2022年3月29日 星期二

Different Dimension Demon的契約書 week06

打光 

step01

1.http://jsyeh.org/3dcg10下載

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

  data.zip >下載\windows\data\模型

左上:左鍵drag可旋轉

        右鍵,換模型

左下:右鍵,換Material(打光)


2.
step02

打光程式

#include<GL/glut.h>

const GLfloat light_ambient[]={0.0f,0.0f,0.0f,1.0f};        打光宣告

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);            打光函式

    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,light_ambient);

    glMaterialfv(GL_FRONT,GL_DIFFUSE,light_diffuse);

    glMaterialfv(GL_FRONT,GL_SPECULAR,light_specular);

    glMaterialfv(GL_FRONT,GL_POSITION,light_position);


    glutMainLoop();

}

上週程式打光

#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);///RGBA,A是半透明功能,目前未開放

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glPushMatrix();

        glTranslatef((x-150)/150.0,-(y-150)/150.0,z);

        glScalef(scale,scale,scale);///縮放scale倍

        glColor3f(1,0,1);

        glutSolidTeapot(0.3);

    glPopMatrix();

    glutSwapBuffers();

}

void keyboard(unsigned char key,int mouseX,int mouseY)

{


}

void mouse(int button,int state,int mouseX,int mouseY)

{

    oldX=mouseX; oldY=mouseY;

}

void motion(int mouseX,int mouseY)

{

    if(mouseX-oldX>0) scale*=1.01;

    if(mouseX-oldX<0) scale*=0.99;

    oldX=mouseX;   oldY=mouseY;

    display();

}

int main(int argc,char**argv)

{

    glutInit(&argc,argv);

    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("week06 light material");

    glutDisplayFunc(display);

    glutKeyboardFunc(keyboard);

    glutMouseFunc(mouse);

    glutMotionFunc(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,light_ambient);

    glMaterialfv(GL_FRONT,GL_DIFFUSE,light_diffuse);

    glMaterialfv(GL_FRONT,GL_SPECULAR,light_specular);

    glMaterialfv(GL_FRONT,GL_POSITION,light_position);


    glutMainLoop();

}


step03

打光旋轉

#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;

int oldX=0,oldY=0;

void display()

{

    glClearColor(0.5,0.5,0.5,1);///RGBA,A是半透明功能,目前未開放

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glPushMatrix();

        glTranslatef((x-150)/150.0,-(y-150)/150.0,z);

        glRotated(angle,0,1,0);///對y軸轉動

        glScalef(scale,scale,scale);///縮放scale倍

        glColor3f(1,0,1);

        glutSolidTeapot(0.3);

    glPopMatrix();

    glutSwapBuffers();

}

void keyboard(unsigned char key,int mouseX,int mouseY)

{


}

void mouse(int button,int state,int mouseX,int mouseY)

{

    oldX=mouseX; oldY=mouseY;

}

void motion(int mouseX,int mouseY)

{

    angle+=(mouseX-oldX);

    oldX=mouseX;   oldY=mouseY;

    display();

}

int main(int argc,char**argv)

{

    glutInit(&argc,argv);

    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("week06 light material");

    glutDisplayFunc(display);

    glutKeyboardFunc(keyboard);

    glutMouseFunc(mouse);

    glutMotionFunc(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,light_ambient);

    glMaterialfv(GL_FRONT,GL_DIFFUSE,light_diffuse);

    glMaterialfv(GL_FRONT,GL_SPECULAR,light_specular);

    glMaterialfv(GL_FRONT,GL_POSITION,light_position);


    glutMainLoop();

}


打光 鍵盤 滑鼠 移動
#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;
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);///RGBA,A是半透明功能,目前未開放
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glTranslatef((x-150)/150.0,-(y-150)/150.0,z);
        glRotated(angle,0,1,0);///對y軸轉動
        glScalef(scale,scale,scale);///縮放scale倍
        glColor3f(1,1,0);
        glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
}
void keyboard(unsigned char key,int mouseX,int mouseY)
{
    if(key=='1'||key=='w'||key=='W') now=1;
    if(key=='2'||key=='e'||key=='E') now=2;
    if(key=='3'||key=='r'||key=='R') now=3;
}
void mouse(int button,int state,int mouseX,int mouseY)
{
    oldX=mouseX; oldY=mouseY;
}
void motion(int mouseX,int mouseY)
{
    angle+=(mouseX-oldX);
    oldX=mouseX;   oldY=mouseY;
    display();
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("week06 light material");

    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(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,light_ambient);
    glMaterialfv(GL_FRONT,GL_DIFFUSE,light_diffuse);
    glMaterialfv(GL_FRONT,GL_SPECULAR,light_specular);
    glMaterialfv(GL_FRONT,GL_POSITION,light_position);

    glutMainLoop();
}



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