2023年3月8日 星期三

愛喝奶茶的石靈-week04-旋轉

 我是誰我在哪我可以睡了嗎QQ

第一節課

先下載老師給的範例檔案

https://jsyeh.org/3dcg10/

data > data.zip

win32 > windows.zip

glut32.dll > 按保留




程式碼

#include <GL/glut.h>
float angle =0;///宣告global全域變數angle
void display()
{
    glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glRotatef(angle,0 ,1 ,0);///旋轉angle角度
        glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
    angle++;///角度++
}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week04");
    glutDisplayFunc(display);
    glutIdleFunc(display);///有空idle時就重畫畫面
    glutMainLoop();
}

第二節課

打光練習

程式碼:

///加上打光效果,Ctrl+F可找到light相關程式
#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 myLight()
{
    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);

}
float angle=0;//step02-1宣告global全域變數angle
void display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
            glRotatef(angle,0,1,0);
        glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
    angle++;
}
int main(int argc,char *argv[])
{

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week04");


    glutDisplayFunc(display);
    glutIdleFunc(display);//step02-1重畫畫面

    myLight();///step02-2自己寫一個myLight()函式
    glutMainLoop();

}



#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 mylight()
{
    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);
}
float angle=0;
void display()
{
    glClearColor(1,1,1,1);///清背景
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glRotatef(angle,0,1,0);
        glColor3f(1,1,0);///加黃色
        glutSolidTeapot(0.3);
    glPopMatrix();
    glutSwapBuffers();
    angle++;
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("week04");
    glutDisplayFunc(display);
    glutIdleFunc(display);
    mylight();
    glutMainLoop();

}
很多很雜 但也還好 反正就是打光
第三節課

移動旋轉的順序如果不一樣就會變得不一樣黑 要多注意

程式碼:
#include <GL/glut.h>
float angle=0;
void display()
{
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glTranslatef(0.6,0,0);///step03-2
        glRotatef(angle,0,1,0);///旋轉angle角度
        glColor3f(1,1,0);
        glutSolidTeapot(0.3);
    glPopMatrix();

    glPushMatrix();        
        glRotatef(angle,0,1,0);///旋轉angle角度
        glTranslatef(0.6,0,0);///step03-2       
        glColor3f(1,0,0);
        glutSolidTeapot(0.3);
    glPopMatrix();

    glutSwapBuffers();
    angle++;
}
int main(int argc,char *argv[])
{

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week04");


    glutDisplayFunc(display);
    glutIdleFunc(display);
    glutMainLoop();

}

快睡著了 有點懶得注記 就先這樣吧 下課~

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