2024年3月28日 星期四

week06

 #week06

##期中考題

模擬練習

缺的函式有
glPushMatrix();//備份矩陣
    glTranslatef(x,y,z);//移動
    glRotatef(angle,x,y,z);//轉動
    glScalef(x,y,z);//縮放
    glBegin(GL_POLYGON);//開始畫
        glColor3f(r,g,b);//色彩
        glTexCoord2f(tx,ty);//貼圖座標
        glNormal3f(nx,ny,nz);//打光的法向量
        glVertex2f(x,y);//頂點
    glEnd();//結束畫
glPopMatrix();//還原矩陣

#week06-0_sample

 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
 #include <GL/glut.h>
 void display()
 {
     glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
     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);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow(" week04 translate rotate scale");
    glutDisplayFunc(display);
    glutIdleFunc(display);///加這行
    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();


}
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };///改成-5

https://jsyeh.org/3dcg10/
下載
[source][data][win32]
#week06-2_lighting_glNormal3f
1.把week06-1_lightingt程式拿來用
2.加上四邊形
 #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);///加這行

    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
2.貼入11行GLUT程式
4.1把glm.h放到 桌面\week06-3_glm_obj_model 目錄裡
4.2把glm.c放到 桌面\week06-3_glm_obj_model 目錄裡,改glm.cpp
4.3在專案裡按右鍵 Add Files, 加入glm.cpp

#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);
    glutIdleFunc(display);
    glutMainLoop();
}




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