glPushMatrix();//push備份
glTranslatef(x,y,z); //移動
glRotatef(角度,x,y,z);//旋轉
glScalrf(x,y,z);//縮放
glBegin(GL_POLYGON);//開始畫
glNormal3f(nx,ny,nz);//法向量
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
glTranslatef(x,y,z); //移動
glRotatef(角度,x,y,z);//旋轉
glScalrf(x,y,z);//縮放
glBegin(GL_POLYGON);//開始畫
glNormal3f(nx,ny,nz);//法向量
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
課堂作業1
下載教材
打光
左上:model
左下:material
右邊:屬性
課堂作業2
新增GLUT專案
打光copy
#include <GL/glut.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };//周圍
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };//擴散
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };//鏡面
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };//位置
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();
}

課堂作業3
改material

課堂作業4
用motion改位置
#include <GL/glut.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 1.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 0.3f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 0.0f, 1.0f };
GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.174500, 0.011750, 0.11750, 0.05500 };
const GLfloat mat_diffuse[] = { 0.614240, 0.041360, 0.041360, 0.05500 };
const GLfloat mat_specular[] = { 0.727811, 0.626959, 0.626959, 0.05500 };
const GLfloat high_shininess[] = { 76.800003 };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
#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]);
}
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();
}

新增GLUT專案
打光copy
#include <GL/glut.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };//周圍
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };//擴散
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };//鏡面
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };//位置
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();
}

課堂作業3
改material

課堂作業4
用motion改位置
#include <GL/glut.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 1.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 0.3f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 0.0f, 1.0f };
GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.174500, 0.011750, 0.11750, 0.05500 };
const GLfloat mat_diffuse[] = { 0.614240, 0.041360, 0.041360, 0.05500 };
const GLfloat mat_specular[] = { 0.727811, 0.626959, 0.626959, 0.05500 };
const GLfloat high_shininess[] = { 76.800003 };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
#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]);
}
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();
}


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