transformation.c

#include "glm.h"///解釋:使用外掛glm的外掛,glm.h配glm.c(.cpp)

GLMmodel* pmodel = NULL;///解釋:指標,指到資料結構OBJ模型
2.使用CodeBlocks開新專案,下載freeglut-MinGW-3.0.0-1.mp.zip,解壓縮之後打開freeglut,點開lib將libfreeglut.a複製加重新命名libglut32.a,接著就可以開專案(如下圖)

3.把所有程式碼Delete,將transformation.c的程式碼copy進來,把glm.h和glm.cpp複製到桌面的week11_model資料夾在此專案裡加入glm.cpp檔,再將data複製到freeglut資料夾裡,改視窗名稱 window = glutCreateWindow("第二節課與魔豆");

4.自己寫程式,親手打造model!!!!!程式碼如下!!!!!!!


#include <GL/glut.h>
#include "glm.h"///TODO:使用外掛
GLMmodel * model = NULL;///TODO:指標,指到GLM的資料結構
///TODO3:打光,陣列裡有光的參數
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");///TODO:讀入模型
glmUnitize(model);///TODO:怕模型太大太小,改成Unit單位大小-1..+1
glmFacetNormals(model);///TODO:計算Facet的法向量s
glmVertexNormals(model, 90);///TODO:計算vertex的法向量s
}
glPushMatrix();
glRotatef(180,0,1,0);
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);///TODO:畫
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11親手打造的");
glutDisplayFunc(display);
///TODO3:把打光的函式,放在這裡
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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