
把codeblocks的專案檔week13.cbp,用Notepad++修改他的working.dir變成小數點,
再把freeglut的bin中的freeglut.dll複製一分到week13目錄裡,便可以執行
- 專案檔裡的[bin][obj]資料夾是什麼?
- [obj]資料夾裡有[main.o],[bin]資料夾裡有[week13.exe]
關係如下: - [main.cpp]先變成⭆[main.o]再變⭆[week13.exe]
- 結論:可以刪除!!再次執行build時,會自動生成這兩個資料夾
- 為什麼檔案(圖檔、音檔)都必須放到[freeglut\bin]?很奇怪!!
- 將模型檔(.obj和.mtl)拉入專案資料夾裡,跟[freeglut.dll]同層
- 改寫程式碼
- #include <GL/glut.h>
- #include "glm.h"
- GLMmodel * model=NULL;
- ///把打光的陣列準備好
- 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("al.obj");
- glmUnitize(model);
- glmFacetNormals(model);
- glmVertexNormals(model, 90);
- }
- glPushMatrix();
- glRotatef(180,0,1,0);//轉正
- 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);
- ///打光函式
- 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();
- }
![]() |
| 成功 |
複習上禮拜的打光OBJ模型
#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("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("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();
#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
GLMmodel * model2=NULL;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 };
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()移出來變函式
{
if(model==NULL){
model = glmReadOBJ("Al.obj");
glmUnitize(model);
glmFacetNormals(model);重算(面)法向量
glmVertexNormals(model, 90);重算(頂點vn)法向量
}
glPushMatrix();
glScalef(0.8, 0.8, 0.8);
glRotatef(180, 0,1,0);對Y軸轉180度
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();///TODO4:
}
void drawArm()///TODO5:
{
if(model2==NULL){///TODO5:
model2 = glmReadOBJ("porsche.obj");///TODO5:
glmUnitize(model2);大太了,就縮小 -1...+1
}
glPushMatrix();
glScalef(0.2, 0.2, 0.2);
glRotatef(90, 0,1,0);
glmDraw(model2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawBody(); 移出來變函式
glPushMatrix();
glTranslatef(0.3, 0.3, 0); (3)等一下要掛在哪裡
glRotatef(angle, 0,0,1); (1) 有個轉動
glTranslatef(0.2, 0, 0); (2) 移動轉動的中心
drawArm();新讀入的模型
glPopMatrix();
glutSwapBuffers();
}
void motion(int x, int y)
{
angle = x;
glutPostRedisplay();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week13");
glutDisplayFunc(display);
glutMotionFunc(motion);新增函式
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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