2016年3月29日 星期二

Week6 01130555

期中考題:

glPushMatrix();
  glTranslatef(x,y,z);
  glRotatef(x,y,z);
  glScalef(x,y,z);
  glBegin(GL_POLYGON);
    glNormal3f(nx,ny,nz);
    glTexCoord2f(tx,ty);
    glColor3f(r,g,b);
    glVertex3f(x,y,z);
  glEnd();
glPopMatrix();

課堂作業一

左上為更改模型

左下為更改材質顏色

課堂作業二

加入光影:


課堂作業三

光影移動:

課堂作業四

R
G
B


Source Code
#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 display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3ub(255,120,120);
    glutSolidTeapot(0.3);
    glutSwapBuffers();
}

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();
}

int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("PIGUDADA");

    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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