2019年3月28日 星期四

06160301_吳過W6

Week6
第一作業
打開http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
 先下載data ,win32, source, glut32.gll
打開Light Material.exe

第二作業
自己結合上周做出會旋轉的茶壺,再加上這禮拜的打光


#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 };

float angle=0;
void display()
{
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     glPushMatrix();
     glRotatef(angle,0,1,0);
     glutSolidTeapot( 0.3 );
     glPopMatrix();
     glutSwapBuffers();
     angle++;
}
void motion(int x,int y)
{
    angle=x;
    display();
}
#include <stdio.h>
void mouse(int button,int state,int x,int y)
{
    printf("%d %d %d %d\n",button,state,x,y);
}
int main(int argc, char**argv)
{
     glutInit(&argc, argv);
     glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
     glutCreateWindow("week05");
     glutDisplayFunc(display);
     glutIdleFunc(display);
     glutMotionFunc(motion);
     glutMouseFunc(mouse);
     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();
}

經過小葉老師的修改 改變光線的位置還有茶壺的顏色











#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 };

float angle=0;
void display()
{
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     glPushMatrix();
         glRotatef(angle,0,1,0);
         glColor3f(1,0,0);
         glutSolidTeapot( 0.3 );
     glPopMatrix();
     glutSwapBuffers();
     angle++;
}
void motion(int x,int y)
{
    angle=x;
    display();
}
#include <stdio.h>
void mouse(int button,int state,int x,int y)
{
    printf("%d %d %d %d\n",button,state,x,y);
}
int main(int argc, char**argv)
{
     glutInit(&argc, argv);
     glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
     glutCreateWindow("week06");
     glutDisplayFunc(display);
     glutIdleFunc(display);
     glutMotionFunc(motion);
     glutMouseFunc(mouse);
     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();
}

obj檔
1.從Source.zip中尋找Tranformation.c 解壓縮出來後用NotePad++

Ctlr+S尋找glm後按找下一個。(GLMmodel* pmodel = NULL;)

再按找下一個。

(if (!pmodel) {
pmodel = glmReadOBJ("data/porsche.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    })

貼上下方程式碼之後開始置放檔案。


2.將Source.zip中的glm.c、glm.h解壓縮出來(打開ZIP直接拉出來)

放到Codeblocks專案的資料夾裡面(最外層),再把glm.c改名為glm.cpp。

3.將glm.cpp加入到Source裡(左邊Workspace中的專案名稱點選右鍵→Add files)

4.將data資料夾打開(不解壓縮),直接拉進freeglut的bin中



#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/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("06160301");

    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();


}



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