2016年3月28日 星期一

week06

期中考題目
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

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();
}


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