主題: OBJ 模型
http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
step01_在3dcg10下載source,data,win32,dll檔,
照之前做法正確解壓縮, 研究 data裡面的 OBJ檔,
了解v(vertex),vn(vertex normal),vt(vertex ?),f(facet)等意思

step01-2_再看更多OBJ檔的內容,並解釋

step02_從source.zip裡面,把glm.h glm.c transformation.c 都解出來,用Notepad++研究它

step03_示範CodeBlocks新增GLUT專案,把freeglut下載安裝設定好,把main.cpp變成transformation的內容,把glm.c變glm.cpp再加入資料夾,最後freeglut bin目錄放 data目錄,即可成功

step03-2老師全部重新示範一次,新增GLUT專案week11_model,先確定可以跑,再把main.cpp的內容改成transformation的內容,再把transformation.c的程式貼進來。最後把glm.cpp加入專案,再把 freeglut bin目錄裡放data資料夾

step04_親手寫出glm的程式碼,glmReadOBJ()讀入模型,glmDraw()畫出模型
#include <GL/glut.h>
#include "glm.h"///將外掛叫進來
GLMmodel * model=NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
///這裡不一樣
if(model==NULL)model=glmReadOBJ("data/Al.obj");///讀入模型
glmUnitize(model);///TODO:怕模型太大太小,改成unit單位大小-1...+1
glmFacetNormals(model);///計算facet的法向量s
glmVertexNormals(model,90);///計算vertex的法向量s
glmDraw(model,GLM_SMOOTH|GLM_MATERIAL);///畫出來
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week11親手打造");
glutDisplayFunc(display);
glutMainLoop();
}

step05_複習:打光
#include <GL/glut.h>
#include "glm.h"///將外掛叫進來
GLMmodel * model=NULL;
///打光,陣列裡有參數
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);
///這裡不一樣
if(model==NULL)model=glmReadOBJ("data/Al.obj");///讀入模型
glmUnitize(model);///TODO:怕模型太大太小,改成unit單位大小-1...+1
glmFacetNormals(model);///計算facet的法向量s
glmVertexNormals(model,90);///計算vertex的法向量s
glmDraw(model,GLM_SMOOTH|GLM_MATERIAL);///畫出來
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week11親手打造");
glEnable(GL_DEPTH_TEST);///開啟3D的深淺深度測試=>近的蓋掉遠的
///打開第一個燈光
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///光的設定值
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);
///material的設定值
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);
glutDisplayFunc(display);
glutMainLoop();
}

將模型旋轉180度
#include <GL/glut.h>
#include "glm.h"///將外掛叫進來
GLMmodel * model=NULL;
///打光,陣列裡有參數
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);
///這裡不一樣
if(model==NULL)
{
model=glmReadOBJ("data/Al.obj");///讀入模型
glmUnitize(model);///TODO:怕模型太大太小,改成unit單位大小-1...+1
glmFacetNormals(model);///計算facet的法向量s
glmVertexNormals(model,90);///計算vertex的法向量s
}
glPushMatrix();
glRotatef(180,0,1,0);///模型轉180度
glmDraw(model,GLM_SMOOTH|GLM_MATERIAL);///畫出來
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week11親手打造");
glEnable(GL_DEPTH_TEST);///開啟3D的深淺深度測試=>近的蓋掉遠的
///打開第一個燈光
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///光的設定值
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);
///material的設定值
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);
glutDisplayFunc(display);
glutMainLoop();
}

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