week06
Light Material.exe
Step01-1 打開網頁https://jsyeh.org/3dcg10/ 下載win32.zip 以及data.zip
step01-2 解壓縮 windows至windows資料夾並且將data資料夾放入windows資料夾
step01-3 打開Light Material.exe 嘗試使用,下面區域可試交換兩行程式碼(移動,轉動)會有自轉,公轉效果。
(左上)左鍵drag可旋轉 (左上)右鍵換模型 (左下)右鍵換Material Glfloat light_pos[]={ x , y , z , 1}; 是調整光的照射位置。 |

#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(0.5,0.5,0.5,1);
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(1,1,0);
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;
}
angle +=(mouseX-oldX);
oldX=mouseX; oldY=mouseY;
display();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week06 ");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glEnable(GL_DEPTH_TEST);///3D功能
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();
}
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