第12個禮拜
先按照你寫功課的方式把codeblock打開
sourse把兩個glm丟到你的資料夾
新增file(glm)
今天有一點點不一樣
要去setting>enviroment去做設定
把紅框框的打勾
(這是為了讓你的程式以codeblock的方式打開)
再點進去managers
從第一個到hxx都勾選起來
(這是為了讓這些檔案都能用codeblock打開)
再來把main.cpp的程式都刪掉
貼上11的模型跟5周的打光
方便一點我就貼心的把程式碼貼過來囉~
#include <GL/glut.h>
#include "glm.h"
GLMmodel *pmodelA=NULL;///身體, Al.obj
GLMmodel *pmodelB=NULL;///手臂, porsche.obj
GLMmodel *pmodelC=NULL;///手臂, porsche.obj
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, 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 drawBody()
{
if(pmodelA==NULL){
pmodelA=glmReadOBJ("Al.obj");///執行目錄裡,有個Al.obj檔+Al.mtl檔
glmUnitize(pmodelA);///設成單位大小
glmFacetNormals(pmodelA);///重算(面)法向量
glmVertexNormals(pmodelA, 90);///重算(點)法向量
}///讀完OBJ,且設好了...
glPushMatrix();
glRotatef(180, 0,1,0);///對Y轉180度,向正面
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(0.5, 0.5, 0);///第3個T
glRotatef(angle, 0,0,1);///第2個R
glTranslatef(0.25, 0,0);///第1個T
drawArm();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
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();
}
執行出來就會長這樣喔
接下來因為比較複雜
老師很天使的直接給我們程式碼
#include <GL/glut.h>
#include "glm.h"
GLMmodel *pmodelA=NULL;///身體, Al.obj
GLMmodel *pmodelB=NULL;///手臂, porsche.obj
GLMmodel *pmodelC=NULL;///手臂, porsche.obj
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, 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 drawBody()
{
if(pmodelA==NULL){
pmodelA=glmReadOBJ("Al.obj");///執行目錄裡,有個Al.obj檔+Al.mtl檔
glmUnitize(pmodelA);///設成單位大小
glmFacetNormals(pmodelA);///重算(面)法向量
glmVertexNormals(pmodelA, 90);///重算(點)法向量
}///讀完OBJ,且設好了...
glPushMatrix();
glRotatef(180, 0,1,0);///對Y轉180度,向正面
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(0.3, 0.3, 0.3);
glmDraw(pmodelB, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
///glutSolidSphere(0.1, 30,30);///原點、圓心
drawBody();
glPushMatrix();///右手臂
glTranslatef(0.5, 0.4, 0);///第3個T
glRotatef(angle, 0,0,1);///第2個R
glTranslatef(0.3, 0, 0);///第1個T
drawArm();///右上手臂
glPushMatrix();
glTranslatef(0.25, 0, 0);///第3個T
glRotatef(angle, 0,0,1);///第2個R
glTranslatef(0.3, 0, 0);///第1個T
drawArm();///右下手臂
glPopMatrix();
glPopMatrix();
glPushMatrix();///左手臂
glTranslatef(-0.5, 0.4, 0);///第3個T
glRotatef(angle, 0,0,1);///第2個R
glTranslatef(-0.3, 0, 0);///第1個T
drawArm();///左上手臂
glPushMatrix();
glTranslatef(-0.25, 0, 0);///第3個T
glRotatef(angle, 0,0,1);///第2個R
glTranslatef(-0.3, 0, 0);///第1個T
drawArm();///左下手臂
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int oldX, oldY;
void mouse(int button, int state, int x, int y)
{///TODO3:
oldX=x;
}
void motion(int x, int y)///TODO3:
{///TODO3:
angle += (x-oldX);///TODO3:
oldX=x;///TODO3:
glutPostRedisplay();///TODO3:
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutMotionFunc(motion);///TODO3:
glutMouseFunc(mouse);///TODO3:
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();
}
你看!!!!是轉轉的手臂!!!!




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