glTranslatef(x,y,z);//移動
glRotatef(angle,x,y,z);//旋轉
glScalef(x,y,z);//縮放
glBegin(GL_POLYGON);//開始畫
glNormal3f(nx,ny,nz);//向量
glTexCoord2f(tx,ty);//貼圖座標
glColor3f(r,g,b);//色彩
glVertex3f(x,y,z);//頂點
glEnd();
glPopMatrix();//pop還原矩陣.
- 前往老師的網站下載教材:jsyeh.org/3dcg10
打開Light Material.exe
左上調Model
左下調材質
右下調屬性質
\
把茶壺打光
用GLUT原本給的程式碼複製修改
給茶壺打光看起來像立體
#include <GL/glut.h>
//複製光等數值函數
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()
{
}
int main(int argc,char **argv)
{
}
void display()
{
//自己打上茶壺
}
下面找到INT MAIN複製
修改
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("hello 3d");
glutDisplayFunc(display);
glutMainLoop();
}
}
以下刪除後執行
#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);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc,char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("hello 3d");
glutDisplayFunc(display);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
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();
}
自己調整光的相關數值
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; (r,g,b)
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; (r,g,b)
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; (r,g,b)
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f }; //位置(X,Y,Z)
調整了position的Z軸後(5.0改-0.5),面光
加上能滑鼠調整光源直射位置的程式碼
//display {}
#include <stdio.h>
void motion(int x,int y)
{
light_position[0]=(x-150)/150.0;
light_position[1]=-(y-150)/150.0;
glLightfv(GL_LIGHT0,GL_POSITION, light_position);
glutPostRedisplay();
printf("%f %f\n", light_position[0],light_position[1]);
}
//main{
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("hello 3d");
glutDisplayFunc(display);
glutMotionFunc(motion);
}
























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