2020年3月31日 星期二

week05


先到
下載[data] [win32glut32.dll 這幾個檔案,接著像上週一樣解壓縮

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開啟Light Material檔案

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成功開啟
可以試著調整光線的角度方向

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練習幫茶壺加上光線效果
程式碼如下

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#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 };///光線的角度
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;
}
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讓光線隨著滑鼠移動
程式碼

#include <GL/glut.h>

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()
{
    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};///陣列,放位置
        light_position[0] = (x-150)/150.0*10;///用motion的x坐標,算光的位置
        light_position[1] = -(y-150)/150.0*10;
        glLightfv(GL_LIGHT0,GL_POSITION,light_position);///用函式,把光設好
        glutPostRedisplay();///貼個post請GLUT重畫畫面
}
///所增加的程式碼
int main(int argc,char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutDisplayFunc(display);
    glutMotionFunc(motion);
///現在我們想要光源動,用motion函式做

    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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