2020年5月6日 星期三

ELF

Transformation.exe & Transformation.c

http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
下載圈選的檔案

其中source.zip檔只需要這些檔案



研究檔案的資料。


v=vertex

vn=vertex normal
vt=vertex texture coomidate
f=facet

用codeblocks開啟Transformation.exe

將下載中的glm.c和glm.h複製到glut專案檔
glm.c要改成glm.cpp

複製Transformation.c的檔案內容貼到glut專案

新增檔案 > glut專案檔裡面的glm.cpp

data資料夾複製到freeglut > bin


即可執行專案

\

1-自己打glut程式碼畫出Transformation model的剪影


#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
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");
    glutDisplayFunc(display);
    glutMainLoop();
}



2-(打光)自己打glut程式碼畫出Transformation model的剪影

#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("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");
    glutDisplayFunc(display);

    glEnable(GL_DEPTH_TEST);

    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();


}




3-(人轉正面)自己打glut程式碼畫出Transformation model的剪影

#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("data/Al.obj");
        glmUnitize(model);
        glmFacetNormals(model);
        glmVertexNormals(model,90);
    }
    glPushMatrix();
        glRotatef(180,0,1,0);
        glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();
    glutSwapBuffers();
}

int main(int argc, char**argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("Week11");
    glutDisplayFunc(display);

    glEnable(GL_DEPTH_TEST);
    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();
}

畫圖必備程式碼

#include <GL/glut.h>
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glutSwapBuffers();
}

int main(int argc, char**argv)
{
    glutInit( &argc, argv );
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("Week___");
    glutDisplayFunc(display);
    glutMainLoop();
}

沒有留言:

張貼留言