把data.zip的data/???obj檔用Notepad++打開來研究,並且知道意思。
#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();
}
-打光後 -
#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);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week11親手打造的");
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();
glutMainLoop();
}
-翻轉180度-
#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,-20.0f,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("week11親手打造的");
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();
glutMainLoop();
}
#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,-20.0f,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("week11親手打造的");
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();
glutMainLoop();
}




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