2022年3月29日 星期二

(OwO)電腦圖學week06_3/29

打光

去老師的網址: https://jsyeh.org/3dcg10/ 

windows.zip ~> 解壓縮至windows裡 \ transformation.exe

data.zip ~> 解壓縮到windows裡 \ data \ 模型

打開Light Material.exe(打光)


(左上)左鍵旋轉 ; 右鍵換模型

(右下)右鍵換材質

fv = float vector(陣列)

 glLightfv(GL_LIGHTO , GL_POSITION , 陣列)  / / /第幾個燈 , 設位置


實作:

安裝好freeglut , lib裡最長的檔名要改成 libglut32.a

codeblocks裡打開GLUT專案 , 要先按 . . . 選擇桌面 , 第二個要選放freeglut

從範例用 ctrl - F 找 light

幫茶壺打上陰影


#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");


    glutDisplayFunc(display);
    ///下為複製的程式碼,要放glutCreateWindow()後才有效!!!!
    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);

    glutMainLoop();

    return EXIT_SUCCESS;
}




把上禮拜最後的程式拿來用(light+motion+mouse+keyboard)


#include <GL/glut.h>///簡化程式
#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為半透明功能目前未開

    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );///畫圖前先清理畫面

    glPushMatrix();///備份矩陣

        glTranslatef( (x-150)/150.0 ,-(y-150)/150.0 , z);
        glScalef(scale, scale,scale);///縮放
        glColor3f(1,1,0);///設定色彩
        glutSolidTeapot(0.3);

    glPopMatrix();///還原
    glutSwapBuffers();///畫好後換出來



}
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;
    ///x+=(mouseX-oldX); y+=(mouseY-oldY);
    oldX = mouseX;    oldY = mouseY;
    display();
}
int main (int argc, char** argv)

{


    glutInit( &argc, argv);///送給glutInit 初始化

    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );

    glutCreateWindow("第5周程式!");

    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);


   

    glutKeyboardFunc(keyboard);
    glutMotionFunc(motion);
    glutMouseFunc(mouse);
    glutMainLoop();



}


用鍵盤指令縮放旋轉移動


#include <GL/glut.h>
#include <stdio.h>
const GLfloat light_ambient[]={0.0f,0.0f,0.0f,0.0f};
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;

void display()
{
    glClearColor(0.5,0.5,0.5,1);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glTranslated((x-150)/150.0,-(y-150)/150.0,z);
        glScalef(scale,scale,scale);
        glRotatef(angle,0,1,0);
        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)
{
    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*=1.01;
        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("Week0 kight keyboard");
    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);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutMainLoop();
}


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