2020年3月31日 星期二

week05

找到光

照之前的步驟打開code程式碼發現裡面竟然有打光的程式碼 再將他修改 如下

#include <GL/glut.h>

///打光開始 宣告陣列 有光屬性
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 }; //x,y,z,平行光or點光源

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 };

///茶壺
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 3D的
    glEnable(GL_DEPTH_TEST);

    ///打光1 開啟光線
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);

    ///打光2 設定光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 物體設定他的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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互動式改光位置

加上藍底程式碼

#include <GL/glut.h>

///打光開始 宣告陣列 有光屬性
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };//Ambient無所不在的漫射
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };//擴張
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f }; //x,y,z,平行光or點光源

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 };

///茶壺
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-150)/150.0 *10;
    light_position[1]= -(y-150)/150.0*10;
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    glutPostRedisplay();
}
int main(int argc, char *argv[])
{

    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutDisplayFunc(display);
    glutMotionFunc(motion);

    ///打光也需要 3D的
    glEnable(GL_DEPTH_TEST);

    ///打光1 開啟光線
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);

    ///打光2 設定光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 物體設定他的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;
}
_________________________________________________________________________________

保持物體的長寬比

static void resize(int width, int height)///可改視窗大小
{///保持物體的aspect ratio長寬比,要是正確的
    const float ar=(float) width/(float)height;
    glViewport(0,0,width,height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(-ar,ar,-1,+1,-1,+1);///保持物體的aspect ratio長寬比,要是正確的
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutReshapeFunc(resize);///記得在main函式增加
    glutDisplayFunc(display);
    glutMotionFunc(motion);

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