用CodeBlocks打開transform視窗
首先跟平常一樣打開codeblock弄好freeglut,下載source裡面選擇transformation、glm.c、glm.h。
(1)將glm.c改成glm.cpp,把glm.h跟glm.cpp放到codeblock資料夾內
(2)下載data丟到freeglut裡的bin
(3)將transformation內容複製(notepad++)丟到codeblock
(4)在codeblock左邊資料新增檔案(右鍵) - glm.cpp
(5)完成
#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=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 }; ///決定燈光從哪裡來
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"); ///匯入maya
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model,90);
}
glmDraw(model,GLM_SMOOTH | GLM_MATERIAL);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week 10");
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);
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();
}
maya(obj檔)丟入freeglut裡的bin
#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, 3.0f, -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=80;
int dx=1;
void display()
{
glClearColor(231/255.0, 231/255.0, 254/255.0, 1);///淡紫背景
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(model==NULL){
model = glmReadOBJ("data/body_obj.obj");
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model,90);
}
glPushMatrix();
glRotatef(90,0,1,0);
glScalef(1,1,1);
glmDraw(model,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
///
if(mode2==NULL){///右左下手
mode2 = glmReadOBJ("data/tophand.obj");
glmUnitize(mode2);
glmFacetNormals(mode2);
glmVertexNormals(mode2,90);
}
if(mode3==NULL){///右上手
mode3 = glmReadOBJ("data/righttop.obj");
glmUnitize(mode3);
glmFacetNormals(mode3);
glmVertexNormals(mode3,90);
}
if(mode4==NULL){///左上手
mode4 = glmReadOBJ("data/lefttop.obj");
glmUnitize(mode4);
glmFacetNormals(mode4);
glmVertexNormals(mode4,90);
}
glPushMatrix();///右邊
glTranslatef(0.25,0.05,0);///把下面正在轉動的手臂移到右上角
glRotatef(angle, 0, 0, 1.5);///對Z軸轉動,像時針一樣轉動
glTranslatef(0.2,-0.3,0);///把關節(旋轉中心)放到畫面正中心
glScalef(0.25,0.25,0.25);
glmDraw(mode2,GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0.3,-1.55,0);///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(0.8,0.8,0.8);
glmDraw(mode3,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///左邊
glTranslatef(-0.1,0.05,0);///把下面正在轉動的手臂移到右上角
glRotatef(-angle, 0, 0, 1.5);///對Z軸轉動,像時針一樣轉動
glTranslatef(-0.2,-0.3,0);///把關節(旋轉中心)放到畫面正中心
glScalef(0.25,0.25,0.25);
glmDraw(mode2,GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(-0.3,-1.55,0);///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(0.8,0.8,0.8);
glmDraw(mode4,GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
if(angle>100) dx=-1;
if(angle<80) dx=+1;
angle+=0.2*(dx);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("彈射");
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();
}







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