2019年3月28日 星期四

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();
}

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