W11-01用CodeBlocks打開OBJ模型
介紹OBJ檔案
用Notepad++打開來看程式碼 座標x,y,z
Dowmload "sourse"後解壓縮選取下面3個檔案
將上面選的3個複製到Codeblocks新增的OpenGL W11資料夾內

main的程式碼改成transformation的
把data加入freeglut的bin裡面
就能執行出OBJ的模型了
加註解版本 :
***加入打光***
#include"glm.h"
GLMmodel * model=NULL;
GLMmodel * mode2=NULL;
GLMmodel * mode3=NULL;
GLMmodel * mode4=NULL;
///打光的第0步,宣告陣列,裡面有光的屬性值
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 };
float angle=0;
int dx=1;
void display()
{
glClearColor(121/255.0, 194/255.0, 210/255.0, 1);///粉色背景
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(model==NULL){
model = glmReadOBJ("data/snowball1.obj");
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model,90);
}
glPushMatrix();
glRotatef(180,0,1,0);
glmDraw(model,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
if(mode2==NULL){///右左下手
mode2 = glmReadOBJ("data/hand.obj");
glmUnitize(mode2);
glmFacetNormals(mode2);
glmVertexNormals(mode2,90);
}
if(mode3==NULL){///右上手
mode3 = glmReadOBJ("data/hand1.obj");
glmUnitize(mode3);
glmFacetNormals(mode3);
glmVertexNormals(mode3,90);
}
if(mode4==NULL){///左上手
mode4 = glmReadOBJ("data/hand2.obj");
glmUnitize(mode4);
glmFacetNormals(mode4);
glmVertexNormals(mode4,90);
}
glPushMatrix();///右邊
glTranslatef(0.2,0,0);///把下面正在轉動的手臂移到右上角
glRotatef(angle, 0, 0, 1);///對Z軸轉動,像時針一樣轉動
glTranslatef(0.2,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(0.2,0.2,0.2);
glmDraw(mode2,GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0.8,0,0);///把下面正在轉動的手臂移到右上角
glRotatef(angle, 0, 0, 1);///對Z軸轉動,像時針一樣轉動
glTranslatef(0.8,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(1,1,1);
glmDraw(mode3,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///左邊
glTranslatef(-0.2,0,0);///把下面正在轉動的手臂移到右上角
glRotatef(-angle, 0, 0, 1);///對Z軸轉動,像時針一樣轉動
glTranslatef(-0.2,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(0.2,0.2,0.2);
glmDraw(mode2,GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(-0.8,0,0);///把下面正在轉動的手臂移到右上角
glRotatef(-angle, 0, 0, 1);///對Z軸轉動,像時針一樣轉動
glTranslatef(-0.8,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(1,1,1);
glmDraw(mode4,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
if(angle>40) dx=-1;
if(angle<0) dx=+1;
angle+=0.05*(dx);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("雪寶");
glutIdleFunc(display);
glutDisplayFunc(display);
///打光也需要Depth test
glEnable(GL_DEPTH_TEST);
///打光1:要開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2-1:光LIGHT的設定值(裡面有陣列)
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:把物體MATERIAL也設定好
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();
}
Dowmload "sourse"後解壓縮選取下面3個檔案
將上面選的3個複製到Codeblocks新增的OpenGL W11資料夾內
***並且更改"glm.c"的名稱變成glm.cpp***
再add file"gim.cpp"到W11
再add file"gim.cpp"到W11

main的程式碼改成transformation的
把data加入freeglut的bin裡面
就能執行出OBJ的模型了
W11-02自己做出模型
***加入打光***
上面打光完執行後會是背面
所以我們要讓模型旋轉180度
再display函式內加入"Push-Rotatef(對y軸轉動180度)-Pop"
~~程式碼~~
#include <GL/glut.h>
#include"glm.h"
GLMmodel * model=NULL;
///打光的第0步,宣告陣列,裡面有光的屬性值
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);
if(model==NULL){
model = glmReadOBJ("data/Al.obj");
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model,90);
}
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");
glutDisplayFunc(display);
///打光也需要Depth test
glEnable(GL_DEPTH_TEST);
///打光1:要開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2-1:光LIGHT的設定值(裡面有陣列)
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:把物體MATERIAL也設定好
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();
}
W11-02加上多個OBJ模型,利用T-R-T做出 4個關節轉動
SnowBall影片連結 :
~~程式碼~~
#include <GL/glut.h>#include"glm.h"
GLMmodel * model=NULL;
GLMmodel * mode2=NULL;
GLMmodel * mode3=NULL;
GLMmodel * mode4=NULL;
///打光的第0步,宣告陣列,裡面有光的屬性值
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 };
float angle=0;
int dx=1;
void display()
{
glClearColor(121/255.0, 194/255.0, 210/255.0, 1);///粉色背景
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(model==NULL){
model = glmReadOBJ("data/snowball1.obj");
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model,90);
}
glPushMatrix();
glRotatef(180,0,1,0);
glmDraw(model,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
if(mode2==NULL){///右左下手
mode2 = glmReadOBJ("data/hand.obj");
glmUnitize(mode2);
glmFacetNormals(mode2);
glmVertexNormals(mode2,90);
}
if(mode3==NULL){///右上手
mode3 = glmReadOBJ("data/hand1.obj");
glmUnitize(mode3);
glmFacetNormals(mode3);
glmVertexNormals(mode3,90);
}
if(mode4==NULL){///左上手
mode4 = glmReadOBJ("data/hand2.obj");
glmUnitize(mode4);
glmFacetNormals(mode4);
glmVertexNormals(mode4,90);
}
glPushMatrix();///右邊
glTranslatef(0.2,0,0);///把下面正在轉動的手臂移到右上角
glRotatef(angle, 0, 0, 1);///對Z軸轉動,像時針一樣轉動
glTranslatef(0.2,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(0.2,0.2,0.2);
glmDraw(mode2,GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0.8,0,0);///把下面正在轉動的手臂移到右上角
glRotatef(angle, 0, 0, 1);///對Z軸轉動,像時針一樣轉動
glTranslatef(0.8,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(1,1,1);
glmDraw(mode3,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///左邊
glTranslatef(-0.2,0,0);///把下面正在轉動的手臂移到右上角
glRotatef(-angle, 0, 0, 1);///對Z軸轉動,像時針一樣轉動
glTranslatef(-0.2,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(0.2,0.2,0.2);
glmDraw(mode2,GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(-0.8,0,0);///把下面正在轉動的手臂移到右上角
glRotatef(-angle, 0, 0, 1);///對Z軸轉動,像時針一樣轉動
glTranslatef(-0.8,0,0);///把關節(旋轉中心)放到畫面正中心
glScalef(1,1,1);
glmDraw(mode4,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
if(angle>40) dx=-1;
if(angle<0) dx=+1;
angle+=0.05*(dx);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("雪寶");
glutIdleFunc(display);
glutDisplayFunc(display);
///打光也需要Depth test
glEnable(GL_DEPTH_TEST);
///打光1:要開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2-1:光LIGHT的設定值(裡面有陣列)
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:把物體MATERIAL也設定好
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();
}










沒有留言:
張貼留言