(1)主題: 打光part1
(2)主題: 模型OBJ檔
(3)實作: GLM vs. OBJ
(4)回家作業
TODO:下載source.zip不用解壓縮
下載 windows.data.win32.glut32.dll
打開程式 Light & Material
打開程式 Light & Material
之後像上個禮拜一樣下載 Download freeglut 3.0.0 for MinGW
打開codeblocks就可以完成
之後要在main.cpp刪除舊程式碼打出新程式碼。
現在要做打光的茶壺
---------茶壺實作-----
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()
{
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("week06666");
glutDisplayFunc(display);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
OPENGL設定在此
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();
}
要做 glm .obj
先找到下載的glm.h glm.c和transformation
將這三樣放到 code blocks 檔案的資料夾裡面(我的名稱是123)
打開程式glm.h glm.c和transformation ((notepad++)
要在transformation打開 並尋找"glm"
複製 #include "glm.h" (1)
GLMmodel* pmodel = NULL;(2)
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);(3)
將三段程式放到 code blocks 對應的位置
#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, 1.0f };
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("week06");
glutDisplayFunc(display);
///一堆 OpenGL設定在這裡
glEnable(GL_DEPTH_TEST);
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();
}
這樣還跑不出車車,因為沒有加入glm到data
所以將data資料夾放到freeglut裡面
沒有留言:
張貼留言