2020年5月6日 星期三

Week 11

開始下載Win Data Source  Glut32四個檔案
從Data裡可更改程式碼


從Source裡拿出三個程式碼開啟




設定完就可以跑別人的程式了


用程式化自己的模型

#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();
}


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 };
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);
    ///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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