1.期中考題:
glPushMatrix();//push備份矩陣
glTranslatef(x, y, z);//移動
glRotatef(角度, 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
glPushMatrix();//push備份矩陣
glTranslatef(x, y, z);//移動
glRotatef(角度, 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
作業一:
下載jsyeh/3dcg10網頁裡的windows、data和glut32.dll,開啟Light Material.exe,試著改變裡面的值
開啟後試玩
作業二:
將上次用的茶壺程式碼,加入light的程式碼,產生結果如下
程式碼:
#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);//設定視窗模式
glutCreateWindow("hello 3D");//叫出顯示圖案的視窗""裡為視窗名
glutDisplayFunc(display);//呼叫void裡的函釋
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();
}
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);//設定視窗模式
glutCreateWindow("hello 3D");//叫出顯示圖案的視窗""裡為視窗名
glutDisplayFunc(display);//呼叫void裡的函釋
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();
}
作業三:
調整light程式碼裡面的參數值,觀看其變化:
結果如下↓↓↓
產生了顏色的變化,還有陰影也有些許不同
作業四: 加入motion,讓光可以隨者滑鼠移動
程式碼:
#include <GL/glut.h>
#include <stdio.h>
const GLfloat light_ambient[] = { 0.6f, 0.5f, 0.0f, 0.5f };
const GLfloat light_diffuse[] = { 5.0f, 5.0f, 5.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat light_position[] = { 1.0f, 1.0f, -5.0f, 10.0f };
const GLfloat mat_ambient[] = { 0.5f, 0.5f, 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);
glPushMatrix();//備份Matrix (Matrix裡有translate, rotate, scale的量值)
glColor3f(1,1,1);
glutSolidTeapot(0.3);
glPopMatrix();//還原Matrix(回到剛剛push的樣子)
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);//重設光位置
glutPostRedisplay();//請glut送出Re display顯示
printf("%f %f\n",light_position[0],light_position[1]);
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);//設定視窗模式
glutCreateWindow("hello 3D");//叫出顯示圖案的視窗""裡為視窗名
glutDisplayFunc(display);//呼叫void裡的函釋
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();
}
#include <stdio.h>
const GLfloat light_ambient[] = { 0.6f, 0.5f, 0.0f, 0.5f };
const GLfloat light_diffuse[] = { 5.0f, 5.0f, 5.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat light_position[] = { 1.0f, 1.0f, -5.0f, 10.0f };
const GLfloat mat_ambient[] = { 0.5f, 0.5f, 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);
glPushMatrix();//備份Matrix (Matrix裡有translate, rotate, scale的量值)
glColor3f(1,1,1);
glutSolidTeapot(0.3);
glPopMatrix();//還原Matrix(回到剛剛push的樣子)
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);//重設光位置
glutPostRedisplay();//請glut送出Re display顯示
printf("%f %f\n",light_position[0],light_position[1]);
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);//設定視窗模式
glutCreateWindow("hello 3D");//叫出顯示圖案的視窗""裡為視窗名
glutDisplayFunc(display);//呼叫void裡的函釋
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();
}
結果↓↓↓





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