2022年4月12日 星期二

week08

到 jsyeh.org/3dcg10 下載

    1.windows.zip 解壓縮至windows\Light Material.exe

    2.data.zip丟到windows裡面

    3.source.zip

    4.執行 Light Material.exe 今天的主角:打光、模型



今日程式碼


#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;///指到GLMmode模型的指標,NULL代表還沒好
void
drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/soccerball.obj");///找模型的位置
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH);
}///用來畫3D模型的程式碼
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 };///z的加負號
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 );
drawmodel();///呼叫畫模型
glutSwapBuffers();
}
int main( int argc ,char **argv){
glutInit(&argc , argv);
glutInitDisplayMode( GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glutCreateWindow("week06 Light");
///複製的程式碼要放glutCreateWindow內!!
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);///開啟深度功能
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0); ///打開/建立燈光
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();
///之後要放在glutMainLoop以前!!
}

2022年4月2日 星期六

電腦圖學作業_week06

  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>
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

把上週keyboard_mouse_motion拿出來
///
#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();
}
///

2022年3月31日 星期四

A

WEEK06


https://jsyeh.org/3dcg10/下載 data win32

windows.zip => 下載 \windows\Light Material.exe









(左上)右鍵,換模型

(左下)右鍵,換Meterial

(左下)右鍵,換模型
 


實作

freeglut裝好,改lib

Ctrl-F找 light

偷程式碼






#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();

}

了解打光的作法

#include <GL/glut.h>
#include <stdio.h>
float x=150,y=150,z=0,scale=1.0,angle=0.0;
    ///使茶壺在正中央
int oldX=0,oldY=0,now=1;///預設為移動
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()
{
    glClearColor(0.5,0.5,0.5,1);///R G B A(為半透明,目前沒開)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();///備分矩陣
        glTranslatef((x-150)/150.0,-(y-150)/150.0,z);
        glRotatef(angle,0,1,0);///對y軸轉動
        glScalef(scale,scale,scale);///都縮放成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 botton,int state,int mousex,int mousey)
{
    oldX=mousex; oldY=mousey;
}

void motion(int mousex,int mousey)///用滑鼠移動茶壺
{
    if(now==1){///移動
        x+=(mousex-oldX); y+=(mousey-oldY);
    }
    else if(now==2){///轉動
        angle+=(mousex-oldX);///轉動
    }
    else if(now==3){///縮放
        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("week06-light");

    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);
    ///偷來的程式要放在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);
    ///放在glutMainLoop之前
    glutMainLoop();///卡在這裡,之後的程式,都不會執行到
}












整合打光+上周交的

VERY BEAUTIFUL, VERY POWERFUL

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