2016年4月12日 星期二

week06

<期中考複習> 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   glVertex3f(x,y,z); ///頂點   glColor3f(r,g,b); ///色彩   glNormal3f(nx,ny,nz); ///法向量   glTexCoord2f(tx,ty); ///貼圖座標  glEnd(); ///結束 glPopMatrix(); ///pop還原矩陣 <課堂作業一> 1.到 jsyeh/3dcg10 這個網址下載 [data] [win32] glut32.dll教材 2.將window解壓縮 3.打開data資料夾 並將data及glut32.dll丟到window資料夾 4.打開 Light Material 執行檔 5. 左上視窗→可以選圖案 左下視窗→可以選顏色 右邊視窗→更改燈光來源及陰暗面 <課堂作業二> 開啟codeblock打開GLUT專案 打出以下程式碼 就可以寫出可打光的程式碼 #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("hello 3D"); 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(); } <課堂作業三> 以下程式碼 可利用滑鼠自行更改光源方向 #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) { light_position[0] =(x-150)/150.0*5; ///換算出光源x的新位置(*5是因為z是-0.5) 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();///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_DOUBLE | GLUT_DEPTH); glutCreateWindow("hello 3D"); glutMotionFunc(motion);///加入滑鼠motion函式 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(); } <課堂作業四> 調整以下數值 可改變茶壺顏色 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 };

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