2022年3月29日 星期二

AAA 圖學筆記 第六周

week06打光

https://jsyeh.org/3dcg10/下載 data win32

windows.zip => 下載 \windows\Light Material.exe



(左上)右鍵,換模型

(左下)右鍵,換Meterial

(左下)右鍵,換模型
 


實作

freeglut裝好,改lib

Ctrl-F找 light

偷程式碼


#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);

    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();

}

了解打光的作法
#include <GL/glut.h>
#include <stdio.h>
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 );///R,G,B,A 其中A半透明功能,目前沒開
    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);///都縮放成 scale倍
        glColor3f(1,1,0);///黃色的
        glutSolidTeapot( 0.3 );///茶壼
    glPopMatrix();///還原矩陣
    glutSwapBuffers();
}

void keyboard( unsigned char key, int mouseX, int mouseY )
{
}
void mouse(int button, int state, int mouseX, int mouseY )
{///為了解決瞬間移動的錯誤,我們改用正確的方法
    oldX = mouseX; oldY = mouseY;
}
void motion(int mouseX, int mouseY)
{
    if( mouseX-oldX > 0 ) scale *= 1.01;
    if( mouseX-oldX < 0 ) scale *= 0.99;
    ///x += (mouseX-oldX);  y += (mouseY-oldY);
    oldX = mouseX;       oldY = mouseY;
    display();
}

#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);

    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();

}
整合打光+上周交的






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