2016年3月29日 星期二

Week06 蔡宜真

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

        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();//結束

glPopMatrix(); //pop還原矩陣

課堂作業1

前往教材 jsyeh.org/3dcg10
下載 [source][data][win32][glut32.dll]
做Light&Material練習 


打光★
課堂作業2
做出有光澤感的茶壺★

crtl+F (搜尋light,並複製程式碼)


const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };//這行要記得改-5.0f

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_DEPTH);
    glutCreateWindow("hello");


    glutDisplayFunc(display);


    glClearColor(1,1,1,1);
      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();

    return EXIT_SUCCESS;
}
課堂作業3
光的移動位置★
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 };
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 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 的新的位置(*5是因為z是-5.0)
 light_position[1] =-(y-150)/150.0*5;///換算出 光源y 的新的位置(所以換算到-5~ +5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_DEPTH);
    glutCreateWindow("hello");


    glutDisplayFunc(display);
    glutMotionFunc(motion);///加入滑鼠的 motion函式



    glClearColor(1,1,1,1);
      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();

    return EXIT_SUCCESS;
}
課堂作業四
改變顏色☆
更改const GLfloat light_diffuse[]  = { 1.2f, 0.2f, 1.0f, 1.0f }; 程式碼




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