2020年5月6日 星期三

Week11 - 07161045

OBJ
  • 先到www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10 下載4個檔案,分別為source、data、windows、glut32.dll
  • 下載好後,將windows、data、source解壓縮,再將data、glut32.dll拉近windows資料夾
     

     
  • 研究data裡的obj檔,並了解v、vn、vt、f的意思
     
  • 從source.zip裡面,把glm.h、glm.c、transformation.c 用Notepad++打開並研究它
     
  • 將transformation程式碼複製到main.cpp
     
  • 把下載裡的glm.c及glm.h複製到桌面的GLUT專案資料夾
  • 再把剛剛複製過去的glm.c改名為glm.cpp(因為這個是20年前的程式碼)
     
  • 再到CodeBlocks裡加入專案,將glm.cpp加入
     
  • 最後將windows裡的data複製到freeglut裡的bin
     
glmReadOBJ() & glmDraw()
  • 利用程式碼跑出模型
  • 程式碼如下:
#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模型");
                                            glutDisplayFunc(display);
                                              glutMainLoop();
                                            }

                                                 

                                            • 可加入滑鼠打光,讓模型更有感覺
                                            • 程式碼如下:

                                            #include <GL/glut.h>
                                              #include "glm.h"
                                                GLMmodel * model=NULL;

                                                    const GLfloat light_ambient[]  = { 0.4f, 0.4f, 0.4f, 0.4f };
                                                      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[] = { -5.3f, -4.0f, -6.0f, 4.3f };///打光




                                                                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();
                                                                                              }
                                                                                                void motion(int x, int y)
                                                                                                  {
                                                                                                        light_position[0]= (x-150)/10.0;
                                                                                                          light_position[1]=-(y-150)/10.0;
                                                                                                            glLightfv(GL_LIGHT0, GL_POSITION, light_position);
                                                                                                              glutPostRedisplay();
                                                                                                            }

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

                                                                                                                                    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();
                                                                                                                                                                          }

                                                                                                                                                                               

                                                                                                                                                                          • 再利用角度程式碼讓模型轉正面
                                                                                                                                                                          • 程式碼如下:

                                                                                                                                                                          #include <GL/glut.h>
                                                                                                                                                                            #include "glm.h"
                                                                                                                                                                              GLMmodel * model=NULL;

                                                                                                                                                                                  const GLfloat light_ambient[]  = { 0.4f, 0.4f, 0.4f, 0.4f };
                                                                                                                                                                                    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[] = { -5.3f, -4.0f, -6.0f, 4.3f };///打光


                                                                                                                                                                                              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);
                                                                                                                                                                                                                                }

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

                                                                                                                                                                                                                                              glutSwapBuffers();
                                                                                                                                                                                                                                            }
                                                                                                                                                                                                                                              void motion(int x, int y)
                                                                                                                                                                                                                                                {
                                                                                                                                                                                                                                                      light_position[0]= (x-150)/10.0;
                                                                                                                                                                                                                                                        light_position[1]=-(y-150)/10.0;
                                                                                                                                                                                                                                                          glLightfv(GL_LIGHT0, GL_POSITION, light_position);
                                                                                                                                                                                                                                                            glutPostRedisplay();
                                                                                                                                                                                                                                                          }

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

                                                                                                                                                                                                                                                                                  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();
                                                                                                                                                                                                                                                                                                                        }

                                                                                                                                                                                                                                                                                                                             

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