2020年5月6日 星期三

w11 3D Model

★討論3D Model

◎多加一個source檔⤵


1.先觀察data資料夾裏頭的OBJ檔案,使用notepad++開啟




◎程式碼中:
 v:點
 f:面


2.開啟source檔,裏頭將glm.cglm.htransformation.c檔解壓縮並開啟




3.code;block開啟glut project,將transformation.c程式碼貼上覆蓋原程式



4.依照以下步驟







※此為範例

☆創造3D Model

1.

#include <GL/glut.h>
#include "glm.h"
GLMmodel* model = NULL;///解釋:指標,指到資料結構OBJ摸型
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, 90.0);

    glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("w11_Model親手打造");

    glutDisplayFunc(display);
    glutMainLoop();


}





2.加打光
#include <GL/glut.h>
#include "glm.h"
GLMmodel* model = NULL;///解釋:指標,指到資料結構OBJ摸型
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, 90.0);
    }
    glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("w11_Model親手打造");
 
    glEnable(GL_DEPTH_TEST);///開啟3D的深淺深度的測試→近的會蓋掉遠的
    ///同顏色互相關聯
    glutDisplayFunc(display);
    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);
    glutMainLoop();


}


3.轉正面

#include <GL/glut.h>
#include "glm.h"
GLMmodel* model = NULL;///解釋:指標,指到資料結構OBJ摸型
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, 90.0);
}
        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("w11_Model親手打造");

    glEnable(GL_DEPTH_TEST);///開啟3D的深淺深度的測試→近的會蓋掉遠的
    ///同顏色互相關聯
    glutDisplayFunc(display);
    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);
    glutMainLoop();

}






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