WEEK06
WORK01
第一步:將data、win32、glut32.dll下載並將win32解壓縮於桌面window的資料夾
第二步:將data與glut32.dll放入window中(data要解壓縮
第三步:開啟Light Material.exe
第四步:在右上方的視窗,按右鍵選擇Model(模型){圖中選擇的是Dolphins
第五步:在左下方的視窗,按右鍵選擇Materials(材質)
{圖中選擇的是Ruby(紅寶石) and Pearl(珍珠)}
第六步:在右方的視窗中,按右鍵選擇不同的模式,嘗試各種打光方式
WORK02
3D茶壺打光
#include<GL/glut.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };//物體周圍打光顏色
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };//物體擴散(色散)打光顏色
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };//物體光滑面的打光顏色
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };//物體光滑面的打光顏色
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };//打光方向(水平、垂直、深度)
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };//物體周圍的材質顏色
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };//物體擴散(色散)的材質顏色
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };//物體光滑面的材質顏色
const GLfloat high_shininess[] = { 100.0f };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//清理彩色影像與深度影像畫面
glutSolidTeapot(0.3);//建置茶壺
glutSwapBuffers();
}
int main (int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);//視窗模式雙記憶體與深度視窗
glutCreateWindow("Hello 3D");
glutDisplayFunc(display);呼叫
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();
}
WORK03
連接到jsyeh/3dcg10的網頁,點擊螢幕中的兩項PDF中,查看關於ambient、diffuse、specular的說明與簡介。
#include<GL/glut.h>
#include<stdio.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 };
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();
}
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);
glutMotionFunc(motion);
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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