2022/3/29 第六周
主題 : 打光
1.下載/執行範例
(1) https://jsyeh.org/3dcg10/ ,下載win32、data 並且解壓縮
(2) 執行Light Material.exe : 左上角按右鍵可以換模型 / 按左鍵可以旋轉模型、左下按右鍵換材質 (Material)
2. 打光的觀念
右邊的參數 glLightfv(...) 的fv 是 有小數點的陣列
GLfloat light_pos[ ] = { -2.0 , 2.0 , 2.0 , 1.0 }; ///陣列
glLightfv( GL_LIGHTO , GL_POSITION , 陣列 )
第幾個燈 設定它的位置
光的性質( POSITION , AMEIENT , DIFFUSE , SPECULAR )
光的位置 到處都有的光 跟角度有關的光 特別亮的光點
3. 在茶壺上打光---程式碼
#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);
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week06 Light");
glutDisplayFunc(display);
///偷來的程式碼,要放在glutCreateWindow()之後才會有效
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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);
///放在glutMainLoop()之前
glutMainLoop(); ///可以讓程式卡在這裡(在這之後的程式都不會執行到)
}
<-看起來有點立體的茶壺
4. 配合上周的程式,讓茶壺可以放大縮小---程式碼
#include <GL/glut.h>
#include <stdio.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 };
float x=150, y=150, z=0 ,scale=1.0;
int oldX=0, oldY=0;
void display()
{
glClearColor(0.5, 0.5, 0.5, 1);///背景顏色 灰 R,G,B,A A:半透明功能
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///備份矩陣
glTranslatef((x-150)/150.0, -(y-150)/150.0, z);
glScalef(scale,scale,scale);///縮放都乘 scale倍
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glPopMatrix();///還原矩陣
glutSwapBuffers();
}
void keyboard(unsigned char key, int mouseX, int mouseY)///鍵盤函式 keyboard
{
}
void mouse(int button, int state, int mouseX, int mouseY)///上上週的主題 mouse
{
oldX = mouseX; oldY = mouseY;///解決瞬間移動的問題
}
void motion(int mouseX, int mouseY)///上週的主題 motion
{
if( mouseX-oldX > 0 ) scale*=1.01;///往右邊拉 放大
if( mouseX-oldX < 0 ) scale*=0.99;///往左邊拉 縮小
///x +=(mouseX-oldX); y +=(mouseY-oldY);
oldX =mouseX; oldY =mouseY;
display();
}
int main(int argc,char** argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week05 keyboard");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);///鍵盤函式 keyboard
glutMouseFunc(mouse);///滑鼠函式 mouse
glutMotionFunc(motion);///motion
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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();///可以讓程式卡在這裡(在這之後的程式都不會執行到)
}
5. 講解法向量
角度越斜 / 大 : 光照的面積越大
*6. 期中考題目*
glPushMatrix(); ///備份矩陣
glTranslatef( x , y , z ); ///移動
glRotatef(角度, x , y , z ); ///旋轉
glScalef( x , y , z );///縮放
glBegin(GL_POLYGON); ///開始畫
glColor3f( r , g , b ); ///色彩
glNormal3f( nd , my , nz ); ///打光的法向量
glTexCoord2f( rd , ty ); ///貼圖座標
glVertex3f( x , y , z ); ///頂點
glEnd(); ///結束畫
glPopMatrix(); ///還原矩陣
7. 讓茶壺對Y軸旋轉---程式碼
#include <GL/glut.h>
#include <stdio.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 };
float x=150, y=150, z=0 ,scale=1.0,angle=0.0; ///angle:旋轉
int oldX=0, oldY=0;
void display()
{
glClearColor(0.5, 0.5, 0.5, 1);///背景顏色 灰 R,G,B,A A:半透明功能
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///備份矩陣
glTranslatef((x-150)/150.0, -(y-150)/150.0, z);
glRotatef(angle, 0,1,0); ///對Y軸旋轉
glScalef(scale,scale,scale);///縮放都乘 scale倍
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glPopMatrix();///還原矩陣
glutSwapBuffers();
}
void keyboard(unsigned char key, int mouseX, int mouseY)///鍵盤函式 keyboard
{
}
void mouse(int button, int state, int mouseX, int mouseY)///上上週的主題 mouse
{
oldX = mouseX; oldY = mouseY;///解決瞬間移動的問題
}
void motion(int mouseX, int mouseY)///上週的主題 motion
{
angle += (mouseX-oldX); ///轉動
///if( mouseX-oldX > 0 ) scale*=1.01;///往右邊拉 放大
///if( mouseX-oldX < 0 ) scale*=0.99;///往左邊拉 縮小
///x +=(mouseX-oldX); y +=(mouseY-oldY);
oldX =mouseX; oldY =mouseY;
display();
}
int main(int argc,char** argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week05 keyboard");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);///鍵盤函式 keyboard
glutMouseFunc(mouse);///滑鼠函式 mouse
glutMotionFunc(motion);///motion
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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();///可以讓程式卡在這裡(在這之後的程式都不會執行到)
}
<-左右來回拉就可以讓茶壺對y軸旋轉囉
#include <GL/glut.h>
#include <stdio.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 };
float x=150, y=150, z=0 ,scale=1.0,angle=0.0; ///angle:旋轉
int oldX=0, oldY=0, now=1; ///now: 1.移動 2.轉動 3.縮放
void display()
{
glClearColor(0.5, 0.5, 0.5, 1);///背景顏色 灰 R,G,B,A A:半透明功能
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///備份矩陣
glTranslatef((x-150)/150.0, -(y-150)/150.0, z);
glRotatef(angle, 0,1,0); ///對Y軸旋轉
glScalef(scale,scale,scale);///縮放都乘 scale倍
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glPopMatrix();///還原矩陣
glutSwapBuffers();
}
void keyboard(unsigned char key, int mouseX, int mouseY)///鍵盤函式 keyboard
{
if(key=='1' || key=='w' || key=='W') now=1; ///移動
if(key=='2' || key=='e' || key=='E') now=2; ///轉動
if(key=='3' || key=='r' || key=='R') now=3; ///縮放
}
void mouse(int button, int state, int mouseX, int mouseY)///上上週的主題 mouse
{
oldX = mouseX; oldY = mouseY;///解決瞬間移動的問題
}
void motion(int mouseX, int mouseY)///上週的主題 motion
{
if(now==1){ ///移動
x +=(mouseX-oldX); y +=(mouseY-oldY);
}
else if(now==2){ ///轉動
angle += (mouseX-oldX);
}
else if(now==3){ ///縮放
if( mouseX-oldX > 0 ) scale*=1.01; ///往右邊拉 放大
if( mouseX-oldX < 0 ) scale*=0.99; ///往左邊拉 縮小
}
oldX =mouseX; oldY =mouseY;
display();
}
int main(int argc,char** argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week05 keyboard");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);///鍵盤函式 keyboard
glutMouseFunc(mouse);///滑鼠函式 mouse
glutMotionFunc(motion);///motion
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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();///可以讓程式卡在這裡(在這之後的程式都不會執行到)
}
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