week05
期中考題目
1. 期中考題https://jsyeh.org/gl/會用moodle考
2. 模擬練習
week06-0_sample
1.新增專案
2. 找到程式碼, 有2大塊 : 陣列宣告 函式
3. glutMainLoop()之前的12+2行
第一塊
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 };
第二塊
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);
week06-1_lighting
1. File-New-Project, GLUT專案, week06-1_lighting
2. 貼上 GLUT 11行程式
3. 貼上剛剛week06-0_sample裡找到打光的程式碼
#include <GL/glut.h>void display(){glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSolidTeapot( 0.3 );glutSwapBuffers();}
//這裡, 等一下要放打光的陣列宣告8行 (第一塊)
int main(int argc, char *argv[]){glutInit(&argc, argv);glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);glutCreateWindow("week06_lighting");glutDisplayFunc(display);//這裡, 等一下要放打光的12+2行程式碼(第二塊)glutMainLoop();}
4. 把11行改const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
5.可以調整燈光
6. 把9行改const GLfloat light_diffuse[] = { 1.0f, 1.0f, 0.0f, 1.0f };
7. 可以變成黃色燈光(不是茶壺變黃色)
8. 到https://jsyeh.org/3dcg10/下載 source data win32
9. 把data資料夾移到windowns裡面
10. 把 Light Material.exe點開
week06-2_lighting_glNormal3f
1. File-New-Project , GLUT專案 , week06-2_lighting_glNormal3f
2. 把剛剛的程式拿來用
3. 加上四邊形
4. 修改程式碼 , 茶壺就能旋轉了
#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();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 0.0f, 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);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week06_lighting");
glutDisplayFunc(display);
glutIdleFunc(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();
}
week06-3_glm_obj_model
1. File-New-Project , GLUT專案 , week06-3_glm_obj_model
2.貼入11行的GLUT程式
3. 從課本範例學習 source.zip 有3個程式檔 : transformation.c glm.h glm.c 解壓縮
4. 要將專案做設定
4.1. 把glm.h 放到 桌面\week06-3_glm_obj_model 目錄裡
4.1. 把glm.c 放到 桌面\week06-3_glm_obj_model 目錄裡, 改檔名為glm.cpp
5.用Notepad++ 開啟 transformation.c 研究他的程式碼 , 關鍵字 glm 找到程式碼
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
void
drawmodel(void)
{
if(!pmodel)
{
pmodel = glmReadOBJ("data/Al.obj");
if(!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
drawmodel();
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week06_lighting");
glutDisplayFunc(display);
glutMainLoop();
}
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