2022年3月29日 星期二

WEEK06_燈光筆記

step01_講解光的性質:

Ambient

Diffuse 擴散

Specular 反射


step02_偷之前(六個紅紅)的程式碼,找到light函式


複製到自己的程式裡


程式碼:

#include <GL/glut.h> ///使用GLUT外掛,簡化程式
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();///畫好後,交換出來
}

int main(int argc, char** argv) ///main()主函式 進階版
{
    glutInit( &argc, argv); ///把參數,送給 glutInit 初始化
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH ); ///雙緩衡區 + 3D深度功能
    glutCreateWindow("第06週的程式哦!");

    glutDisplayFunc(display); ///用來顯示的函式
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();
}

step02-2 把上週縮放的程式碼加進去,光線要跟著物體縮放改變

程式碼:

#include <GL/glut.h>
#include <stdio.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;
int oldX=0, oldY=0;
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 );
        glScalef(scale, scale, scale);
        glColor3f(1,1,0);
        glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
}
void keyboard( unsigned char key, int x, int y)
{
}
void mouse (int button,int state,int mouseX,int mouseY)
{
    oldX = mouseX; oldY = mouseY;
}
void motion(int mouseX,int mouseY)
{
    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("Week05 keyboard");

    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    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();
}


step03 加入angle,讓茶壺有選轉的效果


#include <GL/glut.h>
#include <stdio.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()
{
    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 x, int y)
{
}
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("Week05 keyboard");

    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    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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