
將source檔中的al.mtl,al.obj,porsche.mtl,porsche.obj拉到專案的目錄中。
再將Data檔中的glm.c和glm.h拉到專案的目錄,並將glm.c改名為glm.cpp。
再來將程式碼打上去,即可出現下列圖像
程式碼:
#include <GL/glut.h>
#include "glm.h" ///我們需要 glm 來幫忙秀3D模型
GLMmodel * model=NULL;///我們需要 glm 來幫忙秀3D模型
GLMmodel * model2=NULL;///TODO5: 另一個模型
///留下打光的部分 (陣列)
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 };
///TODO4:光的位置,z調正負
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 drawBody()///TODO5: 移出來變函式
{
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);///....還缺一些...
glmFacetNormals(model);///TODO4:重算(面)法向量
glmVertexNormals(model, 90);///TODO4:重算(頂點vn)法向量
}
glPushMatrix();///TODO4:
glScalef(0.8, 0.8, 0.8);///TODO5:希望它小一點
glRotatef(180, 0,1,0);///TODO4:對Y軸轉180度
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();///TODO4:
}
void drawArm()///TODO5: 另一個模型
{
if(model2==NULL){///TODO5:
model2 = glmReadOBJ("porsche.obj");///TODO5:
glmUnitize(model2);///TODO5: 大太了,就縮小 -1...+1
}
glPushMatrix();
glScalef(0.2, 0.2, 0.2);///TODO5: 變小一點
glRotatef(90, 0,1,0);///TODO5: 轉一下 側面
glmDraw(model2, GLM_SMOOTH | GLM_MATERIAL);///TODO5:
glPopMatrix();
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawBody();///TODO5: 移出來變函式
glPushMatrix();///TODO6
glTranslatef(0.3, 0.3, 0);///TODO6: (3)等一下要掛在哪裡
glRotatef(angle, 0,0,1);///TODO6: (1) 有個轉動
glTranslatef(0.2, 0, 0);///TODO6: (2) 移動轉動的中心
drawArm();///TODO5: 新讀入的模型
glPopMatrix();///TODO6
glutSwapBuffers();
}
void motion(int x, int y)///TODO6
{
angle = x;///TODO6
glutPostRedisplay();///TODO6
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week13");
glutDisplayFunc(display);
glutMotionFunc(motion);///TODO6
///留下下面的打光相關的函式....
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();
}
將程式碼改造一下,新增一些元素後可得到下列圖像
程式碼:
#include <GL/glut.h>
#include "glm.h" ///我們需要 glm 來幫忙秀3D模型
GLMmodel * model=NULL;///我們需要 glm 來幫忙秀3D模型
GLMmodel * model2=NULL;///TODO5: 另一個模型
///留下打光的部分 (陣列)
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 };
///TODO4:光的位置,z調正負
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 drawBody()///TODO5: 移出來變函式
{
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);///....還缺一些...
glmFacetNormals(model);///TODO4:重算(面)法向量
glmVertexNormals(model, 90);///TODO4:重算(頂點vn)法向量
}
glPushMatrix();///TODO4:
glScalef(0.8, 0.8, 0.8);///TODO5:希望它小一點
glRotatef(180, 0,1,0);///TODO4:對Y軸轉180度
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();///TODO4:
}
void drawArm()///TODO5: 另一個模型
{
if(model2==NULL){///TODO5:
model2 = glmReadOBJ("porsche.obj");///TODO5:
glmUnitize(model2);///TODO5: 大太了,就縮小 -1...+1
}
glPushMatrix();
glScalef(0.2, 0.2, 0.2);///TODO5: 變小一點
glRotatef(90, 0,1,0);///TODO5: 轉一下 側面
glmDraw(model2, GLM_SMOOTH | GLM_MATERIAL);///TODO5:
glPopMatrix();
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawBody();///TODO5: 移出來變函式
glPushMatrix();/// 右 手臂 TODO6
glTranslatef(0.3, 0.3, 0);///TODO6: (3)等一下要掛在哪裡
glRotatef(angle, 0,0,1);///TODO6: (1) 有個轉動
glTranslatef(0.2, 0, 0);///TODO6: (2) 移動轉動的中心
drawArm();///右上 手臂 TODO5:
glPushMatrix();///TODO7:
glTranslatef(0.2,0,0);///TODO7:
glRotatef(angle, 0,0,1);///TODO7:
glTranslatef(0.2, 0, 0);///TODO7:
drawArm();///TODO7: 右下手臂
glPopMatrix();///TODO7:
glPopMatrix();///TODO6
glPushMatrix();/// 左 手臂 TODO6
glTranslatef(-0.3, 0.3, 0);///TODO6: (3)等一下要掛在哪裡
glRotatef(angle, 0,0,1);///TODO6: (1) 有個轉動
glTranslatef(-0.2, 0, 0);///TODO6: (2) 移動轉動的中心
drawArm();///左上 手臂 TODO5:
glPushMatrix();///TODO7:
glTranslatef(-0.2,0,0);///TODO7:
glRotatef(angle, 0,0,1);///TODO7:
glTranslatef(-0.2, 0, 0);///TODO7:
drawArm();///TODO7: 左下手臂
glPopMatrix();///TODO7:
glPopMatrix();///TODO6
glutSwapBuffers();
}
void motion(int x, int y)///TODO6
{
angle = x;///TODO6
glutPostRedisplay();///TODO6
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week13");
glutDisplayFunc(display);
glutMotionFunc(motion);///TODO6
///留下下面的打光相關的函式....
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();
}



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