Class Work 1
glPushMatric();//push 備份矩陣
gltranslatef(x,y,z);//移動 10 points
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();//結束畫
glPopMatric();//pop 還原矩陣
Class Work 2
左上 改設定
左下 改設定

Class Work 3 可以轉

Source Code
#include<GL/glut.h>
float rotX=0,rotY=0;
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()
{
glClearColor(0,0,1,1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(rotX,0,1,0);
glRotatef(rotY,1,0,0);
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("3D挖嗚");
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);
glutMotionFunc(motion);
glutMainLoop();
}
Class Work 3-2 改變光源
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()
{
glClearColor(0,0,1,1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
void motion(int x, int y)
{
light_position[0]=(x-150)/150.0*5;///換算出光源x的位置 (*5是因為x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間)
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glutPostRedisplay();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("3D挖嗚");
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);
glutMotionFunc(motion);
glutMainLoop();
}
Class Work 4 改變光 改變質材
改變光
(const GLfloat light_diffuse[]={1.0f, 1.0f, 1.0f, 1.0f};)
改變質材
(const GLfloat mat_diffuse[]={1.0f, 1.0f, 1.0f, 1.0f};)
Source Code:
#include<GL/glut.h>
//float rotX=0,rotY=0;
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[]={1.0f, 1.0f, 1.0f, 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)
{
light_position[0]=(x-150)/150.0*5;///換算出光源x的位置 (*5是因為x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間)
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("3D挖嗚");
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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