2020年6月22日 星期一

week11 之 打光之鬼

1.下載檔案在把專案程式碼複製貼上codeblocks


2.開始自己手動寫程式
#include <GL/glut.h>
#include "glm.h" ///使用外掛
GLMmodel*model=NULL; ///指標,指到GLM的資料結構
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    if(model==NULL)model=glmReadOBJ("data/Al.obj"); ///讀入模型
    glmUnitize(model); ///怕模型太大太小,改成Unit單位大小-1...+1
    glmFacetNormals(model); ///計算facet的法向量s
    glmVertexNormals(model,90); ///計算vertex的法向量s
    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();
}

3.打光~~~



#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, 90.0);
    glmDraw(model, GLM_SMOOTH | GLM_MATERIAL);

    glutSwapBuffers();
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("Week11");
    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();
}
快樂結束

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