glPushMatvix(); //Push備份矩
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); //貼圖座標
glColor3f(r,g,b); //色彩
glVertex3f(x,y,z); //頂點
glEnd();
glPopMatrix(); //pop還原矩陣
作業1
1.http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
2.把 windows.zip 和 data.zip解壓縮
3.將data的資料夾和glut32.dll放進windows的資料夾
4.打開 Light Material
5.介面
6.左上的圖點選右鍵可以更換圖案
7.左下的圖點選右鍵可以更換顏色
8.右方的數值可以更改照射的顏色。
作業2
1.file-new-project 新增GLUT專案
2.新增專案
3.附設freeglut專案
4.拼拼貼貼尋找其他程式的程式,完成自己的程式。
#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");
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();
}
作業3--改數值看光的變化。
改變GLfloat light_ambient的數字 會影響他的顏色
改變GLfloat light_diffuse 會影響
改變light_specular
作業4 --Motion
#include <GL/glut.h>
#include <stdio.h>
const GLfloat light_ambient[] = { 0.2f, 0.5f, 0.7f, 1.0f }; /// R G B Alpha--周圍
const GLfloat light_diffuse[] = { 0.0f, 1.0f, 1.0f, 1.0f }; ///擴散
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; ///鏡面
GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f }; ///光的位置 x,y,x,光源(若為0是平行光 反之則是點光源)
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 montion(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); ///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");
glutDisplayFunc(display);
glutMotionFunc(montion); ///呼叫 Montion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();
}
沒有留言:
張貼留言