2022年3月29日 星期二

電腦圖學筆記 week06

 Week06 打光

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


(以下程式碼不用寫)(都用剪貼的右邊的參數 glLightfv(...)的fv是float vector(陣列)

(GLfloat light pos[] = {-2.0,2.0,2.0,1.0};陣列glLightfv(GL_LIGHT(),GL_POSITION,陣列)

                                                                                           第幾個燈

                                                                                                                  設定它的位置


step01-2 講解光的性質(位置、Ambient、Diffuse、Specular)

講解glLightfv()的參數意思,了解fv是有小數點的陣列,了解GL_POSITION可以設定光的位置.zip


實作時間:

0. freeglut 裝好,lib改一下

1. File-New-Project,GLUT專案 沒了...

2. 從GLUT範例 偷程式碼!!! Ctrl-F找light

3. (1)有陣列宣告、(2)有函式呼叫

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 };

#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);
    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();
}
#include <GL/glut.h>
#include <stdio.h>
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 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;
    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);
    glutMainLoop();
}


#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 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("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();
}
#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,now=1;
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("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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