2020年3月31日 星期二

week05


依照上週步驟打開Light&Material,並右鍵點ruby觀察變化

把glut程式砍掉一些就能變成茶壺程式
#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();
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutDisplayFunc(display);
///打光也需要的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:要設定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:要把物體也設定好它的meterial
    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);
///其實原本177行程裡,有打光的程式
    glutMainLoop();

    return EXIT_SUCCESS;
}
增加能影響光線的程式碼
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();///貼post請glut重畫畫面;
}


沒有留言:

張貼留言