Week11
今天一開始上課先去http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/下載四個東西,分別是網站裡面的 [source][data][win32]和 glut32.dll,然後跟以前一樣解壓縮後開啟檔案
轉180度後-
#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親手打造的");
glutDisplayFunc(display);
glutMotionFunc(motion);
glEnable(GL_DEPTH_TEST); ///3D的深淺度
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();
}
然後開啟window裡面的隨機一個檔案,打開他的Notepad++搜尋他的頂點與法向量,然後自己去摸索一下他的程式碼
解壓縮source資料夾,之後用Dev-C++打開它裡面的glm.c,glm.h,transformation.c三個檔案
去下載freeglut,用CodeBlocks新增一個專案新增的GLUT專案裡,把transformation範例拿進來跑,再把glm.c,glm.h放到同一個目錄,再把glm.cpp加入專案裡,執行前要把3D model的data目錄放到freeglut資料夾的bin裡即可執行
之後把上面別人的程式碼全部刪掉,自己親手打造一個程式碼,設計出一個白色的機器人
#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();
}
//////
Light
- 利用"codeblocks"的"GLUT"來複製"light"的程式碼
- "ctrl+f"來搜尋關鍵字"light"#include <GL/glut.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 是不可改變的意思,刪掉就可以改了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);glutSolidTeapot(0.3);glutSwapBuffers();}///新增這個函式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("Week8_light");glutDisplayFunc(display);
glutMotionFunc(motion); ///新增這行 , 讓mouse motion改變光源位置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();}
進階版-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親手打造的");
glutDisplayFunc(display);
glutMotionFunc(motion);
glEnable(GL_DEPTH_TEST); ///3D的深淺度
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180度後-
#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親手打造的");
glutDisplayFunc(display);
glutMotionFunc(motion);
glEnable(GL_DEPTH_TEST); ///3D的深淺度
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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