2022年4月11日 星期一

week08

1.下載檔案

https://jsyeh.org/3dcg10/ 

data  win32


2.開專案

3.


#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);
    glColor3f(1, 1, 0);
    glutSolidTeapot(0.3);
    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week08");

    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();
}

4.更改光線位置
#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);
    glColor3f(1, 1, 0);
    glutSolidTeapot(0.3);
    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week08");

    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();
}

5.



#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);
    glColor3f(1, 1, 0);
    glutSolidTeapot(0.3);
    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(300, 300);
    glutInitWindowPosition(100, 300);

    glutCreateWindow("week08");

    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();
}

6.期中考練習









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