去http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/?fbclid=IwAR02CT-lKp4Bz71r9UMii7NKzmex_ddb__4HJQ5u6f87f-AGcnALI-LCRPU
下載source
開啟glut專案,把transformation.c內容放入main.cpp,再把glm.c改成glm.cpp並加入專案中,再把data目錄放到freeglut的bin裡面
就能自己開啟之前的transformation範例程式了
自己開裡面的模型
#include<GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
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);
}
glmDraw(model,GLM_SMOOTH|GLM_MATERIAL);
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Myself");
glutDisplayFunc(display);
glutMainLoop();
}
接著打光
從WEEK05加打光程式碼
#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, 3.0f, -5.0f, 0.0f };///照光方向數值
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;
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);
glRotatef(angle,0,1,1);
glmDraw(model,GLM_SMOOTH|GLM_MATERIAL);
glPopMatrix();
angle++;
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Myself");
glutDisplayFunc(display);
///打光也需要 3D的 depth test
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
///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);
glutIdleFunc(display);
glutMainLoop();
}
成形!!(我自己加了旋轉)



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