期中考必考10+1行程式碼
1. glPushMatrix(); //備份矩陣
2. glTranslatef(x,y,z); //移動
3. glRotatef(angle,x,y,z); //轉動
4. glScalef(x,y,z); //縮放
5. glBegin(GL_POLYGON); //開始畫
6. glColor3f(r,b,b); //色彩
7. glTexCoord2f(tx,yx); //貼圖座標
8. glNormal3f(nx,ny,nz); //打光的法向量
9. glVertex3f(a,b,c); //頂點
10. glEnd(); //結束畫
11. glPopMatrix(); //還原矩陣
打光 (lighting)
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 };
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);
剛剛出現的圖示背光狀態
改變光的位置,把position Z軸的位置多加負號,就會出現正面打光!
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
讓茶壺轉動
開啟新專案,複製前一個的程式碼
加上以下幾個程式(紅色字的部分):
#include <GL/glut.h>
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle++,0,1,0);
glBegin(GL_POLYGON);
glNormal3f(0,0,1);
glVertex2f(-1,-1);
glVertex2f(1,-1);
glVertex2f(1,1);
glVertex2f(-1,1);
glEnd();
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
另外記得在glutDisplayFunc(display) 下方在加一行 glutIdleFunc(display);
#include "glm.h"
GLMmodel* pmodel = NULL;
void
drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/porsche.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
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