1.開頭:打光
(不用附網址了吧)
(其實還是看得懂啦,只是不知道怎麼解釋)
附錄1:光學
同顏色的物件只會反射同樣顏色的光,白色會反射所有的光,黑色會吸收所有的光。(其實現實的光學也差不多是那樣,不過因為有環境的關係比較難觀察)
今天的單字:
pos:position(位置)
K(代數)a:ambint light(環境光)
K(代數)d:diffuse light(打光)
K(代數)s:specular linght(反光)
Shininese(特別亮)
Emission(發光)
2.實作:綜合應用
(以上沒到太重要,在講原本的程式在作什麼,下面比較重要。)
附錄2:今天的程式碼
#include <GL/glut.h>
float angle=0;
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 display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
angle++;
glutSwapBuffers();
}
int main(int argc,char ** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week5");
glutDisplayFunc(display);
glutIdleFunc(display);
glClearColor(1,0,1,1);
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();
}
附錄3:好用的程式檢測
C Tutor
PS:今天怎麼覺得有點累,跟不太上
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