2022年3月29日 星期二

(圖學筆記)電腦圖學Week06

Week06


Step01-1 打開網頁https://jsyeh.org/3dcg10/ 下載win32.zip 以及data.zip

step01-2 解壓縮 windows至windows資料夾並且將data資料夾放入windows資料夾

step01-3 打開Light Material.exe 嘗試使用,下面區域可試交換兩行程式碼(移動,轉動)會有自轉,公轉效果。

(左上)左鍵drag可旋轉

(左上)右鍵換模型

(左下)右鍵換Material


右邊參數 glLightfv(...)的fv是float vector(陣列)

Glfloat light_pos[]={12.0,2.0,2.0,1.0};陣列

glLightfv(GL_LIGHTO,GL_POSITION,陣列)


Step02-1

打開glut專案 偷程式碼

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);


Step02-2

將程式碼加到上周的茶壺程式碼

#include <GL/glut.h>


#include <stdio.h>


const GLfloat light_ambient[]={0.0f,0.0f,0.0f,0.0f};

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);

    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();


}



Step02-3

打開上周最後的程式,並將燈光加入

#include <GL/glut.h>

#include <stdio.h>

const GLfloat light_ambient[]={0.0f,0.0f,0.0f,0.0f};

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();

        glTranslated((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 mousex,int mousey)

{


}

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;

    //x+=(mousex-oldx);y+=(mousey-oldy);

    oldx=(mousex);oldy=mousey;

    display();

}

int main(int argc,char** argv)

{

    glutInit(&argc,argv);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("Week0 kight keyboard");

    glutDisplayFunc(display);

    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);

    glutKeyboardFunc(keyboard);

    glutMouseFunc(mouse);

    glutMotionFunc(motion);

    glutMainLoop();

}



 Step02-4

加入旋轉效果

#include <GL/glut.h>

#include <stdio.h>

const GLfloat light_ambient[]={0.0f,0.0f,0.0f,0.0f};

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();

        glTranslated((x-150)/150.0,-(y-150)/150.0,z);

        glScalef(scale,scale,scale);

        glRotatef(angle,0,1,0);

        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);

    //if(mousex-oldx>0)scale*=1.01;

    //if(mousex-oldx<0)scale*=0.99;

    //x+=(mousex-oldx);y+=(mousey-oldy);

    oldx=(mousex);oldy=mousey;

    display();

}

int main(int argc,char** argv)

{

    glutInit(&argc,argv);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("Week0 kight keyboard");

    glutDisplayFunc(display);

    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);

    glutKeyboardFunc(keyboard);

    glutMouseFunc(mouse);

    glutMotionFunc(motion);

    glutMainLoop();

}


Step02-5
程式碼改為
#include <GL/glut.h>
#include <stdio.h>
const GLfloat light_ambient[]={0.0f,0.0f,0.0f,0.0f};
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;

void display()
{
    glClearColor(0.5,0.5,0.5,1);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glTranslated((x-150)/150.0,-(y-150)/150.0,z);
        glScalef(scale,scale,scale);
        glRotatef(angle,0,1,0);
        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("Week0 kight keyboard");
    glutDisplayFunc(display);
    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);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutMainLoop();
}


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