2020年5月6日 星期三

Week11

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






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_LIGHT0GL_POSITIONlight_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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