2020年5月5日 星期二

week11 Heng's OBJ

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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