week10-3D模型
今天老師教我用別人的程式碼來畫出一個3D模型
程式碼:
#include <GL/glut.h>#include "glm.h"
GLMmodel*model=NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(model==NULL){///如果沒有模型
model = glmReadOBJ("data/Al.obj");///讀入模型(要在 bin資料夾裡面)
glmUnitize(model);///Unit單位大小 -1...+1
glmFacetNormals(model);///算出面facet的法向量
glmVertexNormals(model,90);///推算出vertex的法向量
}///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("week10自己來");
glutDisplayFunc(display);
glutMainLoop();
}
#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){///如果沒有模型
model = glmReadOBJ("data/Al.obj");///讀入模型(要在 bin資料夾裡面)
glmUnitize(model);///Unit單位大小 -1...+1
glmFacetNormals(model);///算出面facet的法向量
glmVertexNormals(model,90);///推算出vertex的法向量
}///離開if就有模型了
glPushMatrix();
glRotated(180,0,1,0);///轉180度
glmDraw(model,GLM_SMOOTH|GLM_MATERIAL);
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("week10自己來");
glutDisplayFunc(display);
///打光也需要 3d的 depth test
glEnable(GL_DEPTH_TEST);
///打光1:要開啟光線,原來範例就寫好了
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
///打光2:要設定光light的設定值 (前面有陣列,這裡拿來用
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material
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);
///其實原本177行程式裡,已經有打光需要的程式了
glutMainLoop();
}


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