2022年3月29日 星期二

豪哥的電腦圖學筆記week06

 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();
}


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