2020年5月6日 星期三

Week 11 _


- Model -
 ✄ 把 Transformation.cpp 的程式放到 GLUT   



#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();
}



 ✄ 加入滑鼠打光   

#include <GL/glut.h>
#include "glm.h"

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 };
GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };

                               ///const 是不可改變的意思,刪掉就可以改了 

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 };

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();
}

 ///新增這個函式 
void motion(int x,int y
{
    light_position[0]=(x-150)/15.0 ///光的x座標 
    light_position[0]=(y-150)/15.0 ///光的y座標 
    glLightfv(GL_LIGHT0GL_POSITIONlight_position);  ///設定位置 
    glutPostRedisplay();  ///重畫畫面 

}

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

    glutMotionFunc(motion);  ///新增這行 , 讓mouse motion改變光源位置 

    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);

    glutDisplayFunc(display);
    glutMainLoop();
}


 ✄ 將模型轉向正面   

#include <GL/glut.h>
#include "glm.h"

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 };
GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };

                               ///const 是不可改變的意思,刪掉就可以改了 

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 };

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);
    }  

      glPushMatrix();
        glRotatef(180,0,1,0);  ///轉向 
        glmDraw(model , GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();

    glutSwapBuffers();
}

 ///新增這個函式 
void motion(int x,int y
{
    light_position[0]=(x-150)/15.0 ///光的x座標 
    light_position[0]=(y-150)/15.0 ///光的y座標 
    glLightfv(GL_LIGHT0GL_POSITIONlight_position);  ///設定位置 
    glutPostRedisplay();  ///重畫畫面 

}

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

    glutMotionFunc(motion);  ///新增這行 , 讓mouse motion改變光源位置 

    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);

    glutDisplayFunc(display);
    glutMainLoop();
}

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