2022年3月29日 星期二

瘋狂無敵圖學死亡筆記 Week06

 0. 打光Light Material

(左上)左鍵drag可旋轉

(左上)右鍵換模型

(左下)右鍵換material

glLightfv() ***float為浮點數 vector是陣列

GLfloat light_pos[]={-2.0,2.0,2.0,1.0};陣列

glLightfv(GL_LIGHT0,GL_POSITION,陣列)

光的性質(位置,Ambient,Diffuse,Specular)

                 第幾盞燈       設定它的位置

1.

***Ctrl-F找light偷下面程式

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 };


 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);


1-1. 做有燈光茶壺

#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 );///畫圖前, 先清畫面
        glColor3f(1,1,0); ///設定色彩
        glutSolidTeapot(0.3); ///實心的茶壼
    glutSwapBuffers();///畫好後,交換出來
}

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);///定義第一盞燈


    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);


    glutMainLoop(); ///主要的程式迴圈
}


1-2. 融合上週mouse放大小

#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;
int oldX=0, oldY=0;
void display()
{
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );///畫圖前, 先清畫面

00000000
        glPushMatrix();///備份矩陣
            glTranslatef((x-150)/150.0,-(y-150)/150.0,z);
            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){
    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
}

1-3. 移動、旋轉、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;
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 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(mouseX-oldX>0) scale *=1.01;///縮放
//    if(mouseX-oldX<0) scale *=0.99;
    angle += (mouseX - oldX);///旋轉
    /*x+=(mouseX-oldX);///移動
    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);///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);


    glutMouseFunc(mouse);///第一代主角
    glutMotionFunc(motion);///第二代主角
    glutMainLoop(); ///主要的程式迴圈
}


2.all用移動mouse、keyboard、motion
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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VERY BEAUTIFUL, VERY POWERFUL

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