();

}



5. 期中考題: OpenGL必背10函式

glTranslatef(x,y,z);
glRotatef(angle,x,y,z);
glPushMatrix();
glScalef(x,y,z);
glBegin(GL_POLYGON);
glColor3f(r,g,b);
glTexCoord2f(tx,ty);
glNormal3f(nx,ny,nz);
glEnd();
glVertex2f(x,y);
glPopMatrix(); 

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