


🔴更改工作目錄,改成小數點.

🔴再將freeglut.dll放到專案目錄裡

🔴到老師的網站下在[data][source]
然後解壓縮[data]和[source]

🔴再把data的[al.mtl][al.obj][porsche.mtl][porsche.obj]丟到專案目錄裡

🔴再把source的[glm.h][glm.c]丟到專案目錄裡
再將[glm.c]改檔名變[glm.cpp]

🔴到codeblocks的專案上面add files 把[glm.cpp]加進來

🔴秀出超大的領帶
#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 };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(model==NULL)
{
model=glmReadOBJ("Al.obj");
}
glmDraw(model,GLM_SMOOTH | GLM_MATERIAL);
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week13");
glutDisplayFunc(display);
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;
}

🔴秀出真正的模型檔
#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 }; ///加負號改變光源位置
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);
if(model==NULL)
{
model=glmReadOBJ("Al.obj");
glmUnitize(model); ///單位向量
glmFacetNormals(model); ///重算(面)法向量
glmVertexNormals(model,90); ///重算(頂點vn)法向量
}
glRotatef(180,0,1,0); ///轉180度 背面轉正面
glmDraw(model,GLM_SMOOTH | GLM_MATERIAL);
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week13");
glutDisplayFunc(display);
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;

🔴加上汽車模型當作手臂

🔴可以旋轉的右手臂

🔴加上上手臂和下手臂

🔴可以旋轉的上下手臂

🔴做完右手在做左手

🔴兩隻手都有上下手臂,但轉動角度都一樣很奇怪

🔴讓上下手臂能分開轉動 分別按0123
#include <GL/glut.h>
#include "glm.h" ///我們需要 glm 來幫忙秀3D模型
GLMmodel * model=NULL;///我們需要 glm 來幫忙秀3D模型
GLMmodel * model2=NULL;///TODO5: 另一個模型
///留下打光的部分 (陣列)
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 };
///TODO4:光的位置,z調正負
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 drawBody()///TODO5: 移出來變函式
{
if(model==NULL){///我們需要 glm 來幫忙秀3D模型
model = glmReadOBJ("Al.obj");///TODO2:讀入3D模型,在執行目錄中
glmUnitize(model);///....還缺一些...
glmFacetNormals(model);///TODO4:重算(面)法向量
glmVertexNormals(model, 90);///TODO4:重算(頂點vn)法向量
}
glPushMatrix();///TODO4:
glScalef(0.8, 0.8, 0.8);///TODO5:希望它小一點
glRotatef(180, 0,1,0);///TODO4:對Y軸轉180度
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();///TODO4:
}
void drawArm()///TODO5: 另一個模型
{
if(model2==NULL){///TODO5:
model2 = glmReadOBJ("porsche.obj");///TODO5:
glmUnitize(model2);///TODO5: 大太了,就縮小 -1...+1
}
glPushMatrix();
glScalef(0.2, 0.2, 0.2);///TODO5: 變小一點
glRotatef(90, 0,1,0);///TODO5: 轉一下 側面
glmDraw(model2, GLM_SMOOTH | GLM_MATERIAL);///TODO5:
glPopMatrix();
}
float angle[4]={0,0,0,0};///TODO8: 變成很多個陣列!!!
int angleID=0;///TODO8: 現在在動的,是哪一個關節呢?
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawBody();///TODO5: 移出來變函式
glPushMatrix();/// 右 手臂 TODO6
glTranslatef(0.3, 0.3, 0);///TODO6: (3)等一下要掛在哪裡
glRotatef(angle[0], 0,0,1);///TODO6: (1) 有個轉動
glTranslatef(0.2, 0, 0);///TODO6: (2) 移動轉動的中心
drawArm();///右上 手臂 TODO5:
glPushMatrix();///TODO7:
glTranslatef(0.2,0,0);///TODO7:
glRotatef(angle[1], 0,0,1);///TODO7:
glTranslatef(0.2, 0, 0);///TODO7:
drawArm();///TODO7: 右下手臂
glPopMatrix();///TODO7:
glPopMatrix();///TODO6
glPushMatrix();/// 左 手臂 TODO6
glTranslatef(-0.3, 0.3, 0);///TODO6: (3)等一下要掛在哪裡
glRotatef(angle[2], 0,0,1);///TODO6: (1) 有個轉動
glTranslatef(-0.2, 0, 0);///TODO6: (2) 移動轉動的中心
drawArm();///左上 手臂 TODO5:
glPushMatrix();///TODO7:
glTranslatef(-0.2,0,0);///TODO7:
glRotatef(angle[3], 0,0,1);///TODO7:
glTranslatef(-0.2, 0, 0);///TODO7:
drawArm();///TODO7: 左下手臂
glPopMatrix();///TODO7:
glPopMatrix();///TODO6
glutSwapBuffers();
}
int oldX, oldY;///TODO8:
void mouse(int button, int state, int x, int y)///TODO8:
{///TODO8:
oldX=x; oldY=y;///TODO8:
}
void motion(int x, int y)///TODO6
{
angle[angleID] += (x-oldX);///TODO8
oldX = x;///TODO8:
glutPostRedisplay();///TODO6
}
void keyboard(unsigned char key, int x, int y)
{///TODO8:
if(key=='0') angleID=0;///TODO8:
if(key=='1') angleID=1;///TODO8:
if(key=='2') angleID=2;///TODO8:
if(key=='3') angleID=3;///TODO8:
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week13");
glutDisplayFunc(display);
glutMotionFunc(motion);///TODO6
glutMouseFunc(mouse);///TODO8:
glutKeyboardFunc(keyboard);///TODO8:
///留下下面的打光相關的函式....
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();
}



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