week10
先到moodle下載資料
將windows解壓縮,glut32.dil、data放進去
點開data並開啟OBJ檔,按右鍵編輯可以知道模型是怎摸做的
v=頂點
vn=法向量
f=面
g=group
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再來我們要來做3D模型(目前是還沒有打光的)
程式碼
#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
///以前畫茶壺,今天要畫3D模型
if(model==NULL)///如果沒有複製
{
model = glmReadOBJ("data/Al.obj");///讀入模型
glmUnitize(model);///Unit單位大小-1...+1
glmFacetNormals(model);///算面face法向量
glmVertexNormals(model,90);///在推算出vertex法向量
}///離開if就有模型了
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("week11自己寫的喔~!!");
glutDisplayFunc(display);
glutMainLoop();
}
接下來要加上打光,然後轉180度讓物體變正
程式碼
#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
///打光0 : 宣告陣列,裡面是光的屬性值
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);
///以前畫茶壺,今天要畫3D模型
if(model==NULL)///如果沒有複製
{
model = glmReadOBJ("data/Al.obj");///讀入模型
glmUnitize(model);///Unit單位大小-1...+1
glmFacetNormals(model);///算面face法向量
glmVertexNormals(model,90);///在推算出vertex法向量
}///離開if就有模型了
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("week11自己寫的喔~!!");
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
///打光1:要開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2:要設定光的設定值
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_POSITION, high_shininess);
glutMainLoop();
}
#include "glm.h"
GLMmodel * model=NULL;
///打光0 : 宣告陣列,裡面是光的屬性值
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);
///以前畫茶壺,今天要畫3D模型
if(model==NULL)///如果沒有複製
{
model = glmReadOBJ("data/Al.obj");///讀入模型
glmUnitize(model);///Unit單位大小-1...+1
glmFacetNormals(model);///算面face法向量
glmVertexNormals(model,90);///在推算出vertex法向量
}///離開if就有模型了
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("week11自己寫的喔~!!");
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
///打光1:要開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2:要設定光的設定值
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_POSITION, high_shininess);
glutMainLoop();
}










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