2016年4月11日 星期一

Week07 汪柏超

Week07

期中考的考題

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);  //(多邊形)開始畫
        glNormal3f(nx,ny,nz);  //法向量
        glTexCoord2f(tx,ty);  //貼圖座標
        glColor3f(r,g,b);  //色彩
        gltertex3f(x,y,z);  //頂點
    glEnd();
glPopMatrix();  //Pop還原矩陣


到 http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
下載老師放的"data","win32(window系統)",和
"glut32.dll"  並
將其解壓縮

作業1:
打光的雕像




作業2:
將GLUT專案中程式碼改寫





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, 0.0f, 0.0f };///光角度 第三位是Z軸(正面)

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()
{
    glClearColor(1,1,1,1);
    glClear(GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT);///後面是影像深度(3D)
    glutSolidTeapot(0.3);
    glutSwapBuffers();
}

int main(int argc,char **argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("hello3D");
    glutDisplayFunc(display);
    glClearColor(1,1,1,1);///茶壺顏色
    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:

紅光

反射光

作業4:

程式碼:

#include <GL/glut.h>
#include <stdio.h>
const GLfloat light_ambient[]  = { 1.0f, 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, 0.0f, 0.0f };

const GLfloat mat_ambient[]    = { 0.2f, 0.2f, 0.4f, 1.0f };
const GLfloat mat_diffuse[]    = { 0.1f, 0.4f, 0.8f, 1.0f };
const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };

void display()
{
    glClearColor(1,1,1,1);
    glClear(GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT);
    glutSolidTeapot(0.3);
    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("hello3D");
    glutDisplayFunc(display);

    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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