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();
}
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