2022年3月29日 星期二

爆肝week06

Week06:打光

範例 http://jsyeh.org/3dcg10
1. 下載網頁中的data, win32

2. 將windows解壓縮, data.zip/data丟進解壓縮後的windows資料夾

 3.開啟Light Material.exe
    左上視窗點擊滑鼠右鍵:變更模型
    右邊視窗點擊滑鼠右鍵:變更調整參數
    左下視窗點擊滑鼠右鍵:變更模型的材質(Materials)

    右方函式glLightfv():
    fv = float vector (浮點數陣列)
    glLightfv(GL_LIGHT0GL_POSITIONlight_pos)
                     第0道光   位置                    陣列



打光Light
開啟OpenGL新專案,按下Ctrl+f搜尋light
複製light陣列宣告與函式呼叫,並加上之前的茶壺程式碼

```
#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 };
///以上是複製的程式碼(陣列宣告)
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);
    ///以下是複製的程式碼(函式呼叫)
    ///複製的程式碼要放在glutCreateWindow()之後才有效
    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();ˇ一
}
```

或是將複製的陣列宣告與函式呼叫植入上週的程式碼


```

#include <stdio.h>///印出用
#include <GL/glut.h>
///打光陣列
/*這裡放陣列宣告*/

float x=150, y=150, z=0, scale=1.0;///座標設定為150, 150在視窗正中央
int oldX=0, oldY=0;
void display()
{
    glClearColor(0.5, 0.5, 0.5, 1);///灰色背景R,G,B,A 其中A為半透明Alpha值
    glClear(GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT);
    glPushMatrix();///備分矩陣
        glTranslatef((x-150)/150.0, -(y-150)/150.0, z);
        glScalef(scale, scale, scale);///x,y,z縮放為 scale倍,維持原有比例
        glColor3f(1, 1, 0);
        glutSolidTeapot(0.3);
    glPopMatrix();///還原矩陣
    glutSwapBuffers();
}
void mouse(int button, int state, int mouseX, int mouseY)
{///重設圖案位置,避免瞬間移動的問題
    oldX = mouseX; oldY = mouseY;
}
void motion(int mouseX, int mouseY)
{
    if(mouseX-oldX >0) scale *=1.01;
    if(mouseX-oldX <0) scale *=0.99;///+-百分之一

    oldX = mouseX;
    oldY = mouseY;

    display();
}
void keyboard( unsigned char key, int mouseX, int mouseY )
{
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv);
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow("week05 keyboard");

    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);///鍵盤事件函式
    glutMouseFunc(mouse);
    glutMotionFunc(motion);

/*這裡放函式呼叫*/
    glutMainLoop();
}
```


續上週:旋轉

加上新的變數(angle)與glRoataef()函式
```
#include <stdio.h>///印出用
#include <GL/glut.h>
///打光陣列
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;///座標設定為150, 150在視窗正中央
int oldX=0, oldY=0;
void display()
{
    glClearColor(0.5, 0.5, 0.5, 1);///灰色背景R,G,B,A 其中A為半透明Alpha值
    glClear(GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT);
    glPushMatrix();///備分矩陣
        glTranslatef((x-150)/150.0, -(y-150)/150.0, z);
        glRotatef(angle, 0, 1, 0);///對Y軸轉動
        glScalef(scale, scale, scale);///x,y,z縮放為 scale倍,維持原有比例
        glColor3f(1, 1, 0);
        glutSolidTeapot(0.3);
    glPopMatrix();///還原矩陣
    glutSwapBuffers();
}
void mouse(int button, int state, int mouseX, int mouseY)
{///重設圖案位置,避免瞬間移動的問題
    oldX = mouseX; oldY = mouseY;
}
void motion(int mouseX, int mouseY)
{
    
    angle += (mouseX-oldX);///轉動
    
    ///if(mouseX-oldX >0) scale *=1.01;///縮放
    ///if(mouseX-oldX <0) scale *=0.99;///+-百分之一

    ///oldX = mouseX;///移動
    ///oldY = mouseY;

    display();
}
void keyboard( unsigned char key, int mouseX, int mouseY )
{
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv);
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow("week05 keyboard");

    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);///鍵盤事件函式
    glutMouseFunc(mouse);
    glutMotionFunc(motion);

    ///打光函式
    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();
}
```


Keybaord()函式輸入切換功能

```
#include <stdio.h>///印出用
#include <GL/glut.h>
///打光陣列
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;///座標設定為150, 150在視窗正中央
int oldX=0, oldY=0, now=1;///設定now變數切換功能
void display()
{
    glClearColor(0.5, 0.5, 0.5, 1);///灰色背景R,G,B,A 其中A為半透明Alpha值
    glClear(GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT);
    glPushMatrix();///備分矩陣
        glTranslatef((x-150)/150.0, -(y-150)/150.0, z);
        glRotatef(angle, 0, 1, 0);///對Y軸轉動
        glScalef(scale, scale, scale);///x,y,z縮放為 scale倍,維持原有比例
        glColor3f(1, 1, 0);
        glutSolidTeapot(0.3);
    glPopMatrix();///還原矩陣
    glutSwapBuffers();
}
void keyboard( unsigned char key, int mouseX, int mouseY )
{
    if(key=='1' || key=='w' || key=='W') now=1;///移動
    if(key=='2' || key=='e' || key=='E') now=2;///轉動
    if(key=='3' || key=='r' || key=='R') now=3;///縮放
}
void mouse(int button, int state, int mouseX, int mouseY)
{///重設圖案位置,避免瞬間移動的問題
    oldX = mouseX; oldY = mouseY;
}
void motion(int mouseX, int mouseY)
{
    if(now==1)
    {
        x += (mouseX-oldX);///移動
        y += (mouseY-oldY);
    }
    else if(now==2)
    {
        angle += (mouseX-oldX);///轉動
    }
    else if(now==3)
    {
        if(mouseX-oldX >0) scale *=1.01;///縮放
        if(mouseX-oldX <0) scale *=0.99;///+-百分之一
    }

    display();
}
int main(int argc, char** argv)
{
    glutInit( &argc, argv);
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutCreateWindow("week05 keyboard");

    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);///鍵盤事件函式
    glutMouseFunc(mouse);
    glutMotionFunc(motion);

    ///打光函式
    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();
}
```

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