Week13
新增GLUT專案檔並設好.cbp的File Association
一開始先下載freeglut,開啟步驟都和以往一樣
1.開啟專案檔,點Settings
3.選擇Manager
5 .完成後cbp檔就會出現codeblocks的樣子
更改位置
1.開啟Notepad++
3.再把freeglut.dll放進去Week13專案檔裡面

Source跟Data資料的放置
去http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/下載source跟data
把source跟data裡面的點選起來的資料都丟進去Week13專案檔裡
開始跑程式囉
使用老師給的程式碼,直接複製貼上,可以開啟一個model,但是因為位置跟大小還沒有調,所以只顯示出領帶的部分
#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
///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 };
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
///....還缺一些...
}
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week13");
glutDisplayFunc(display);
///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();
}
之後修改model的位置及大小就可以使他的位置回到正常
#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
///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 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);///....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:
glRotatef(180, 0,1,0);///TODO4:對Y軸轉180度
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();///TODO4:
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week13");
glutDisplayFunc(display);
///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();
}
在人後面多加一個手臂(用汽車代替),然後讓汽車手臂有辦法可以由滑鼠去轉動他
#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();
}
再增加幾個手臂
#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();
}
4個關節可以分開動
#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[4]={0,0,0,0};///TODO8: 變成很多個陣列!!!
int angleID=0;///TODO8: 現在在動的,是哪一個關節呢?
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], 0,0,1);///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[1], 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[2], 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[3], 0,0,1);///TODO7:
glTranslatef(-0.2, 0, 0);///TODO7:
drawArm();///TODO7: 左下手臂
glPopMatrix();///TODO7:
glPopMatrix();///TODO6
glutSwapBuffers();
}
int oldX, oldY;///TODO8:
void mouse(int button, int state, int x, int y)///TODO8:
{///TODO8:
oldX=x; oldY=y;///TODO8:
}
void motion(int x, int y)///TODO6
{
angle[angleID] += (x-oldX);///TODO8
oldX = x;///TODO8:
glutPostRedisplay();///TODO6
}
void keyboard(unsigned char key, int x, int y)
{///TODO8:
if(key=='0') angleID=0;///TODO8:
if(key=='1') angleID=1;///TODO8:
if(key=='2') angleID=2;///TODO8:
if(key=='3') angleID=3;///TODO8:
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week13");
glutDisplayFunc(display);
glutMotionFunc(motion);///TODO6
glutMouseFunc(mouse);///TODO8:
glutKeyboardFunc(keyboard);///TODO8:
///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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