我是第12周
一開始老師先教.cbp檔用codeblocks開的方式,首先去載source、win32、freeglut(要複製改32),之後到codeblocks的enviroment裡把這個打勾
打勾完後所有資料就可以直接用codeblocks開了
接下來這裡很重要:
先開一個glut專案檔
開完了之後把glm.c改成glm.cpp然後跟glm.h一起丟到專案檔底下
接下來進codeblocks在這裡按add files
然後選glm.cpp
開啟了不要動glm.cpp
在main的程式碼裡
寫上之前匯obj檔的程式碼
再來要把資料都集中到專案資料夾裡
所以要先把freeglut.dill丟到專案底下
再改路徑
先把這個用notepad++開起來
再把路徑改成小數點如下圖
好了以後就可以把obj跟mtl丟到專案底下了
再來再來老師教怎麼匯入多個模型
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodelA=NULL;
GLMmodel * pmodelB=NULL;
GLMmodel * pmodelC=NULL;
GLMmodel * pmodelD=NULL;
GLMmodel * pmodelE=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, 3.0f, -5.0f, 0.0f };///光源位置
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()
{
if(pmodelA==NULL)
{
pmodelA = glmReadOBJ("al.obj");
glmUnitize(pmodelA);
glmFacetNormals(pmodelA);
glmVertexNormals(pmodelA, 90);
}
glPushMatrix();
glRotatef(180,0,1,0);
glmDraw(pmodelA, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
}
int angle=30;
void drawArm()
{
if(pmodelB==NULL)
{
pmodelB = glmReadOBJ("porsche.obj");
glmUnitize(pmodelB);
glmFacetNormals(pmodelB);
glmVertexNormals(pmodelB, 90);
}
glPushMatrix();
glRotatef(90,0,1,0);
glScalef(0.5,0.5,0.5);
glmDraw(pmodelB, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
///drawBody();
glPushMatrix();
glTranslatef(0,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
drawArm();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11我寫的");
glutDisplayFunc(display);
///打光需要3Dㄉdepth test
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
///打光1:要開啟光線,原來範例就寫好了
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2:要設定光的設定值(前面有陣列,這裡拿來用)
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);
///打光2.2:要把物體也設定好它的matreial
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;///身體 al
GLMmodel * pmodelB=NULL;///手臂 porsche
GLMmodel * pmodelC=NULL;///手臂 porsche
GLMmodel * pmodelD=NULL;
GLMmodel * pmodelE=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, 3.0f, -5.0f, 0.0f };///光源位置
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()
{
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();
}
int angle=30;
void drawArm()
{
if(pmodelB==NULL)
{
pmodelB=glmReadOBJ("porsche.obj");
glmUnitize(pmodelB);
glmFacetNormals(pmodelB);
glmVertexNormals(pmodelB, 90);
}
glPushMatrix();
glTranslatef(0.25,0,0);
glRotatef(90, 0,1,0);
glScalef(0.5,0.5,0.5);
glmDraw(pmodelB, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawbody();
glPushMatrix();
glTranslatef(0.5,0.4,0);
glRotatef(angle, 0,0,1);
glTranslatef(0.3,0,0);
drawArm();
glPushMatrix();
glTranslatef(0.25,0,0);
glRotatef(angle, 0,0,1);
glTranslatef(0.3,0,0);
drawArm();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5,0.4,0);
glRotatef(angle, 0,0,1);
glTranslatef(-0.3,0,0);
drawArm();
glPushMatrix();
glTranslatef(-0.25,0,0);
glRotatef(angle,0,0,1);
glTranslatef(-0.3,0,0);
drawArm();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int oldX, oldY;
void mouse(int button, int state, int x ,int y)
{
oldX=x;
}
void motion(int x, int y)
{
angle += (x-oldX);
oldX=x;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("啥都不會怎麼不去死");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMouseFunc(mouse);
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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