2017年4月11日 星期二

Week08

TRT 打光
1.開專案
 2.剪貼程式碼
3.加茶壺,留display() 找light留8行
 4.留main() 找light留8行 找light留8行
5.執行
6.加入角度變數及Rotate函式
6.加入glutIdleFunc(display)
 7.執行
各種形狀
1.glutWireTeapot(0.3)

 2.glutsolidsphere(半徑,柳切,堆疊)
 3.glutWireSphere(半徑,柳切,堆疊)
 4.glutSolidCone(0.4,0.8,20,30)
 5.glutWireCone(0.4,0.8,8,4)
 6.glutWireTorus(0.2,0.4,8,20)


7.應用(一個轉動一個移動)

#include <GL/glut.h>
#include <stdlib.h>
float angle=0;
static void display(void)
{
    angle++;
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(0,1,0);
    glPushMatrix();
        ///glTranslatef(-2.4,1.2,-6);
        glRotatef(angle,0,1,0);
        ///glutSolidTeapot(0.3);
        ///glutWireTeapot(0.3);
        ///glutSolidSphere(0.4,30,30);
        ///glutWireSphere(0.4,6,20);
        ///glutSolidCone(0.4,0.8,20,30);
        ///glutWireCone(0.4,0.8,20,30);
        glutWireTorus(0.2,0.4,8,20);
    glPopMatrix();
    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 };

/* Program entry point */

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    ///glutReshapeFunc(resize);
    glutDisplayFunc(display);
    ///glutKeyboardFunc(key);
    glutIdleFunc(display);///閒閒沒事幹display

    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    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();

    return EXIT_SUCCESS;
}

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