2019年3月28日 星期四

06160494。電腦圖學-打光。

(0)預備工作:
檔案網址:http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/

  1. 下載:WIN32DATAGLUT32.DLLsource
    壓縮在同一個資料夾(WINDOWS要包含DATAGLUT32.DLLSOURCE)
需要FREEGLUT-MINGW.ZIP檔案。可以在FREEGLUT WINDOW的網站中找到。
Download

freeglut 3.0.0 for MinGW壓縮檔案,在LIB裡面複製LIBFREEGLUT,貼上改成LIBGLUT32。

開啟CODEBLOCK。FILE(左上角)->NEW->PROJECT->GLUT PROJECT->(命名檔案)->下一步->路徑改成FREEGLUT資料夾的路徑。.

  1. 今天測試的是LIGHT&MATERIAL。























(
1)打光PART1:


#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_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("week06"); glutDisplayFunc(display); //OPENGL 設定 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(); }


(2)主題:模型OBJ



步驟A:從transform裡面把全部的glm程式碼複製好,並覆蓋在燈光的程式碼。有1:#include"glm.h" 
2:GLMmodel* pmodel = NULL;
3:把茶杯的程式碼覆蓋掉
glutSolidTeapot(0.3);(OLD)

->(NEW)

 if (!pmodel) {
pmodel = glmReadOBJ("data/f-16.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
    }

    glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
->

以上為程式碼步驟。
步驟B:將物品放在對的地方。

1:把glm.c(改副檔名)成glm.cpp
2:把glm.cpp跟glm.h放在06160494
3:把DATA檔案放在freeglut的bin裡面(注意!data檔案是一個資料夾裡面是放OBJ檔案)

步驟C:執行



#include <GL/glut.h> #include "glm.h"///1 GLMmodel* pmodel = NULL;///2 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);///3 //glutSolidTeapot(0.3); if (!pmodel) {///3 pmodel = glmReadOBJ("data/f-16.obj");///3 if (!pmodel) exit(0);///3 glmUnitize(pmodel);///3 glmFacetNormals(pmodel);///3 glmVertexNormals(pmodel, 90.0);///3 }///3 glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);///3 glutSwapBuffers();///3 } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("week06"); glutDisplayFunc(display); //OPENGL 設定 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)實作:GLM VS OBJ

(4)回家作業


#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/iceBox.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_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("week06");

    glutDisplayFunc(display);
    glutIdleFunc(display);

//OPENGL ³]©w
    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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