1. 打光範例
去https://jsyeh.org/3dcg10/
下載 data跟win32
把data丟在win32
執行 Light Material.exe
可以去玩他
lgLightfv(.........) fv=float vector (陣列)
GLfloat light_pos[]={-2.0,2.0,2.0,1.0};陣列
lgLightfv(GL_LIGHT0(第幾個燈),GL_POSITION(他的位址),陣列)
2.實作
開glut範例 ctri-F找light
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 };///常駐的
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };///角度的
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };///特別的
const GLfloat high_shininess[] = { 100.0f };///位址
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);
3.課堂作業
#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 };///常駐的
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };///角度的
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };///特別的
const GLfloat high_shininess[] = { 100.0f };///位址
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///清畫面
glColor3f(0,1,1);///顏色(RGB)
glutSolidTeapot(0.3);///就一個神燈
glutSwapBuffers();///畫好提交
}
int main(int argc, char** argv)///主函式 進階版 看不懂
{
glutInit( &argc, argv);///把參數給glutInit 初始化
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );///雙緩衝區+3D深度功能
glutCreateWindow("light");///開GLUT視窗
glutDisplayFunc(display);///用來顯示的函式
///要放在glutCreateWindow(....)之後 才會有效
glEnable(GL_DEPTH_TEST);///3d功能
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);
///要放在glutMainLoop(....)之前
glutMainLoop();
}
3.縮放與旋轉
#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 };
float x=150, y=150, z=0, scale=1.0, angle=0.0;
int oldX=0, oldY=0;
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );///畫圖前, 先清畫面
glPushMatrix();///備份矩陣
glTranslatef((x-150)/150.0,-(y-150)/150.0,z);
glRotatef(angle, 0,1,0);///對Y做旋轉
glScalef(scale, scale, scale);///都縮放成scale倍
glColor3f(1,1,0);///黃色
glutSolidTeapot(0.3);
glPopMatrix();///還原矩陣
glutSwapBuffers();///畫好後,交換出來
}
void mouse(int button, int state, int mouseX, int mouseY){
///為了解決瞬間移動的問題,改用延續拖移
oldX=mouseX;
oldY=mouseY;
}
void motion(int mouseX,int mouseY){
angle+=(mouseX-oldX);///旋轉
if(mouseX-oldX>0) scale *=1.01;///縮放
if(mouseX-oldX<0) scale *=0.99;
/*x+=(mouseX-oldX);
y+=(mouseY-oldY);*/
oldX=mouseX;
oldY=mouseY;
display();///重畫
}
int main(int argc,char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week06 Light");
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LIGHT0);
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);
glutMouseFunc(mouse);///第一代主角
glutMotionFunc(motion);///第二代主角
glutMainLoop(); ///主要的程式迴圈
}
4.一堆東西合起來
用鍵盤輸入要控制移動、旋轉還是縮放
#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 };
float x=150, y=150, z=0, scale=1.0, angle=0.0;
int oldX=0, oldY=0, now=1;///1.移動 2.旋轉 3.縮放
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );///畫圖前, 先清畫面
glPushMatrix();///備份矩陣
glTranslatef((x-150)/150.0,-(y-150)/150.0,z);///移動
glRotatef(angle, 0, 1, 0);///對Y軸旋轉
glScalef(scale, scale, scale);///縮放成scale倍+
glColor3f(1,1,0);///黃色
glutSolidTeapot(0.3);
glPopMatrix();///還原矩陣
glutSwapBuffers();///畫好後,交換出來
}
void keyboard(unsigned char key, int mouseX, int mouseY){///輸入中文會被os擋住
if(key=='1' || key=='w' || key=='W')now=1;///移動
if(key=='2' || key=='e' || key=='E')now=2;///旋轉
if(key=='3' || key=='r' || key=='R')now=3;///縮放
}
void mouse(int button, int state, int mouseX, int mouseY){
///為了解決瞬間移動的問題,改用延續拖移
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);///旋轉
}
else if(now==3){
if(mouseX-oldX>0) scale *=1.01;///縮放
if(mouseX-oldX<0) scale *=0.99;
}
oldX=mouseX;
oldY=mouseY;
display();///重畫
}
int main(int argc,char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week06 Light");
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);///3D功能
glDepthFunc(GL_LIGHT0);///定義一盞燈
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);///第0代主角
glutMouseFunc(mouse);///第一代主角
glutMotionFunc(motion);///第二代主角
glutMainLoop(); ///主要的程式迴圈
}
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