期中必考程式碼:
glPushMatrix();///備份矩陣
glTranslate(x,y,z);///移動
glRotatef(angle, x,y,z);///轉動
glScalef(x,y,z);///放大縮小
glBegin(GL_POLYGON);///開始畫
glColor3f(r,g,b);///顏色
glTexCoord2f(tx,ty);///貼圖座標
glNormal3f(nx,ny,nz);///法向量
glVertex2f(x,y);///頂點 也可 glVertex3f(x,y,z);
glEnd();///結束畫
glPopMatrix();///還原矩陣
去網址:http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
下載1.window(解壓縮)
2.data
3.glut32.dll
開啟 Light Material
Step1:
幫茶壺打光的程式碼:
glEnable(GL_DEPTH_TEST);
///開啟 3D的深淺深度的測試,近的會蓋掉遠的
///打開第一個燈光
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///光的設定值
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);
///Material的設定值
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);
Step2:加入glutMotionFunc(motion);
加入的程式碼:
void motion(int x, int y) ///TOD0: motion函式,改 light_position[]的值,呼叫函式
{
light_position[0]= (x-150)/15.0; ///光源的x座標
light_position[1]=-(y-150)/15.0; ///光源的y座標
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glutPostRedisplay(); ///TODO:重製畫面
最終的程式碼:
#include <GL/glut.h>
///外面有個打光的陣列
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 };
GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f }; ///TODO:const刪掉(不然會跑不出來.
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);
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
void motion(int x, int y)
{
light_position[0]= (x-150)/15.0;///光源的x座標
light_position[1]=-(y-150)/15.0;///光源的y座標
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glutPostRedisplay();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE| GLUT_DEPTH);
glutCreateWindow("week08 light");
glutDisplayFunc(display);
glutMotionFunc(motion);
///裡面要有打光設定的函式
glEnable(GL_DEPTH_TEST);///要記得剪貼這行
///開啟 3D的深淺深度的測試=> 近的會蓋掉遠的
///打開第一個燈光
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///光的設定值
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);
///Material的設定值
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();
}
glTranslate(x,y,z);///移動
glRotatef(angle, x,y,z);///轉動
glScalef(x,y,z);///放大縮小
glBegin(GL_POLYGON);///開始畫
glColor3f(r,g,b);///顏色
glTexCoord2f(tx,ty);///貼圖座標
glNormal3f(nx,ny,nz);///法向量
glVertex2f(x,y);///頂點 也可 glVertex3f(x,y,z);
glEnd();///結束畫
glPopMatrix();///還原矩陣
去網址:http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
下載1.window(解壓縮)
2.data
3.glut32.dll
開啟 Light Material
Step1:
幫茶壺打光的程式碼:
glEnable(GL_DEPTH_TEST);
///開啟 3D的深淺深度的測試,近的會蓋掉遠的
///打開第一個燈光
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///光的設定值
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);
///Material的設定值
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);
Step2:加入glutMotionFunc(motion);
加入的程式碼:
void motion(int x, int y) ///TOD0: motion函式,改 light_position[]的值,呼叫函式
{
light_position[0]= (x-150)/15.0; ///光源的x座標
light_position[1]=-(y-150)/15.0; ///光源的y座標
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glutPostRedisplay(); ///TODO:重製畫面
最終的程式碼:
#include <GL/glut.h>
///外面有個打光的陣列
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 };
GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f }; ///TODO:const刪掉(不然會跑不出來.
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);
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
void motion(int x, int y)
{
light_position[0]= (x-150)/15.0;///光源的x座標
light_position[1]=-(y-150)/15.0;///光源的y座標
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glutPostRedisplay();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE| GLUT_DEPTH);
glutCreateWindow("week08 light");
glutDisplayFunc(display);
glutMotionFunc(motion);
///裡面要有打光設定的函式
glEnable(GL_DEPTH_TEST);///要記得剪貼這行
///開啟 3D的深淺深度的測試=> 近的會蓋掉遠的
///打開第一個燈光
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///光的設定值
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);
///Material的設定值
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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