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); //放大縮小
glBegin(GL_POLYGON); //開始畫
glNormal3f(nx,ny,nz); // 法向量
glTexcoord2f(tx,ty); // 貼圖座標
glColor3f(r,g,b); //顏色
glVertex3f(x,y,z); //頂點
glEnd(); //結束畫
glPopMatrix(); //pop跳出還原矩陣 (拿出來)
作業 1 :
將windows解壓縮 把data資料夾及glut32.dll丟進去
選擇"Light Material"
按右鍵可以選擇模型
下面按右鍵可以選擇材質
打開code blocks
燈光練習
今天的程式碼:
#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("Light");
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();
}
展示成果
移動光源:
將上方的程式碼做一些修改
1.const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
→更改為GLfloat light_position[]= {2.0f, 5.0f, -5.0f, 0.0f};
2.以及main()之中的 glutDisplayFunc(display);





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