按照以往方式開啟GLUT
在程式碼頁面按Ctrl+F
搜尋light
發現原本的程式碼內就有打光的程式
再開始更改程式碼
#include <GL/glut.h>
///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 };
///X Y Z 點光源/平行光
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);///茶壺大小
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;
}
就可以得到炫泡立體茶壺💫
如何獲得可以移動的光源呢?
void motion(int x,int y)///讓光源移動用motion函式
{
GLfloat light_position[]={2.0f,5.0f,-5.0f,0.0f};///陣列,放位置
light_position[0]=(x-150)/150.0*10;///用motion的x座標,算光的位置
light_position[1]=-(y-150)/150.0*10;
glLightfv(GL_LIGHT0, GL_POSITION,light_position);///用函示把光設定好
glutPostRedisplay();///貼個post請GLUT重畫畫面
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutMotionFunc(motion);///記得擺放motion函式
就獲得了可以跟著滑鼠進行光源移動啦!
static void resize(int width, int height)///可改視窗大小
{///保持物體的aspect ratio長寬比,要是正確的
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();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutReshapeFunc(resize);///記得在main函式增加
glutDisplayFunc(display);
glutMotionFunc(motion);
可以隨意更改視窗的大小喔!




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