2020年5月20日 星期三

Week13

主題:如何處理GLUT .cbp 專案檔 的設定 (執行目錄、include/lib目錄、link lib檔)


Step1:原先顯示cbp.檔案,無法直接開啟→File Associations(副檔名)→去Settings-Environment-Manage-把cbp.勾起來

Step2:加wav聲音檔,
#include "mmsystem.h"
PlaySoundA("ccheer.wav",NULL,SND_ASYNC);(

Step3:讀入模組,把mtl.obj.檔or老師給的data裡的mtl.obj.檔到專案檔裡→source的glm.c要改成glm.cpp ;glm.h到專案檔

Step4:開啟CodeBlocks→專案Add files→glm.cpp開啟

Step5:打光函示&模組程式碼
#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){///我們需要 glm 來幫忙秀3D模型
        model = glmReadOBJ("Al.obj");///TODO2:讀入3D模型,在執行目錄中
        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_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("Week13");

    glutDisplayFunc(display);

    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);

    glutMainLoop();

    return EXIT_SUCCESS;
}

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