1.如何叫出3D茶壺且打燈
#include///打光0:宣告陣列,裡⾯有光的屬性值
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()///茶壺程式碼
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
///打光需要的3D depth test
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
///打光1:開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2:設定light的設定值
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);
///打光2.2:要把物體也設定好她的material
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();
return EXIT_SUCCESS;
2.用滑鼠改變光線位置
void motion(int x,int y)
{
GLfloat light_position[] = { 2.0f, -5.0f, -5.0f, 0.0f };
light_position[0] = (x-150)/150.0*10;
light_position[1] = -(y-150)/150.0*10;
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glutPostRedisplay();
}
glutMotionFunc(motion);
3.原尺寸放大縮小
static void resize(int width,int height)
{
const float ar = (float)width / (float) height;
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-ar,ar,-1,+1,-1,+1);///保持物體的aspect ratio 長寬比,要是正確的
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
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