Week06
jsyeh.org/3dcg10 下載 data win32
windows.zip > 下載\windows\Light Material.exe
data.zip > 下載\windows\data\模型
主角Light Material.exe
(左上)左鍵drag可旋轉
(左上)右鍵,換模型
(左下)右鍵,換Material
右邊的參數 glLightfv(....) 的 fv 是 float vector (陣列)
GLfloat light_pos[]={-2.0,2.0,2.0,1.0}; 陣列
glLightfv(GL_LIGHTO,GL_POSITION,陣列)
第幾個燈
設定它的位置
#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 light");
glutDisplayFunc(display);
///偷來的程式
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,light_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,light_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,light_specular);
glMaterialfv(GL_FRONT,GL_POSITION,light_position);
glutMainLoop();
}
***************************************************************
#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(0.5,0.5,0.5,1);
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)
{
}
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 ");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glEnable(GL_DEPTH_TEST);///3Dе\пр
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();
}
***************************************************************************
#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;
}
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);///3Dе\пр
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();
}
沒有留言:
張貼留言