2020年3月31日 星期二

第五週學習打光並移動光源ㄉ複製卡小

先到 點我辣!這個網站
然後下載datawin32glut32.dll
將windows解壓縮,glut32.dll跟data的資料放進去
點擊Light Material開啟檔案



進入主題

我們要練習如何打光!!! (੭ु´ ᐜ `)੭ु⁾⁾
首先ㄋ,open your六ㄍ圖型ㄉ辣ㄍ檔案

94他辣!
然後看看他ㄉ程式碼裡面

484長得豪像哦?!
我覺得很像辣!
總之ㄋ,這就是我們打光需要宣告ㄉ陣列辣!

我們來做ㄍ立體打光ㄉ水壺ㄅ
宣告打光ㄉ程式,啊我4複製貼上ㄉ啦ㄏ
在display畫茶壺,啊這ㄍ我也是ctrl+c、ctrl+v啦ㄏ

然後辣ㄍ打光ㄉ程式碼啊
我一樣複製貼上辣ㄏ(σ′▽‵)′▽‵)σ
整串程式碼幾乎ㄅ用自己打
484潮厲害啊( σ՞ਊ ՞)σ

See!打光ㄉ3D茶壺出來ㄌㄅ
做到這裡ㄉ我真是厲害嗚嗚( ´•̥̥̥ω•̥̥̥` )
啊,程式碼順便帶上

#include <GL/glut.h>
///打光第0步: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, 3.0f, -5.0f, 0.0f };///光源位置

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 };

static void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glutSolidTeapot(0.3);
    glutSwapBuffers();
}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(300,300);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("Weeeeeeeeeeeeeek05");
    glutDisplayFunc(display);

    ///打光需要3Dㄉdepth test
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    ///打光1:要開啟光線,原來範例就寫好了
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    ///打光2:要設定光的設定值(前面有陣列,這裡拿來用)
    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:要把物體也設定好它的matreial
    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;
}
然後捏
我們要試試讓光源移動哦哦哦!( • ̀ω•́ )

大概多打ㄌ這些程式碼
然後光源就可以移動辣!
哦哦哦哦哦哦哦!!!!!
卡小真ㄉ厲害爆ㄟ!!!
死給━━━━(゚∀゚)━━━━!!

#include <GL/glut.h>
///打光第0步: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, 3.0f, -5.0f, 0.0f };///光源位置

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 };

static void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glutSolidTeapot(0.3);
    glutSwapBuffers();
}

void motion(int x,int y){///讓光源移動
    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motionㄉx座標算光ㄉ位置
    light_position[1]=-(y-150)/150.0*10;
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);///用函式把光設好
    glutPostRedisplay();///貼ㄍpost請glut重畫畫面

}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(300,300);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("Weeeeeeeeeeeeeek05");
    glutDisplayFunc(display);
    glutMotionFunc(motion);

    ///打光需要3Dㄉdepth test
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    ///打光1:要開啟光線,原來範例就寫好了
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    ///打光2:要設定光的設定值(前面有陣列,這裡拿來用)
    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:要把物體也設定好它的matreial
    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;

}
接著試試調整視窗大小,茶壺大小也等比例改變
新增這些程式碼就可以隨意改變大小ㄌ耶!

放這麼大也okㄉ辣!
撒斯給!╮/(>▽<)人(>▽<)╭

照慣例ㄉ程式碼

#include <GL/glut.h>
///打光第0步: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, 3.0f, 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 };

static void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glutSolidTeapot(0.3);
    glutSwapBuffers();
}

void motion(int x,int y){///讓光源移動
    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motionㄉx座標算光ㄉ位置
    light_position[1]=-(y-150)/150.0*10;
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);///用函式把光設好
    glutPostRedisplay();///貼ㄍpost請glut重畫畫面

}

static void resize(int width, int height)///改視窗大小
{
    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ㄉ aspect ratio 長寬比
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(300,300);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("Weeeeeeeeeeeeeek05");
    glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutMotionFunc(motion);

    ///打光需要3Dㄉdepth test
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    ///打光1:要開啟光線,原來範例就寫好了
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    ///打光2:要設定光的設定值(前面有陣列,這裡拿來用)
    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:要把物體也設定好它的matreial
    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;
}

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