開啟glut專案
不用像往常一樣刪掉,按ctrl+F,搜尋light
就會跳出以下結果
把程式碼成下列:///#include <GL/glut.h>
把上週keyboard_mouse_motion拿出來
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };///這之前的程式都刪掉
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);
///引用來的程式,要放glutCreateWindow之後,才會有效
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);
///放glutMainloop()之前
glutMainLoop();///卡在這裡,之前的程式都不會執行到
}
///
變成下列結果
///
#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);///R, G, B, A其中A半透明功能,目前沒開
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();///備份矩陣
glTranslatef( (x-150)/150.0 , -(y-150)/150.0, z);
glScalef(scale, scale, scale);
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glPopMatrix();///還原矩陣
glutSwapBuffers();
}
void keyboard(unsigned char key, int mouseX, int mouseY)
{
}
void mouse(int button, int state, int mouseX, int mouseY)
{///為了修飾瞬間移動的錯誤,改加了這條程式碼
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("Week05 keyboard");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
///
改成下列程式,加入打光
///
#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);///R, G, B, A其中A半透明功能,目前沒開
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();///備份矩陣
glTranslatef( (x-150)/150.0 , -(y-150)/150.0, z);
glScalef(scale, scale, scale);
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glPopMatrix();///還原矩陣
glutSwapBuffers();
}
void keyboard(unsigned char key, int mouseX, int mouseY)
{
}
void mouse(int button, int state, int mouseX, int mouseY)
{///為了修飾瞬間移動的錯誤,改加了這條程式碼
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("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();
}
///
打出下列程式碼,使其可以用鍵盤按鍵執行移動、縮放和轉動的指令:
///
#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;///now: 1移動, 2轉動, 3縮放
void display()
{
glClearColor(0.5, 0.5, 0.5, 1);///R, G, B, A其中A半透明功能,目前沒開
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();///備份矩陣
glTranslatef( (x-150)/150.0 , -(y-150)/150.0, z);
glRotatef(angle, 0,1,0);///對Y軸轉動
glScalef(scale, scale, scale);///縮放成scale倍
glColor3f(1,1,0);
glutSolidTeapot(0.3);
glPopMatrix();///還原矩陣
glutSwapBuffers();
}
void keyboard(unsigned char key, int mouseX, int mouseY)
{
if(key=='1' || key=='w' || key=='W') now=1;///移動
if(key=='2' || key=='e' || key=='E') now=2;///轉動
if(key=='3' || key=='r' || key=='R') now=3;///縮放
}
void mouse(int button, int state, int mouseX, int mouseY)
{///為了修飾瞬間移動的錯誤,改加了這條程式碼
oldX =mouseX; oldY =mouseY;
}
void motion(int mouseX, int mouseY)
{
if(now==1){///移動
x += (mouseX - oldX);
y += (mouseY - oldY);///移動
}else if(now==2){///轉動
angle += (mouseX - oldX);///轉動
}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();
}
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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