- 網址:http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
- 下載 [source][data][win32][glut32.dll]
- 點開Data檔 用右鍵點擊一個OBJ檔用Notepade++打開
- v 頂點
- vn 法向量
- vt 貼圖
- f 面
自己做出transformation出來
- 打開glut檔案
- 將剛剛在Notepade++打開的[transformation.c]程式碼複製到專案中
- 將[glm.c]更名為[glm.cpp]
- 將glm.cpp和glm.h拉到專案的目錄中
- 在codeblock中將glm.cpp加進去專案內
- 最後將data資料夾放入freeglut中的bin裡面
將模型放入程式中
- 將程式碼清空
- 打上下列程式碼
程式碼:
#include <GL/glut.h>
#include "glm.h" ///使用外掛
GLMmodel * model=NULL; ///指標,只到GLM的資料結構
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(model==NULL) model =glmReadOBJ("data/Al.obj"); ///讀入模型
glmUnitize(model); ///怕模型太大太小,改成Unit單位大小-1..+1
glmFacetNormals(model); ///計算facet的法向量s
glmVertexNormals(model, 90); ///計算vertex的法向量s
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL); ///畫
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week11親手打造");
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);
}
glPushMatrix();
glRotatef(180,0,1,0);
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week11親手打造");
glutDisplayFunc(display);
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();
}



沒有留言:
張貼留言