下載安裝這4個檔案
v是頂點
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把glm.h和glm.cpp(要記得先改檔名才能使用)和專案放在同目錄
把glm.cpp加入專案
把3D的Data目錄放在bin資料夾裡
把範例程式變成自己可以使用
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做出模型#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;///指到GLM資料庫
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(model==NULL)model = glmReadOBJ("data/Al.obj");///讀入模型
glmUnitize(model);///改成單位大小-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);///draw
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week11我抄的");
glutDisplayFunc(display);
glutMainLoop();
}
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////打光
#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
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 };///打光,陣列裡有光的函式
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(model==NULL)model = glmReadOBJ("data/Al.obj");
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model, 90);
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week11我抄的");
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);///打光的函式
glEnable(GL_LIGHT0);///打光的函式
glEnable(GL_NORMALIZE);///打光的函式
glEnable(GL_COLOR_MATERIAL);///打光的函式
glEnable(GL_LIGHTING);///打光的函式
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);///打光的函式
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);///打光的函式
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);///打光的函式
glLightfv(GL_LIGHT0, GL_POSITION, light_position);///打光的函式
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);///打光的函式
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);///打光的函式
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);///打光的函式
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);///打光的函式
glutMainLoop();
}




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