1. 下載完老師需要的檔案

////16.為使用外掛 glm的外掛 glm.h 配 glm,c (.cpp)

//// 66.指標,指到資料結構 obj模型
2.把Translation檔案匯進CodeBlocks裡面

3.開始移動檔案、目錄

18.
////先將範本刪除(自己做)
////把trancformation的程式複製進去
////欲使用外掛 glm的外掛 glm.h + glm.c (記得改成glm.cpp )
////因為還沒把glm.h &glm.cpp放到專案的同一個目錄裡
////(雙引號"glm.h"會先去專案的目錄找)
////把 glm.cpp加入專案中
////執行前 ,要把3D model 的data 目錄放到freeglut 的 bin裡面
***放一個data就好,不要data中的data***
4.執行完成就可以把transformation放進codeBlocks裡面了~~~

5.開始製作貼圖

#include<GL/glut.h>
#include "glm.h" ///使用外掛
GLMmodel * model=NULL; ///指標,指到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);
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); ///開始畫
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE| GLUT_DEPTH);
glutCreateWindow("week11親手打造貼圖");
glutDisplayFunc(display);
glutMainLoop();
}
6.加上color、light

8-17行加上光的函式
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 };
39-55行
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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);

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();
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