1. OBJ 模型
3D Graphics:http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/?fbclid=IwAR2OUEeWqt9OQ0mHhp4IQ3Q-quA6cJYR-V0m_Zzx6hO2CrvRcKg9G7ONXSA
->下載 win32 ,data,glut32.dll 加上soures
->V表示vertex頂點座標

用Notapad++開啟Data ->glm.h,glm.c,transformation.c
2. 利用glm讀入OBJ模型
建立GLUT專案->將內部全刪除->複製soure檔中的transformation.c的程式碼貼到專案上->匯入soure檔中的glm.c&glm.h到專案資料夾中->將glm.c改成glm.cpp



最後將model的data檔匯入freeglut的bin資料夾中
親手打造模型

#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("親手打造");
glutDisplayFunc(display);
glutMainLoop();
}
打光旋轉

#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);
}
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("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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