glpushMatrix();//Push備份矩陣
glTranslatef(x,y,z);//移動
glRotatef(angle , x,y,z);//旋轉
glScalef(x,y,z);//縮放
glBegin(GL_POLYGON);//開始畫圖
glNormal3f(nx,ny,nz);//法向量
glTexCoord3f(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
先解壓縮freeglut
在使用GLUT
點開main.cpp
先不刪減任何程式預留剪貼程式
Ctrl+F Find "light"找到以下部分
貼上到 display() 前

Find "LIGHT0"
找到下列程式碼
貼入main函式裡頭
貼入main函式裡頭

秀出立體茶壺且打光
此時position在5.0 為背面
所以茶壺呈現暗色

將光換面打光
此時position 在-5.0
所以此時茶壺呈現亮色

輸入程式碼
#include <GL/glut.h>
#include <stdio.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };///光的顏色
const GLfloat light_diffuse[] = { 1.0f, 1.5f, 0.0f, 0.0f };
const GLfloat light_specular[] = { 2.0f, 2.0f, 0.0f, 2.0f };
GLfloat light_position[] = { -2.0f, -5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };///材質顏色
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 motion(int x,int y)///光跟這滑鼠走
{
light_position[0]=(x-150)/150.0;
light_position[1]=-(y-150)/150.0;
glLightfv(GL_LIGHT0,GL_POSITION,light_position);///重設光的位子
glutPostRedisplay();///請glut送出Re重新 display顯示
printf("%f %f\n",light_position[0],light_position[1]);
}
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);
glutMotionFunc(motion);///加入motion函式
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();
}
會變成
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