2016年3月29日 星期二

Week 06 蔡雯茜

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   glVertex3f(x,y,z); ///頂點
  glColor3f(r,g,b); ///色彩
  glNormal3f(nx,ny,nz); ///法向量
  glTexCoord2f(tx,ty); ///貼圖座標
 glEnd(); ///結束 glPopMatrix(); ///pop還原矩陣




【課堂作業 一】


 jsyeh.org/3dcg10/ 下載 data / win32 /glut32.dll



如同Week02,接著打開 Light Material



左上格,可以選擇自己想要模型。



左下格,可以選擇自己想要的配色。



右格上方,更改亮度;下方,更改暗度。





【課堂作業 二】


一樣開啟 GLUT 專案。
輸入以下程式碼

#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); 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(); }

可使圖增加打光效果,而非只有純色。




可新增以下程式碼,可使用滑鼠控制茶壺轉動。

#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 };

float rotX=0, rotY=0;

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glRotatef(rotY,1,0,0); ///旋轉 角度rotY, 軸(1,0,0) x軸
        glRotatef(rotX,0,1,0); ///旋轉 角度rotY, 軸(0,1,0) y軸
        glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
}
void motion(int x,int y)
{
    rotX=x; rotY=y;
    display();
}
int main(int argc,char *argv[])
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("hello 3D");

    glutMotionFunc(motion);
    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 三】

可用滑鼠選擇想要打光的地方。

#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 };
GLfloat light_position[] = { 2.0f, 5.0f,-5.0f, 0.0f }; ///not const 可以改變

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 motion(int x,int y) ///滑鼠的motion函式
{
    light_position[0]=  (x-150)/150.0*5; ///換算出光源x的新位置 (*5是因為z是 -5.0)
    light_position[1]= -(y-150)/150.0*5; ///換算出光源y的新位置 (所以換算到-5~+5之間)
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);
    glutPostRedisplay(); /// display(); glut貼個Post文章 請glut重新(re)顯示display
}

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);
    glutMotionFunc(motion); ///加入滑鼠的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();

}

  範例 一

 範例 二


【課堂作業 四】

以下程式碼可更改茶壺光線色彩。

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 };
GLfloat light_position[] = { 2.0f, 5.0f,-5.0f, 0.0f }; 


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