2016年3月29日 星期二

Week 06, 吳東峻

期中GL程式
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);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:
打光
到 http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
下載"data","win32","glut32.dll" 解壓縮到windlow檔案夾內

開啟 Light Material

上面可以選擇model
下面選擇物體材質

課堂作業2:
打開code blocks
#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 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();

}






課堂作業3:
加入滑鼠motion


#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();



}



課堂作業4:.
改變光改材質


#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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