2020年6月23日 星期二

week12

如果專案檔沒變色,做以下設定


複習回家作業步驟



下載source

將source裡的glm.c glm.h兩個檔案取出
之後開啟CodeBlocks 並照之前的方法新增 GLUT Project

將剛剛取出的 glm.c檔案 副檔名改為glm.cpp
把 glm.cpp 及 glm.h 放進CodeBlocks  專案資料夾裡

回到 CodeBlocks 按右鍵 新增檔案

選擇剛剛放入專案資料夾裡的glm.cpp

將 main.cpp程式碼 修改成:

#include <GL/glut.h>
#include "glm.h"
GLMmodel *pmodelA;
GLMmodel *pmodelB;
GLMmodel *pmodelC;
GLMmodel *pmodelD;
GLMmodel *pmodelE;
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);
    glutSwapBuffers();
}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    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();
    return EXIT_SUCCESS;
}

在專案資料夾中 選取cbp檔 並用Notepad++開啟




將兩個路徑改為小數點


完成





#include <GL/glut.h>
#include "glm.h"
GLMmodel *pmodelA=NULL;///身體, Al.obj
GLMmodel *pmodelB=NULL;///手臂, porsche.obj
GLMmodel *pmodelC=NULL;///手臂, porsche.obj
GLMmodel *pmodelD=NULL;
GLMmodel *pmodelE=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 };
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 drawBody()
{
    if(pmodelA==NULL){
        pmodelA=glmReadOBJ("Al.obj");///執行目錄裡,有個Al.obj檔+Al.mtl檔
        glmUnitize(pmodelA);///設成單位大小
        glmFacetNormals(pmodelA);///重算(面)法向量
        glmVertexNormals(pmodelA, 90);///重算(點)法向量
    }///讀完OBJ,且設好了...
    glPushMatrix();
        glRotatef(180, 0,1,0);///對Y轉180度,向正面
        glmDraw(pmodelA, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();
}
int angle=30,dx=1;
void drawArm()
{
    if(pmodelB==NULL){
        pmodelB=glmReadOBJ("porsche.obj");
        glmUnitize(pmodelB);
        glmFacetNormals(pmodelB);
        glmVertexNormals(pmodelB, 90);
    }
    glPushMatrix();
        glRotatef(90, 0,1,0);
        glScalef(0.5, 0.5, 0.5);
        glmDraw(pmodelB, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    drawBody();
    glPushMatrix();
        glTranslatef(0.5, 0.5, 0);///第3個T
        glRotatef(angle, 0,0,1);///第2個R
        glTranslatef(0.25, 0,0);///第1個T
        drawArm();
    glPopMatrix();
    angle+=dx;
    if(angle>60) dx=-1;
    if(angle<0) dx=1;

    glutSwapBuffers();

}
int main(int argc, char **argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutDisplayFunc(display);
    glutIdleFunc(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();
}

#include <GL/glut.h>
#include "glm.h"
GLMmodel *pmodelA=NULL;///身體, Al.obj
GLMmodel *pmodelB=NULL;///手臂, porsche.obj
GLMmodel *pmodelC=NULL;///手臂, porsche.obj
GLMmodel *pmodelD=NULL;
GLMmodel *pmodelE=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 };
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 drawBody()
{
    if(pmodelA==NULL){
        pmodelA=glmReadOBJ("Al.obj");///執行目錄裡,有個Al.obj檔+Al.mtl檔
        glmUnitize(pmodelA);///設成單位大小
        glmFacetNormals(pmodelA);///重算(面)法向量
        glmVertexNormals(pmodelA, 90);///重算(點)法向量
    }///讀完OBJ,且設好了...
    glPushMatrix();
        glRotatef(180, 0,1,0);///對Y轉180度,向正面
        glmDraw(pmodelA, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();
}
int angle=30;
void drawArm()
{
    if(pmodelB==NULL){
        pmodelB=glmReadOBJ("porsche.obj");
        glmUnitize(pmodelB);
        glmFacetNormals(pmodelB);
        glmVertexNormals(pmodelB, 90);
    }
    glPushMatrix();
        glRotatef(90, 0,1,0);
        glScalef(0.3, 0.3, 0.3);
        glmDraw(pmodelB, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    ///glutSolidSphere(0.1, 30,30);///原點、圓心
    drawBody();
    glPushMatrix();///右手臂
        glTranslatef(0.5, 0.4, 0);///第3個T
        glRotatef(angle, 0,0,1);///第2個R
        glTranslatef(0.3, 0, 0);///第1個T
        drawArm();///右上手臂
        glPushMatrix();
            glTranslatef(0.25, 0, 0);///第3個T
            glRotatef(angle, 0,0,1);///第2個R
            glTranslatef(0.3, 0, 0);///第1個T
            drawArm();///右下手臂
        glPopMatrix();
    glPopMatrix();
    glPushMatrix();///左手臂
        glTranslatef(-0.5, 0.4, 0);///第3個T
        glRotatef(angle, 0,0,1);///第2個R
        glTranslatef(-0.3, 0, 0);///第1個T
        drawArm();///左上手臂
        glPushMatrix();
            glTranslatef(-0.25, 0, 0);///第3個T
            glRotatef(angle, 0,0,1);///第2個R
            glTranslatef(-0.3, 0, 0);///第1個T
            drawArm();///左下手臂
        glPopMatrix();
    glPopMatrix();

    glutSwapBuffers();
}
int oldX, oldY;
void mouse(int button, int state, int x, int y)
{///TODO3:
    oldX=x;
}
void motion(int x, int y)///TODO3:
{///TODO3:
    angle += (x-oldX);///TODO3:
    oldX=x;///TODO3:
    glutPostRedisplay();///TODO3:
}
int main(int argc, char **argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutDisplayFunc(display);
    glutMotionFunc(motion);///TODO3:
    glutMouseFunc(mouse);///TODO3:
    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();
}

用鍵盤動關節 

#include <GL/glut.h>
#include "glm.h"
GLMmodel *pmodelA=NULL;///身體, Al.obj
GLMmodel *pmodelB=NULL;///手臂, porsche.obj
GLMmodel *pmodelC=NULL;///手臂, porsche.obj
GLMmodel *pmodelD=NULL;
GLMmodel *pmodelE=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 };
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 drawBody()
{
    if(pmodelA==NULL){
        pmodelA=glmReadOBJ("Al.obj");///執行目錄裡,有個Al.obj檔+Al.mtl檔
        glmUnitize(pmodelA);///設成單位大小
        glmFacetNormals(pmodelA);///重算(面)法向量
        glmVertexNormals(pmodelA, 90);///重算(點)法向量
    }///讀完OBJ,且設好了...
    glPushMatrix();
        glRotatef(180, 0,1,0);///對Y轉180度,向正面
        glmDraw(pmodelA, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();
}
void drawArm()
{
    if(pmodelB==NULL){
        pmodelB=glmReadOBJ("porsche.obj");
        glmUnitize(pmodelB);
        glmFacetNormals(pmodelB);
        glmVertexNormals(pmodelB, 90);
    }
    glPushMatrix();
        glRotatef(90, 0,1,0);
        glScalef(0.3, 0.3, 0.3);
        glmDraw(pmodelB, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();
}
int angle[4]={30,30,30,30};///每個關節角度,都希望可以自己動///TODO4
int angleID=0;///現在在動第???個關節 ///TODO4 決定用 keyboard 來幫我們切換關節的ID
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    ///glutSolidSphere(0.1, 30,30);///原點、圓心
    drawBody();
    glPushMatrix();///右手臂
        glTranslatef(0.5, 0.4, 0);///第3個T
        glRotatef(angle[0], 0,0,1);///第2個R///TODO4
        glTranslatef(0.3, 0, 0);///第1個T
        drawArm();///右上手臂
        glPushMatrix();
            glTranslatef(0.25, 0, 0);///第3個T
            glRotatef(angle[1], 0,0,1);///第2個R///TODO4
            glTranslatef(0.3, 0, 0);///第1個T
            drawArm();///右下手臂
        glPopMatrix();
    glPopMatrix();
    glPushMatrix();///左手臂
        glTranslatef(-0.5, 0.4, 0);///第3個T
        glRotatef(angle[2], 0,0,1);///第2個R///TODO4
        glTranslatef(-0.3, 0, 0);///第1個T
        drawArm();///左上手臂
        glPushMatrix();
            glTranslatef(-0.25, 0, 0);///第3個T
            glRotatef(angle[3], 0,0,1);///第2個R ///TODO4
            glTranslatef(-0.3, 0, 0);///第1個T
            drawArm();///左下手臂
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
int oldX, oldY;
void mouse(int button, int state, int x, int y)
{///TODO3:
    oldX=x;
}
void motion(int x, int y)///TODO3:
{///TODO3:
    angle[angleID] += (x-oldX);///TODO4
    oldX=x;///TODO3:
    glutPostRedisplay();///TODO3:
}
void keyboard(unsigned char key, int x, int y)///TODO4
{///TODO4
    if(key=='0') angleID=0;///TODO4
    if(key=='1') angleID=1;///TODO4
    if(key=='2') angleID=2;///TODO4
    if(key=='3') angleID=3;///TODO4
}
int main(int argc, char **argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutDisplayFunc(display);
    glutMotionFunc(motion);///TODO3:
    glutMouseFunc(mouse);///TODO3:
    glutKeyboardFunc(keyboard);///TODO4:
    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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