1.複習打光、視窗調整、上色
程式碼:
放大視窗(預設300x300)
移動視窗(預設會照著前一個位置往下移一點點)
glutInitWindowSize(500,500);
glutInitWindowPosition(700,0);
色彩: glClearColor() glColor3f()
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}打光試看看(可從 GLUT 範例拿來用)
打光陣列
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 };
同時要有打光的函式, 在 main()呼叫
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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);整合
#include <GL/glut.h>
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
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 };
int main( int argc, char ** argv )
{
glutInit( &argc, argv);
glutInitWindowSize(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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();
}程式碼:
float oldX=0;
void mouse(int button, int state, int x, int y){
oldX = x;
}
void motoin( int x, int y ){
angle += x-oldX;
oldX = x;//小心,不要漏掉了
glutPostRedisplay();///重畫畫面
}
int main( int argc, char ** argv )
{
glutInit( &argc, argv);
glutInitWindowSize(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
//...
}整合#include <GL/glut.h>
float angle=45,oldX, oldY;
void mouse(int button, int state, int x, int y){
oldX=x;
}
void motion(int x, int y){
angle += x-oldX;
oldX = x;//小心,不要漏掉了
glutPostRedisplay();///重畫畫面
}
void display(){
glClearColor( 1,0,0,0);///用來Clear的Color 用紅色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f( 1,1,0 );
glutSolidTeapot( 0.3 );
glPushMatrix();
glTranslatef(-0.3, 0, 0);///(3)再把轉動中的手臂,掛到肩上
glRotatef(angle, 0,0,1);///(2)再轉動它
glTranslatef(-0.3, 0.1, 0);///(1)移動旋轉中心,放正中心
glutSolidTeapot(0.3);///左手臂
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
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 };
int main( int argc, char ** argv )
{
glutInit( &argc, argv);
glutInitWindowSize(300,300);
glutInitWindowPosition(700,200);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week17 review");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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();
}


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