2019年3月28日 星期四

Week06 鍾嘉穎 2019-03-28

1. 主題: 打光 Part1
      1. 點進去小葉的網頁: http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
      2. 下載 Example裏的 win32, glut32.dll, data, source
      3. 解壓縮到下載 (但先不要把souces .zip解壓縮)
      4. 把已解壓的 data 資料夾拉到windows裏
      5. 把已解壓的 glut32.dll 資料夾拉到windows裏
      6. 打開 Light Material.exe
          滑鼠右鍵: 左上的圖可以換模型
          滑鼠左鍵: 左下的圖可以換材質
          換顏色: GLfloat material_Kd[]={1.00,1.00,1.00,1.00};
          d=diffuse
      

      
2. 用CodeBlocks來寫
    1. 先載入freeglut (跟第一週一樣)
           1. Google search "freeglut windows"
           2. 從Transmission Zero 下載 "freeglut 3.0.0 MinGW Package"
           3. 解壓縮後放到桌面
           4. 在lib複製一個"libfreeglut.a"命名為"libglut32.a"
           5. CodeBlocks 開
           6. File  ->  New -> Project -> GLUT Project
           7. 把location改成"C:\Users\user\Desktop\freeglut"
           8. 先用Notepad把main裏的程式碼先存起來
      


      2. 先把茶壺的程式碼打到main
               #include <GL/glut.h>
                void display(){
                    glutSolidTeapot( 0.3 );
                    glutSwapBuffers();
                }
                int main(int argc, char**argv){
                    glutInit(&argc,argv);
                    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
                    glutCreateWindow("06160912");
                    glutDisplayFunc(display);
                    glutMainLoop();
                }
      


    3. 把main裏的程式複製
                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 };

                glClearColor(1,1,1,1);
                glEnable(GL_CULL_FACE);
                glCullFace(GL_BACK);

                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);

     4. 結果
                #include <GL/glut.h>
                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);
                    glutSolidTeapot( 0.3 );
                    glutSwapBuffers();
                }
                int main(int argc, char**argv){
                    glutInit(&argc,argv);
                    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
                    glutCreateWindow("06160912");
                    glutDisplayFunc(display);

                    glClearColor(1,1,1,1);
                    glEnable(GL_CULL_FACE);
                    glCullFace(GL_BACK);
                
                    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();
                }
      

5. 主題: 模型OBJ檔
      1. 把source解壓縮
      2. 用Notepad開transformation.c
      3. 用Ctrl+F找到並複製程式碼
             #include "glm.h"

            GLMmodel* pmodel = NULL;

            if (!pmodel) {
          pmodel = glmReadOBJ("data/porsche.obj");
          if (!pmodel) exit(0);
          glmUnitize(pmodel);
          glmFacetNormals(pmodel);
          glmVertexNormals(pmodel, 90.0);
          }
    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);      
      4. 加到裏面

 #include <GL/glut.h>
 #include "glm.h"
 GLMmodel* pmodel = 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 };

float angle=0;

void display(){
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    ///glutSolidTeapot( 0.3 );
    glPushMatrix();
        glRotatef(angle, 0,1,0);
        if (!pmodel) {
        pmodel = glmReadOBJ("data/Al.obj");
        if (!pmodel) exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
        }

        glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
    glPopMatrix();
    glutSwapBuffers();
    angle++;
}
int main(int argc, char**argv){
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("06160912");

    glutDisplayFunc(display);
    glutIdleFunc(display);

    glClearColor(1,1,1,1);
    ///glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    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();
}








06160246_W6

電腦圖學Week06
(1)主題:打光Part1
(2)主題:模型OBJ檔
(3)實作:GLM vs OBJ
(4)回家作業




實作(灰色茶壺):運用之前的茶壺程式碼(freeglut)



 #include <GL/glut.h>

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);
    glutSolidTeapot( 0.3 );
    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);

    glutCreateWindow("Week06");


    glutDisplayFunc(display);

    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    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();

}

帥哥 week06

                                                                           第6周
1.開啟light檔做變化
2.先剪貼 需要的程式碼
3.完成白底黑茶壺
 
4.改-號可以調燈光
5.複製程式碼
6.把c還有h檔放到資料夾
7.在開一個cpp檔 
8.把data檔放到資料夾 
9.大功告成摟!!!!!

朱書樑的上課筆記w6

一.主題:打光(part 1)
1.到http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/下載[source][data][win32][glut32.dll]
2.將[win32]解壓縮,並將data以及glut32.dll放入資料夾中
3.打開Light Material.exe並進行操作即可
4.到https://www.transmissionzero.co.uk/software/freeglut-devel/下載[Download freeglut 3.0.0 for MinGW]並解壓縮
5.將資料夾lib中的libfreeglut.a複製並改名為libglut32.a
6.打開codeblocks並開啟一個新的GLUT project,並將程式碼打入並啟用即可
程式碼:
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = 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 display()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    if (!pmodel) {
pmodel = glmReadOBJ("data/al.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);

    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutCreateWindow("06160540");
    glutDisplayFunc(display);

    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    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();

}
二.主題:模型OBJ檔
1.將[source]解壓縮
2.將[source]內的[glm.c][glm.h][transformation.c]用notepad開啟並搜尋glm程式碼
程式碼:
#include <GL/glut.h>
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 (!pmodel) {

    glutSwapBuffers();
}
int main(int argc, char**argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutCreateWindow("06160540");
    glutDisplayFunc(display);

    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    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();
}


3.將[glm.c][glm.h]丟入codeblocks的資料夾中,並把[glm.c]改名為[glm.cpp]
4.將[glm.cpp]丟入codeblocks中
5.將[data]中的data資料夾丟入freeglut的bin資料夾中
6.一切準備完成,按下執行即可




week06_馬丁

(1)主題:打光 Part1
(2)主題:模型 OBJ檔
(3)實作:GLM vs OBJ
(4)回家作業

[1]進入 ://httpwww.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/ 下載這四個檔案,將 data 跟      glut32.dll 放入windows資料夾裡面




[2]開啟 Light Material.exeGLfloat light 打光的顏色,GLfolat material 是物體本身的材質



[3]到 https://www.transmissionzero.co.uk/software/freeglut-devel/ 下載 Download freeglut 3.0.0 for MinGW 



[4]開啟 CodeBlocksGLUT,白底立體茶壺,有打光,所以有影子,看起來較立體,程式碼如下


#include <GL/glut.h>

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()
{
     glColor3f(1.00 ,1.00 ,0);
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     glutSolidTeapot( 0.3 );
     glutSwapBuffers();
}
int main(int argc, char**argv)
{

     glutInit(&argc, argv);
     glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
     glutCreateWindow("我是高御舜的week06");
     glutDisplayFunc(display);
     glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    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();
}

[5]解壓縮 source.zip 將裡面的 glm.c  和 glm.htransformation.c 三個檔案放到 week06_glut 資料夾裡面,複製 transformation.c 裡面的程式碼,再將 data 的資料夾放到 freeglut 裡面的 bin 資料夾,將 glm.c 改檔名為 glm.cpp,再從 CodeBlocks 增加進去,程式碼如下



#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel= 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 display()
{
     glColor3f(1.00 ,1.00 ,0);
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     ///glutSolidTeapot( 0.3 );
     if (!pmodel) {
pmodel = glmReadOBJ("data/porsche.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
     glutSwapBuffers();
}
int main(int argc, char**argv)
{

     glutInit(&argc, argv);
     glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
     glutCreateWindow("我是高御舜的week06");
     glutDisplayFunc(display);
     glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    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();
}