固定機能:スポットライト

「固定機能:スポットライト」の編集履歴(バックアップ)一覧はこちら

固定機能:スポットライト」(2015/03/14 (土) 13:18:24) の最新版変更点

追加された行は緑色になります。

削除された行は赤色になります。

<p><strong>スポットライトです。<br /> 放射の様子がわかるように回転させています。<br /> 固定機能ではポリゴン数を多くして細分化しないと効果がわかり辛いです。<br /> フラグメントシェーダーだとピクセル単位で処理してくれるので少ないポリゴンでも<br /> 非常に綺麗な結果が得られます。</strong></p> <p> <img alt="" src="http://cdn21.atwikiimg.com/opengl?cmd=upload&amp;act=open&amp;pageid=98&amp;file=spotl.png" /></p> <table border="1" cellpadding="1" cellspacing="1" width="600"><tbody><tr><td> <p>#pragma comment(linker, "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")<br /> #include &lt;GL/freeglut/freeglut.h&gt;</p> <p>#define WIDTH 320<br /> #define HEIGHT 240</p> <p>//回転用<br /> float anglex = 0.0f;<br /> //オレンジ<br /> GLfloat orange[] = { 1.0f, 0.6f, 0.0f, 1.0f };<br /> //ライトの位置<br /> GLfloat lightpos[] = { 0.0, 100.0, 0.0, 1.0 };<br /> //ディスプレイリスト<br /> GLuint ListID=0;</p> <p>GLfloat ambient[] = { 1.0, 1.0, 1.0, 1.0 };<br /> GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };<br /> GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 };</p> <p>GLfloat dir[] = { 0.0f, -1.0f, 0.0f };</p> <p>void Square(int x1,int y1,int x2, int y2){<br />  glVertex3i(x1,0,y1);<br />  glVertex3i(x2,0,y1);<br />  glVertex3i(x2,0,y2);<br />  glVertex3i(x1,0,y2);<br /> }</p> <p>void display(void)<br /> {</p> <p> glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);<br />  glViewport(0, 0, WIDTH, HEIGHT);<br />  glMatrixMode(GL_PROJECTION);<br />  glLoadIdentity();<br />  //視野角,アスペクト比(ウィンドウの幅/高さ),描画する範囲(最も近い距離,最も遠い距離)<br />  gluPerspective(30.0, (double)WIDTH / (double)HEIGHT, 1.0, 1000.0);<br />  glMatrixMode(GL_MODELVIEW);<br />     glLoadIdentity();<br />  //視点の設定<br />  gluLookAt(150.0,100.0,-200.0, //カメラの座標<br />       0.0,0.0,0.0, // 注視点の座標<br />      0.0,1.0,0.0); // 画面の上方向を指すベクトル</p> <p>    glLightfv( GL_LIGHT0, GL_POSITION, lightpos );</p> <p>    glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );<br />     glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );<br />     glLightfv( GL_LIGHT0, GL_SPECULAR, specular );</p> <p>    glLightf( GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.001f );<br />     glLightf( GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.001f );<br />     glLightf( GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.0001f );</p> <p>    glLightfv( GL_LIGHT0, GL_SPOT_DIRECTION, dir );<br />     glLightf( GL_LIGHT0, GL_SPOT_CUTOFF, 30.0f );<br />     glLightf( GL_LIGHT0, GL_SPOT_EXPONENT, 10.0f );</p> <p> //マテリアルの設定<br />  glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, orange);<br />  //回転<br />  glRotatef(anglex,1.0f,0.0f,0.0f);//X軸を回転<br />  glCallList(ListID);</p> <p> glutSwapBuffers();<br /> }<br /> void idle(void)<br /> {<br />  anglex+=0.2f;<br />  Sleep(1);<br />  glutPostRedisplay();<br /> }<br /> void Init(){<br />  glClearColor(0.3f, 0.3f, 0.3f, 1.0f);<br />  glEnable(GL_DEPTH_TEST);<br />  glEnable(GL_LIGHTING);<br />  glEnable(GL_LIGHT0);</p> <p> ListID = glGenLists(1);<br />  glNewList(ListID,GL_COMPILE);<br />  glBegin(GL_QUADS);<br />  for(int i=0;i&lt;100;i++){<br />   for(int j=0;j&lt;100;j++){<br />    Square(i-50,j-50,i+1-50,j+1-50);<br />   }<br />  }<br />  glEnd();<br />  glEndList();</p> <p>}<br /> int main(int argc, char *argv[])<br /> {<br />  glutInitWindowPosition(100, 100);<br />  glutInitWindowSize(WIDTH, HEIGHT);<br />  glutInit(&amp;argc, argv);<br />  glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);<br />  glutCreateWindow("スポットライトで照らす");<br />  glutDisplayFunc(display);<br />  glutIdleFunc(idle);<br />  Init();<br />  glutMainLoop();<br />  return 0;<br /> }</p> </td> </tr></tbody></table><p> </p>
<p><strong>スポットライトです。<br /> 放射の様子がわかるように回転させています。<br /> 固定機能ではポリゴン数を多くして細分化しないと効果がわかり辛いです。<br /> フラグメントシェーダーだとピクセル単位で処理してくれるので少ないポリゴンでも<br /> 非常に綺麗な結果が得られます。</strong></p> <p> <img alt="" src="http://cdn21.atwikiimg.com/opengl?cmd=upload&amp;act=open&amp;pageid=98&amp;file=spotl.png" /></p> <table border="1" cellpadding="1" cellspacing="1" style="width:100px;"><tbody><tr><td>ファイル</td> </tr><tr><td><a href="http://www21.atwiki.jp/opengl?cmd=upload&amp;act=open&amp;pageid=98&amp;file=main.cpp"> main.cpp</a></td> </tr></tbody></table><p>main.cpp</p> <table border="1" cellpadding="1" cellspacing="1" width="600"><tbody><tr><td> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;"> #pragma comment(linker, "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")<br /> #include &lt;GL/freeglut/freeglut.h&gt;</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;"> #define WIDTH 320<br /> #define HEIGHT 240</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;"> //回転用<br /> float anglex = 0.0f;<br /> //オレンジ<br /> GLfloat orange[] = { 1.0f, 0.6f, 0.0f, 1.0f };<br /> //ライトの位置<br /> GLfloat lightpos[] = { 0.0, 100.0, 0.0, 1.0 };<br /> //ディスプレイリスト<br /> GLuint ListID=0;</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;"> GLfloat ambient[] = { 1.0, 1.0, 1.0, 1.0 };<br /> GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };<br /> GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 };</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;"> GLfloat dir[] = { 0.0f, -1.0f, 0.0f };</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;"> void Square(int x1,int y1,int x2, int y2){<br />  glVertex3i(x1,0,y1);<br />  glVertex3i(x2,0,y1);<br />  glVertex3i(x2,0,y2);<br />  glVertex3i(x1,0,y2);<br /> }</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;"> void display(void)<br /> {</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;">  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);<br />  glViewport(0, 0, WIDTH, HEIGHT);<br />  glMatrixMode(GL_PROJECTION);<br />  glLoadIdentity();<br />  //視野角,アスペクト比(ウィンドウの幅/高さ),描画する範囲(最も近い距離,最も遠い距離)<br />  gluPerspective(30.0, (double)WIDTH / (double)HEIGHT, 1.0, 1000.0);<br />  glMatrixMode(GL_MODELVIEW);<br />     glLoadIdentity();<br />  //視点の設定<br />  gluLookAt(150.0,100.0,-200.0, //カメラの座標<br />       0.0,0.0,0.0, // 注視点の座標<br />      0.0,1.0,0.0); // 画面の上方向を指すベクトル</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;">     glLightfv( GL_LIGHT0, GL_POSITION, lightpos );</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;">     glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );<br />     glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );<br />     glLightfv( GL_LIGHT0, GL_SPECULAR, specular );</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;">     glLightf( GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.001f );<br />     glLightf( GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.001f );<br />     glLightf( GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.0001f );</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;">     glLightfv( GL_LIGHT0, GL_SPOT_DIRECTION, dir );<br />     glLightf( GL_LIGHT0, GL_SPOT_CUTOFF, 30.0f );<br />     glLightf( GL_LIGHT0, GL_SPOT_EXPONENT, 10.0f );</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;">  //マテリアルの設定<br />  glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, orange);<br />  //回転<br />  glRotatef(anglex,1.0f,0.0f,0.0f);//X軸を回転<br />  glCallList(ListID);</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;">  glutSwapBuffers();<br /> }<br /> void idle(void)<br /> {<br />  anglex+=0.2f;<br />  Sleep(1);<br />  glutPostRedisplay();<br /> }<br /> void Init(){<br />  glClearColor(0.3f, 0.3f, 0.3f, 1.0f);<br />  glEnable(GL_DEPTH_TEST);<br />  glEnable(GL_LIGHTING);<br />  glEnable(GL_LIGHT0);</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;">  ListID = glGenLists(1);<br />  glNewList(ListID,GL_COMPILE);<br />  glBegin(GL_QUADS);<br />  for(int i=0;i&lt;100;i++){<br />   for(int j=0;j&lt;100;j++){<br />    Square(i-50,j-50,i+1-50,j+1-50);<br />   }<br />  }<br />  glEnd();<br />  glEndList();</p> <p style="margin:1em 0px;color:rgb(42,42,42);font-family:arial, helvetica, '繝偵Λ繧ョ繝手ァ偵ざ Pro W3', 'Hiragino Kaku Gothic Pro', Osaka, '繝。繧、繝ェ繧ェ', Meiryo, 'MS P繧エ繧キ繝�け', clean, sans-serif;font-size:12px;line-height:19.4559993743897px;"> }<br /> int main(int argc, char *argv[])<br /> {<br />  glutInitWindowPosition(100, 100);<br />  glutInitWindowSize(WIDTH, HEIGHT);<br />  glutInit(&amp;argc, argv);<br />  glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);<br />  glutCreateWindow("スポットライトで照らす");<br />  glutDisplayFunc(display);<br />  glutIdleFunc(idle);<br />  Init();<br />  glutMainLoop();<br />  return 0;<br /> }</p> </td> </tr></tbody></table><p> </p>

表示オプション

横に並べて表示:
変化行の前後のみ表示: