2020年5月5日 星期二

week11 三文 打光人物

#include <string.h>
#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("week11自己寫的");

    glutDisplayFunc(display);

    glutMainLoop();
}





打光






#include <string.h>
#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, 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};

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自己寫的");

    glutDisplayFunc(display);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    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();
}

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