#include<GL/glut.h>
#include "glm.h"///使用GLM外掛,GLM.h在專案同一目錄裡
GLMmodel * model=NULL;///glm的資料結構,先NULL
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);///UNIT單位大小 -1...+1
glmFacetNormals(model);///算面FACET法向量
glmVertexNormals(model,90);///推算出VERTEX法向量
}
glmDraw(model,GLM_SMOOTH|GLM_MATERIAL);///畫模型
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("名字可以自己取ㄟ");
glutDisplayFunc(display);
glutMainLoop();
}
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將剛剛的模型轉成彩色的並且打光:
#include<GL/glut.h>
#include "glm.h"///使用GLM外掛,GLM.h在專案同一目錄裡
GLMmodel * model=NULL;///glm的資料結構,先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 };///[X,Y,Z,平行光OR點]
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");///讀入模型
glmUnitize(model);///UNIT單位大小 -1...+1
glmFacetNormals(model);///算面FACET法向量
glmVertexNormals(model,90);///推算出VERTEX法向量
}
glPushMatrix();///備分
glRotatef(180,0,1,0);///旋轉180
glmDraw(model,GLM_SMOOTH|GLM_MATERIAL);///畫模型
glPopMatrix();///還原
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("名字可以自己取ㄟ");
glutDisplayFunc(display);
///打光也需要 3D的 depth 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light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 material
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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