2020年5月6日 星期三

愚者 WEEK11



Maya OBJ模型檔












 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();

}

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