2022年3月29日 星期二

END之書 week06

1.打光

1.1  jsyeh.org....... -> light material.exe

   左上左鍵旋轉,右鍵換模型,左下右鍵換

   material



1-2 設定位置

pos = position

a = ambient

d = diffuse

s = specular


1-3 實作

      freeglut...........codeblock => glut => "ctrl+f"

      => "light"


      


     +- => 加減邊,不是上下左右

2.3D茶壺

2-1 複製剛才的幾行程式碼

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 };


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);

2-2 茶壺



#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(0.6);
    glutSwapBuffers();
}

int main(int argc ,char** argv)
{
    glutInit( &argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week06 light");


    glutDisplayFunc(display);
    ///程式放在"create window"之後
    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();///end here

}
2-3 把上週的部分程式植入



#include <GL/glut.h>
#include <stdio.h>

float x=150,y=150,z=0,scale=1.0;
int oldX=0,oldY=0;

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);
    glPushMatrix();
        glTranslatef((x-150)/150.0, -(y-150)/150.0,z);
        glScalef(scale,scale,scale);
        glColor3f(1,0,0);
        glutSolidTeapot(0.6);
    glPopMatrix();
    glutSwapBuffers();
}

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*=1.1;
    if( mouseX-oldX < 0) scale*=0.9;


    oldX=mouseX , oldY=mouseY;
    display();
}

int main(int argc ,char** argv)
{
    glutInit( &argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week06 light");
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);


    glutDisplayFunc(display);
    ///程式放在"create window"之後
    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();///end here

}
2-4 旋轉


#include <GL/glut.h>
#include <stdio.h>

float x=150,y=150,z=0,scale=1.0,angle=0.0;
int oldX=0,oldY=0;

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()
{
    glClearColor(0.8,0.2,0.4,1);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glTranslatef((x-150)/150.0, -(y-150)/150.0,z);
        glRotatef(angle, 0,1,0);
        glScalef(scale,scale,scale);
        glColor3f(1,1,1);
        glutSolidTeapot(0.6);
    glPopMatrix();
    glutSwapBuffers();
}

void mouse(int button , int state , int mouseX , int mouseY)
{
    oldX=mouseX,oldY=mouseY;
}

void motion(int mouseX ,int mouseY)
{
    angle += (mouseX-oldX);
    ///if( mouseX-oldX > 0) scale*=1.1;
    ///if( mouseX-oldX < 0) scale*=0.9;


    oldX=mouseX , oldY=mouseY;
    display();
}

int main(int argc ,char** argv)
{
    glutInit( &argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week06 light");
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);


    glutDisplayFunc(display);
    ///程式放在"create window"之後
    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();///end here

}
2-5 移、轉、縮


#include <GL/glut.h>
#include <stdio.h>

float x=150,y=150,z=0,scale=1.0,angle=0.0;
int oldX=0,oldY=0,now=1;

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()
{
    glClearColor(0.8,0.2,0.4,1);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glTranslatef((x-150)/150.0, -(y-150)/150.0,z);
        glRotatef(angle, 0,1,0);
        glScalef(scale,scale,scale);
        glColor3f(1,1,1);
        glutSolidTeapot(0.6);
    glPopMatrix();
    glutSwapBuffers();
}
void keyboard(unsigned char key,int mouseX,int mouseY)
{
    if(key=='1'||key=='w'||key=='W') now=1;///移
    if(key=='2'||key=='e'||key=='E') now=2;///轉
    if(key=='3'||key=='r'||key=='R') now=3;///縮放
}
void mouse(int button , int state , int mouseX , int mouseY)
{
    oldX=mouseX,oldY=mouseY;
}

void motion(int mouseX ,int mouseY)
{
    if(now==1)
    {
        x+=(mouseX-oldX),y+=(mouseY-oldY);
    }
    else if(now==2)
    {
        angle += (mouseX-oldX);
    }
    else if(now==3)
    {
        if(mouseX-oldX >0 ) scale *= 1.1;
        if(mouseX-oldX <0 ) scale *= 0.9;
    }


    oldX=mouseX , oldY=mouseY;
    display();
}

int main(int argc ,char** argv)
{
    glutInit( &argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week06 light");
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);


    glutDisplayFunc(display);
    ///程式放在"create window"之後
    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();///end here

}

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