2020年3月31日 星期二

Note by Jack Week06

光線

示範光線如何照射

利用示範程式打光

打光的茶壺

重新調整視窗


#include <GL/glut.h>

const GLfloat light_ambient[]  = { 1.5f, 0.5f, 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 };

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);
    //glFrustum(-ar, ar, -1.0, 1.0, 0.2, 100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}

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

void motion(int x,int y)
{
    GLfloat light_position[]={2.0f,5.0f,-5.0f,0.0f};
    light_position[0]=(x-640)/640.0*10;
    light_position[1]=-(y-360)/360.0*10;
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    glutPostRedisplay();
}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(1280,720);
    //glutInitWindowPosition(1920,1080);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutMotionFunc(motion);

    glEnable(GL_DEPTH_TEST);

    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();

    return EXIT_SUCCESS;
}


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