2016年6月12日 星期日

week06 林聖倫

期中GL程式
glPushMatrix()// push備份矩陣
  glTranslatef(x,y,z)//移動
  glRotatef(angle,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()
glPopMatrix()//pop還原矩陣

作業二:
#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 }; //改茶壺顏色
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();

}


作業三:
#include <GL/glut.h>
#include <stdio.h>
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 8.0f, 3.0f, 1.0f, 0.9f };
const GLfloat light_specular[] = { 0.3f, 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);
    glutSolidTeapot(0.3);
    glutSwapBuffers();
}
void motion(int x,int y)
{
    light_position[0]=(x-150)/150.0;
    light_position[1]= -(y-150)/150.0;
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);
    glutPostRedisplay();
    printf("%f %f\n",light_position[0],light_position[1]);
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("hello 3D");

    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();

}

作業三:
加入滑鼠MOTION
#include <GL/glut.h>
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 8.0f, 3.0f, 1.0f, 0.9f };
const GLfloat light_specular[] = { 0.3f, 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,0.5f,0.8f,1.0f};
const GLfloat mat_specular[]={0.0f,1.0f,0.0f,0.0f};
const GLfloat high_shininess[]={90.0f};

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glutSolidTeapot(0.3);
    glutSwapBuffers();
}
#include <stdio.h>
void motion(int x,int y)///滑鼠按下後的motion
{
    light_position[0]=(x-150)/150.0;
    light_position[1]=-(y-150)/150.0;
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);///重設光位置
    glutPostRedisplay();///請glut送出Re重新 display顯示
    printf("%f %f\n",light_position[0],light_position[1]);
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("hello 3D");
    glutDisplayFunc(display);
    glutMotionFunc(motion);///加入motion函式


    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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