2016年3月29日 星期二

Week6


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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