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
(2)複習內容
(3)打光:教材(理論/實作 操作)
實作
todo1
教材light material.exe左上:調model
左下:material
右:屬性
可以換model

todo2
新glut專案打光
#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};//打光源
const GLfloat high_shininess[]={100.0f};//光
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();
}
todo3
調亮度
todo
用motion改光位置
#include <GL/glut.h>
const GLfloat light_ambient[]={2.0f,0.1f,0.0f,1.0f};
const GLfloat light_diffuse[]={3.0f,1.0f,2.0f,5.0f};
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,0.5f,0.8f,1.0f};
const GLfloat mat_specular[]={0.0f,1.0f,0.0f,0.0f};
const GLfloat high_shininess[]={90.0f};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
#include <stdio.h>
void motion(int x,int y)///滑鼠按下後的motion
{
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重新 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);
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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