2020年5月6日 星期三

week11

1.OBJ 模型

從Moodle的課程範例3dcg10的網址
載 Source , Windows , data , glut32.dll














做出自己打造的模型


#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親手打造的");
    glutDisplayFunc(display);
    glutMainLoop();
}




加打光


#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 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();
}

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_LIGHT0, GL_POSITION, light_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);  

    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();
}



轉正


#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 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);
        glmDraw(model , GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();
    glutSwapBuffers();
}

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_LIGHT0, GL_POSITION, light_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);

    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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