2020年3月31日 星期二

第五週筆記

LIGHT











宣告陣列,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 };











   開啟光線
   glEnable(GL_LIGHT0);
   glEnable(GL_NORMALIZE);
   glEnable(GL_COLOR_MATERIAL);
   glEnable(GL_LIGHTING);

glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient); ambient 環境光 射出光線任一方向
glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse); diffuse 漫射光 垂直比傾斜更明亮
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); specular 鏡面光
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);


















可跟隨滑鼠移動打光













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();
}

記得在main涵式裡宣告
 glutMotionFunc(motion);

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