2016年3月29日 星期二

Week 06 柯君翰

#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

1.課堂作業(1)
#打光--原本


#打光--不同軸打光


#程式碼--
#include<GL/glut.h> const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; /*調整光線 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[] = { 0.1f, 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(); }

1.課堂作業(2)
光的方向可換


#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, 0.3f, 1.0f };
GLfloat light_position[] = { 0.3f, 0.3f, 0.f, 0.3f };

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[]   = { 0.1f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };

void motion(int x,int y)
{
    light_position[0]=(x-150)/150.0*5;
    light_position[1]=(y-150)/150.0*5;
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    glutPostRedisplay();
}

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);

    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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