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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