期中考內容!!!
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
glNormal3f(nx,ny,nz); //法向量
glTexcoord2f(tx,ty,tz); //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
http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
下載
1. data 2. window32 3. glut32dill
解壓縮檔
解壓縮window32到桌面
解壓縮data到window32裡
解壓縮data到window32裡
把glut32dill執行檔放到winow32裡面
開啟 Light & Material左上視窗 更改Model
左下視窗 更改Material
右邊視窗 更改屬性




課堂作業 2
*複製程式然後打光
#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();
}
課堂作業 3
改變數值觀察光的顏色及位置
課堂作業 4
使用滑鼠移動光的位置

#include <GL/glut.h>
const GLfloat light_ambient[]={0.0f,0.0f,0.0f,1.0f};
const GLfloat light_diffuse[]={1.0f,0.0f,0.0f,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();
}
#include <stdio.h>
void motion(int x,int y) ///滑鼠按下後motion格式
{
light_position[0]=(x-150)/150.0;
light_position[1]=-(y-150)/150.0;
glLightfv(GL_LIGHT0, GL_POSITION, light_position);///重設光位置
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); //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();
}



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