2016年3月28日 星期一

Week06 鄭棕寶

本周重點
(1)期中考題
(2)複習內容
(3)打光

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

課堂作業1:
步驟1:進到下面的網址
http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
步驟2:下載windows、data和glut32.dll,並將資料解壓縮後丟進windows資料夾中
步驟3:執行 Light Material.exe並嘗試改變裡面的值




課堂作業2:
步驟1:先將第一週的茶壺放在新開的Project上面
步驟2:用搜尋功能找"light"並把以下程式碼貼到茶壺的程式中,再把原來的程式碼刪掉並執行
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 };
//放在函式外
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);
//放在main函式底下
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//放在display函式底下

總程式碼:
#include <GL/glut.h>//從桌面上的freeglut\GL\glut的程式
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();

}


課堂作業3:
步驟1:更改紅框框內的參數並觀察結果


課堂作業4:
步驟1:新增motion函式,主要是讓光可疑隨著滑鼠移動
(記得要加入#include <stdio.h>)
步驟2:在motion函式中加入程式碼,並刪掉移動的const(固定值)
#include <GL/glut.h>//從桌面上的freeglut\GL\glut的程式
#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();

}



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